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source: code/branches/rocket3/src/orxonox/worldentities/pawns/Pawn.h @ 7144

Last change on this file since 7144 was 7075, checked in by landauf, 15 years ago

removed some tabs and adjusted formatting in some fps related files

  • 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            virtual void addedWeaponPack(WeaponPack* wPack) {}
105
106            inline const WorldEntity* getWorldEntity() const
107                { return const_cast<Pawn*>(this); }
108
109            inline void setSpawnParticleSource(const std::string& source)
110                { this->spawnparticlesource_ = source; }
111            inline const std::string& getSpawnParticleSource() const
112                { return this->spawnparticlesource_; }
113
114            inline void setSpawnParticleDuration(float duration)
115                { this->spawnparticleduration_ = duration; }
116            inline float getSpawnParticleDuration() const
117                { return this->spawnparticleduration_; }
118
119            inline void setExplosionChunks(unsigned int chunks)
120                { this->numexplosionchunks_ = chunks; }
121            inline unsigned int getExplosionChunks() const
122                { return this->numexplosionchunks_; }
123
124            virtual void startLocalHumanControl();
125
126            void setAimPosition( Vector3 position )
127                { this->aimPosition_ = position; }
128            Vector3 getAimPosition()
129                { return this->aimPosition_; }
130
131            virtual const Vector3& getCarrierPosition(void)
132                { return this->getWorldPosition(); };
133
134        protected:
135            virtual void setPlayer(PlayerInfo* player);
136            virtual void removePlayer();
137
138            virtual void death();
139            virtual void goWithStyle();
140            virtual void deatheffect();
141            virtual void spawneffect();
142
143            virtual void damage(float damage, Pawn* originator = 0);
144
145            bool bAlive_;
146
147            virtual std::vector<PickupCarrier*>* getCarrierChildren(void)
148                { return new std::vector<PickupCarrier*>(); }
149            virtual PickupCarrier* getCarrierParent(void)
150                { return NULL; }
151
152            float health_;
153            float maxHealth_;
154            float initialHealth_;
155            float shieldHealth_;
156            float shieldAbsorption_; // Has to be between 0 and 1
157
158            Pawn* lastHitOriginator_;
159
160            WeaponSystem* weaponSystem_;
161            bool bReload_;
162
163            std::string spawnparticlesource_;
164            float spawnparticleduration_;
165            unsigned int numexplosionchunks_;
166
167        private:
168            inline void setWeaponSystem(WeaponSystem* weaponsystem)
169                { this->weaponSystem_ = weaponsystem; }
170
171            Vector3 aimPosition_;
172    }; // tolua_export
173} // tolua_export
174
175#endif /* _Pawn_H__ */
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