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source: code/branches/pickup3/src/orxonox/worldentities/pawns/Pawn.h @ 6467

Last change on this file since 6467 was 6466, checked in by dafrick, 15 years ago

Lots of things done in pickups module. Compiles, but it seems, that I've also introduced an error preventing steering of the spaceship.

  • Property svn:eol-style set to native
File size: 5.7 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/PickupCarrier.h"
36#include "interfaces/RadarViewable.h"
37#include "worldentities/ControllableEntity.h"
38
39namespace orxonox
40{
41    class _OrxonoxExport Pawn : public ControllableEntity, public RadarViewable, public PickupCarrier
42    {
43        friend class WeaponSystem;
44
45        public:
46            Pawn(BaseObject* creator);
47            virtual ~Pawn();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50            virtual void tick(float dt);
51            void registerVariables();
52
53            inline bool isAlive() const
54                { return this->bAlive_; }
55
56            virtual void setHealth(float health);
57            inline void addHealth(float health)
58                { this->setHealth(this->health_ + health); }
59            inline void removeHealth(float health)
60                { this->setHealth(this->health_ - health); }
61            inline float getHealth() const
62                { return this->health_; }
63
64            inline void setMaxHealth(float maxhealth)
65                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
66            inline float getMaxHealth() const
67                { return this->maxHealth_; }
68
69            inline void setInitialHealth(float initialhealth)
70                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
71            inline float getInitialHealth() const
72                { return this->initialHealth_; }
73
74            inline ControllableEntity* getLastHitOriginator() const
75                { return this->lastHitOriginator_; }
76
77            virtual void hit(Pawn* originator, const Vector3& force, float damage);
78            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
79            virtual void kill();
80
81            virtual void fired(unsigned int firemode);
82            virtual void reload();
83            virtual void postSpawn();
84
85            void addWeaponSlot(WeaponSlot * wSlot);
86            WeaponSlot * getWeaponSlot(unsigned int index) const;
87            void addWeaponSet(WeaponSet * wSet);
88            WeaponSet * getWeaponSet(unsigned int index) const;
89            void addWeaponPack(WeaponPack * wPack);
90            void addWeaponPackXML(WeaponPack * wPack);
91            WeaponPack * getWeaponPack(unsigned int index) const;
92
93            inline const WorldEntity* getWorldEntity() const
94                { return const_cast<Pawn*>(this); }
95
96            inline void setSpawnParticleSource(const std::string& source)
97                { this->spawnparticlesource_ = source; }
98            inline const std::string& getSpawnParticleSource() const
99                { return this->spawnparticlesource_; }
100
101            inline void setSpawnParticleDuration(float duration)
102                { this->spawnparticleduration_ = duration; }
103            inline float getSpawnParticleDuration() const
104                { return this->spawnparticleduration_; }
105
106            inline void setExplosionChunks(unsigned int chunks)
107                { this->numexplosionchunks_ = chunks; }
108            inline unsigned int getExplosionChunks() const
109                { return this->numexplosionchunks_; }
110
111//TODO: Remove.
112//             virtual void dropItems();
113//             inline PickupCollection& getPickups()
114//                 { return this->pickups_; }
115//             virtual void useItem()
116//                 { this->pickups_.useItem(); }
117
118            virtual void startLocalHumanControl();
119
120            void setAimPosition( Vector3 position )
121                { this->aimPosition_ = position; }
122            Vector3 getAimPosition()
123                { return this->aimPosition_; }
124
125        protected:
126            virtual void setPlayer(PlayerInfo* player);
127            virtual void removePlayer();
128
129            virtual void death();
130            virtual void goWithStyle();
131            virtual void deatheffect();
132            virtual void spawneffect();
133
134            virtual void damage(float damage, Pawn* originator = 0);
135
136            bool bAlive_;
137
138            //TODO: Remove.
139            //PickupCollection pickups_;
140            virtual const std::list<PickupCarrier*>* getChildren(void)
141                { return new std::list<PickupCarrier*>(); }
142            virtual PickupCarrier* getParent(void)
143                { return NULL; }
144
145            float health_;
146            float maxHealth_;
147            float initialHealth_;
148
149            Pawn* lastHitOriginator_;
150
151            WeaponSystem* weaponSystem_;
152            bool bReload_;
153
154            std::string spawnparticlesource_;
155            float spawnparticleduration_;
156            unsigned int numexplosionchunks_;
157
158        private:
159            inline void setWeaponSystem(WeaponSystem* weaponsystem)
160                { this->weaponSystem_ = weaponsystem; }
161
162            Vector3 aimPosition_;
163    };
164}
165
166#endif /* _Pawn_H__ */
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