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source: code/trunk/src/orxonox/items/ShipPart.h @ 10484

Last change on this file since 10484 was 10262, checked in by landauf, 10 years ago

eol-style native. no changes in code.

  • Property svn:eol-style set to native
File size: 4.4 KB
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[10019]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"
[10052]34#include "items/PartDestructionEvent.h"
[10019]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
[10023]49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[10019]50
51            virtual void handleHit(float damage, float healthdamage, float shielddamage, Pawn* originator);
52
[10023]53            virtual void death();
[10067]54            virtual void explode();
[10023]55
[10019]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
[10052]63            void addDestructionEvent(PartDestructionEvent* event);
64            PartDestructionEvent* getDestructionEvent(unsigned int index);
65
[10019]66            virtual void setDamageAbsorption(float value);
67            inline float getDamageAbsorption()
68                { return this->damageAbsorption_; }
69
[10023]70            void setParent(ModularSpaceShip* ship);
71            inline ModularSpaceShip* getParent()
72                { return this->parent_; }
73
[10071]74            void setAlive(bool var);
[10053]75            inline bool isAlive()
76                { return this->alive_; }
77
[10058]78            inline void setEventExecution(bool var)
79                { this->eventExecution_ = var; }
80            inline bool isEventExecution()
81                { return this->eventExecution_; }
82
[10019]83            virtual void setHealth(float health);
84            inline void addHealth(float health)
85                { this->setHealth(this->health_ + health); }
86            inline void removeHealth(float health)
87                { this->setHealth(this->health_ - health); }
88            inline float getHealth() const
89                { return this->health_; }
90
[10023]91            inline void setMaxHealth(float maxhealth)
92                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
93            inline float getMaxHealth() const
94                { return this->maxHealth_; }
[10019]95
[10023]96            inline void setInitialHealth(float initialhealth)
97                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
98            inline float getInitialHealth() const
99                { return this->initialHealth_; }
100
[10067]101            inline void setExplosionPosition(Vector3 pos)
102                { this->explosionPosition_ = pos; }
103            inline Vector3 getExplosionPosition()
104                { return this->explosionPosition_; }
[10023]105
[10067]106
[10019]107            // FIXME: (noep) Why doesn't this work? Works fine in Engine.h
108            //void addToSpaceShip(ModularSpaceShip* ship);
109
110        protected:
[10023]111            ModularSpaceShip* parent_;
[10055]112            unsigned int parentID_;     // Object ID of the SpaceShip the Part is mounted on.
[10019]113
114            float damageAbsorption_;
115            float health_;
[10023]116            float maxHealth_;
117            float initialHealth_;
[10019]118
119        private:
[10055]120            std::vector<StaticEntity*> entityList_;         // List of all entities which belong to this part
[10052]121            std::vector<PartDestructionEvent*> eventList_;  // The list of all PartDestructionEvent assigned to this ShipPart.
[10019]122
[10053]123            bool alive_;
[10058]124            bool eventExecution_;
[10052]125
[10071]126            float healthMem_;
127
[10067]128            Vector3 explosionPosition_;
[10053]129
[10067]130
[10019]131    }; // tolua_export
132} // tolua_export
133
134#endif /* _ShipPart_H__ */
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