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source: code/branches/weapon2/src/orxonox/objects/worldentities/pawns/Pawn.h @ 2398

Last change on this file since 2398 was 2319, checked in by polakma, 16 years ago

fixed WeaponPack attaching

  • Property svn:eol-style set to native
File size: 3.4 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 *      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 "objects/worldentities/ControllableEntity.h"
35#include "objects/weaponSystem/WeaponSystem.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport Pawn : public ControllableEntity
40    {
41        public:
42            Pawn(BaseObject* creator);
43            virtual ~Pawn();
44
45            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
46            virtual void tick(float dt);
47            void registerVariables();
48
49            inline bool isAlive() const
50                { return this->bAlive_; }
51
52            virtual void setHealth(float health);
53            inline void addHealth(float health)
54                { this->setHealth(this->health_ + health); }
55            inline void removeHealth(float health)
56                { this->setHealth(this->health_ - health); }
57            inline float getHealht() const
58                { return this->health_; }
59
60            inline void setMaxHealth(float maxhealth)
61                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
62            inline float getMaxHealth() const
63                { return this->maxHealth_; }
64
65            inline void setInitialHealth(float initialhealth)
66                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
67            inline float getInitialHealth() const
68                { return this->initialHealth_; }
69
70            inline ControllableEntity* getLastHitOriginator() const
71                { return this->lastHitOriginator_; }
72
73            virtual void damage(float damage, Pawn* originator = 0);
74            virtual void hit(Pawn* originator, const Vector3& force, float damage);
75            virtual void kill();
76
77            virtual void fire(WeaponMode::Enum fireMode);
78
79            virtual void postSpawn();
80
81            void setWeaponSlot(WeaponSlot * wSlot);
82            WeaponSlot * getWeaponSlot(unsigned int index) const;
83            void setWeaponPack(WeaponPack * wPack);
84            WeaponPack * getWeaponPack(unsigned int firemode) const;
85            void setWeaponSet(WeaponSet * wSet);
86            WeaponSet * getWeaponSet(unsigned int index) const;
87
88        protected:
89            virtual void spawn();
90            virtual void death();
91
92            bool bAlive_;
93
94            float health_;
95            float maxHealth_;
96            float initialHealth_;
97
98            Pawn* lastHitOriginator_;
99
100            WeaponSystem* weaponSystem_;
101    };
102}
103
104#endif /* _Pawn_H__ */
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