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source: code/branches/pickup2/src/orxonox/worldentities/pawns/Pawn.h @ 6458

Last change on this file since 6458 was 6412, checked in by dafrick, 15 years ago

Merged presentation2 branch into pickup2 branch.

  • Property svn:eol-style set to native
File size: 5.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Pawn_H__
30#define _Pawn_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include "interfaces/RadarViewable.h"
36#include "worldentities/ControllableEntity.h"
37//TODO: Remove.
38//#include "pickup/PickupCollection.h"
39
40namespace orxonox
41{
42    class _OrxonoxExport Pawn : public ControllableEntity, public RadarViewable
43    {
44        friend class WeaponSystem;
45
46        public:
47            Pawn(BaseObject* creator);
48            virtual ~Pawn();
49
50            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
51            virtual void tick(float dt);
52            void registerVariables();
53
54            inline bool isAlive() const
55                { return this->bAlive_; }
56
57            virtual void setHealth(float health);
58            inline void addHealth(float health)
59                { this->setHealth(this->health_ + health); }
60            inline void removeHealth(float health)
61                { this->setHealth(this->health_ - health); }
62            inline float getHealth() const
63                { return this->health_; }
64
65            inline void setMaxHealth(float maxhealth)
66                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
67            inline float getMaxHealth() const
68                { return this->maxHealth_; }
69
70            inline void setInitialHealth(float initialhealth)
71                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
72            inline float getInitialHealth() const
73                { return this->initialHealth_; }
74
75            inline ControllableEntity* getLastHitOriginator() const
76                { return this->lastHitOriginator_; }
77
78            virtual void hit(Pawn* originator, const Vector3& force, float damage);
79            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
80            virtual void kill();
81
82            virtual void fired(unsigned int firemode);
83            virtual void reload();
84            virtual void postSpawn();
85
86            void addWeaponSlot(WeaponSlot * wSlot);
87            WeaponSlot * getWeaponSlot(unsigned int index) const;
88            void addWeaponSet(WeaponSet * wSet);
89            WeaponSet * getWeaponSet(unsigned int index) const;
90            void addWeaponPack(WeaponPack * wPack);
91            void addWeaponPackXML(WeaponPack * wPack);
92            WeaponPack * getWeaponPack(unsigned int index) const;
93
94            inline const WorldEntity* getWorldEntity() const
95                { return const_cast<Pawn*>(this); }
96
97            inline void setSpawnParticleSource(const std::string& source)
98                { this->spawnparticlesource_ = source; }
99            inline const std::string& getSpawnParticleSource() const
100                { return this->spawnparticlesource_; }
101
102            inline void setSpawnParticleDuration(float duration)
103                { this->spawnparticleduration_ = duration; }
104            inline float getSpawnParticleDuration() const
105                { return this->spawnparticleduration_; }
106
107            inline void setExplosionChunks(unsigned int chunks)
108                { this->numexplosionchunks_ = chunks; }
109            inline unsigned int getExplosionChunks() const
110                { return this->numexplosionchunks_; }
111
112//TODO: Remove.
113//             virtual void dropItems();
114//             inline PickupCollection& getPickups()
115//                 { return this->pickups_; }
116//             virtual void useItem()
117//                 { this->pickups_.useItem(); }
118
119            virtual void startLocalHumanControl();
120
121            void setAimPosition( Vector3 position )
122                { this->aimPosition_ = position; }
123            Vector3 getAimPosition()
124                { return this->aimPosition_; }
125
126        protected:
127            virtual void setPlayer(PlayerInfo* player);
128            virtual void removePlayer();
129
130            virtual void death();
131            virtual void goWithStyle();
132            virtual void deatheffect();
133            virtual void spawneffect();
134
135            virtual void damage(float damage, Pawn* originator = 0);
136
137            bool bAlive_;
138
139            //TODO: Remove.
140            //PickupCollection pickups_;
141
142            float health_;
143            float maxHealth_;
144            float initialHealth_;
145
146            Pawn* lastHitOriginator_;
147
148            WeaponSystem* weaponSystem_;
149            bool bReload_;
150
151            std::string spawnparticlesource_;
152            float spawnparticleduration_;
153            unsigned int numexplosionchunks_;
154
155        private:
156            inline void setWeaponSystem(WeaponSystem* weaponsystem)
157                { this->weaponSystem_ = weaponsystem; }
158
159            Vector3 aimPosition_;
160    };
161}
162
163#endif /* _Pawn_H__ */
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