Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/ppspickups3/src/orxonox/worldentities/pawns/Pawn.h @ 6884

Last change on this file since 6884 was 6884, checked in by benedict, 14 years ago

did the shield pickup. upload for testing

  • Property svn:eol-style set to native
File size: 6.2 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 // tolua_export
40{ // tolua_export
41    class _OrxonoxExport Pawn // tolua_export
42        : public ControllableEntity, public RadarViewable, public PickupCarrier
43    { // tolua_export
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 void setShieldHealth(float shieldHealth)
76            { this->shieldHealth_ = shieldHealth; }
77            inline float getShieldHealth()
78            { return this->shieldHealth_; }
79           
80            inline void setShieldAbsorption(float shieldAbsorption)
81            { this->shieldAbsorption_ = shieldAbsorption; }
82            inline float getShieldAbsorption()
83            { return this->shieldAbsorption_; }
84
85            inline ControllableEntity* getLastHitOriginator() const
86                { return this->lastHitOriginator_; }
87
88            virtual void hit(Pawn* originator, const Vector3& force, float damage);
89            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
90            virtual void kill();
91
92            virtual void fired(unsigned int firemode);
93            virtual void reload();
94            virtual void postSpawn();
95
96            void addWeaponSlot(WeaponSlot * wSlot);
97            WeaponSlot * getWeaponSlot(unsigned int index) const;
98            void addWeaponSet(WeaponSet * wSet);
99            WeaponSet * getWeaponSet(unsigned int index) const;
100            void addWeaponPack(WeaponPack * wPack);
101            void addWeaponPackXML(WeaponPack * wPack);
102            WeaponPack * getWeaponPack(unsigned int index) const;
103
104            inline const WorldEntity* getWorldEntity() const
105                { return const_cast<Pawn*>(this); }
106
107            inline void setSpawnParticleSource(const std::string& source)
108                { this->spawnparticlesource_ = source; }
109            inline const std::string& getSpawnParticleSource() const
110                { return this->spawnparticlesource_; }
111
112            inline void setSpawnParticleDuration(float duration)
113                { this->spawnparticleduration_ = duration; }
114            inline float getSpawnParticleDuration() const
115                { return this->spawnparticleduration_; }
116
117            inline void setExplosionChunks(unsigned int chunks)
118                { this->numexplosionchunks_ = chunks; }
119            inline unsigned int getExplosionChunks() const
120                { return this->numexplosionchunks_; }
121
122            virtual void startLocalHumanControl();
123
124            void setAimPosition( Vector3 position )
125                { this->aimPosition_ = position; }
126            Vector3 getAimPosition()
127                { return this->aimPosition_; }
128               
129            virtual const Vector3& getCarrierPosition(void)
130                { return this->getWorldPosition(); };
131
132        protected:
133            virtual void setPlayer(PlayerInfo* player);
134            virtual void removePlayer();
135
136            virtual void death();
137            virtual void goWithStyle();
138            virtual void deatheffect();
139            virtual void spawneffect();
140
141            virtual void damage(float damage, Pawn* originator = 0);
142
143            bool bAlive_;
144
145            virtual std::vector<PickupCarrier*>* getCarrierChildren(void)
146                { return new std::vector<PickupCarrier*>(); }
147            virtual PickupCarrier* getCarrierParent(void)
148                { return NULL; }
149
150            float health_;
151            float maxHealth_;
152            float initialHealth_;
153            float shieldHealth_;
154            float shieldAbsorption_; // Has to be between 0 and 1
155
156            Pawn* lastHitOriginator_;
157
158            WeaponSystem* weaponSystem_;
159            bool bReload_;
160
161            std::string spawnparticlesource_;
162            float spawnparticleduration_;
163            unsigned int numexplosionchunks_;
164
165        private:
166            inline void setWeaponSystem(WeaponSystem* weaponsystem)
167                { this->weaponSystem_ = weaponsystem; }
168
169            Vector3 aimPosition_;
170    }; // tolua_export
171} // tolua_export
172
173#endif /* _Pawn_H__ */
Note: See TracBrowser for help on using the repository browser.