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source: code/branches/shader_HS18/src/orxonox/items/ShipPart.h @ 12098

Last change on this file since 12098 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 4.4 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 *      Noe Pedrazzini
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ShipPart_H__
30#define _ShipPart_H__
31
32#include "OrxonoxPrereqs.h"
33#include "Item.h"
34#include "items/PartDestructionEvent.h"
35
36#include <string>
37
38
39namespace orxonox // tolua_export
40{ // tolua_export
41    class _OrxonoxExport ShipPart // tolua_export
42        : public Item
43    { // tolua_export
44
45        public:
46            ShipPart(Context* context);
47            virtual ~ShipPart();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
50
51            virtual void handleHit(float damage, float healthdamage, float shielddamage, Pawn* originator);
52
53            virtual void death();
54            virtual void explode();
55
56            //virtual void attachTo(Pawn* newParent);
57            //virtual void detach();
58
59            void addEntity(StaticEntity* entity);
60            StaticEntity* getEntity(unsigned int index);
61            bool hasEntity(StaticEntity* entity) const;
62
63            void addDestructionEvent(PartDestructionEvent* event);
64            PartDestructionEvent* getDestructionEvent(unsigned int index);
65
66            inline void setDamageAbsorption(float value)
67                { this->damageAbsorption_ = value; }
68            inline float getDamageAbsorption() const
69                { return this->damageAbsorption_; }
70
71            void setParent(ModularSpaceShip* ship);
72            inline ModularSpaceShip* getParent() const
73                { return this->parent_; }
74
75            inline void setEventExecution(bool var)
76                { this->eventExecution_ = var; }
77            inline bool isEventExecution() const
78                { return this->eventExecution_; }
79
80            inline void setHealth(float health)
81                { this->health_ = health; }
82            inline void addHealth(float health)
83                { this->setHealth(this->health_ + health); }
84            inline void removeHealth(float health)
85                { this->setHealth(this->health_ - health); }
86            inline float getHealth() const
87                { return this->health_; }
88
89            inline void setMaxHealth(float maxhealth)
90                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
91            inline float getMaxHealth() const
92                { return this->maxHealth_; }
93
94            inline void setInitialHealth(float initialhealth)
95                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
96            inline float getInitialHealth() const
97                { return this->initialHealth_; }
98
99            inline void setExplosionPosition(Vector3 pos)
100                { this->explosionPosition_ = pos; }
101            inline Vector3 getExplosionPosition()
102                { return this->explosionPosition_; }
103
104
105            // FIXME: (noep) Why doesn't this work? Works fine in Engine.h
106            //void addToSpaceShip(ModularSpaceShip* ship);
107
108        protected:
109            ModularSpaceShip* parent_;
110            unsigned int parentID_;     // Object ID of the SpaceShip the Part is mounted on.
111
112            float damageAbsorption_;
113            float health_;
114            float maxHealth_;
115            float initialHealth_;
116
117        private:
118            std::vector<StaticEntity*> entityList_;         // List of all entities which belong to this part
119            std::vector<PartDestructionEvent*> eventList_;  // The list of all PartDestructionEvent assigned to this ShipPart.
120
121            bool eventExecution_;
122
123            float healthMem_;
124
125            Vector3 explosionPosition_;
126
127
128    }; // tolua_export
129} // tolua_export
130
131#endif /* _ShipPart_H__ */
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