[2072] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #ifndef _Pawn_H__ |
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| 30 | #define _Pawn_H__ |
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| 31 | |
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| 32 | #include "OrxonoxPrereqs.h" |
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[3196] | 33 | |
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| 34 | #include <string> |
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[6524] | 35 | #include "interfaces/PickupCarrier.h" |
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[3196] | 36 | #include "interfaces/RadarViewable.h" |
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[5735] | 37 | #include "worldentities/ControllableEntity.h" |
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[2072] | 38 | |
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[9939] | 39 | |
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[6711] | 40 | namespace orxonox // tolua_export |
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| 41 | { // tolua_export |
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| 42 | class _OrxonoxExport Pawn // tolua_export |
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| 43 | : public ControllableEntity, public RadarViewable, public PickupCarrier |
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| 44 | { // tolua_export |
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[3053] | 45 | friend class WeaponSystem; |
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| 46 | |
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[2072] | 47 | public: |
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[9667] | 48 | Pawn(Context* context); |
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[2072] | 49 | virtual ~Pawn(); |
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| 50 | |
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| 51 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 52 | virtual void tick(float dt); |
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| 53 | |
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| 54 | inline bool isAlive() const |
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| 55 | { return this->bAlive_; } |
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| 56 | |
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[9016] | 57 | |
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[2072] | 58 | virtual void setHealth(float health); |
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| 59 | inline void addHealth(float health) |
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| 60 | { this->setHealth(this->health_ + health); } |
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| 61 | inline void removeHealth(float health) |
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| 62 | { this->setHealth(this->health_ - health); } |
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[2662] | 63 | inline float getHealth() const |
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[2072] | 64 | { return this->health_; } |
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| 65 | |
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| 66 | inline void setMaxHealth(float maxhealth) |
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| 67 | { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } |
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| 68 | inline float getMaxHealth() const |
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| 69 | { return this->maxHealth_; } |
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| 70 | |
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| 71 | inline void setInitialHealth(float initialhealth) |
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| 72 | { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } |
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| 73 | inline float getInitialHealth() const |
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| 74 | { return this->initialHealth_; } |
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| 75 | |
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[8706] | 76 | virtual void setShieldHealth(float shieldHealth); |
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| 77 | |
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[7163] | 78 | inline float getShieldHealth() |
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[8855] | 79 | { return this->shieldHealth_; } |
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[7163] | 80 | |
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[8706] | 81 | inline void addShieldHealth(float amount) |
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[8855] | 82 | { this->setShieldHealth(this->shieldHealth_ + amount); } |
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[8706] | 83 | |
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| 84 | inline bool hasShield() |
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[8855] | 85 | { return (this->getShieldHealth() > 0); } |
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[8706] | 86 | |
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| 87 | virtual void setMaxShieldHealth(float maxshieldhealth); |
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| 88 | inline float getMaxShieldHealth() const |
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| 89 | { return this->maxShieldHealth_; } |
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| 90 | |
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| 91 | inline void setInitialShieldHealth(float initialshieldhealth) |
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| 92 | { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); } |
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| 93 | inline float getInitialShieldHealth() const |
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| 94 | { return this->initialShieldHealth_; } |
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| 95 | |
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| 96 | inline void restoreInitialShieldHealth() |
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| 97 | { this->setShieldHealth(this->initialShieldHealth_); } |
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| 98 | inline void restoreMaxShieldHealth() |
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| 99 | { this->setShieldHealth(this->maxShieldHealth_); } |
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| 100 | |
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[7163] | 101 | inline void setShieldAbsorption(float shieldAbsorption) |
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[8855] | 102 | { this->shieldAbsorption_ = shieldAbsorption; } |
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[7163] | 103 | inline float getShieldAbsorption() |
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[8855] | 104 | { return this->shieldAbsorption_; } |
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[7163] | 105 | |
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[8706] | 106 | // TODO: Rename to shieldRechargeRate |
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| 107 | virtual void setReloadRate(float reloadrate); |
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| 108 | inline float getReloadRate() const |
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| 109 | { return this->reloadRate_; } |
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| 110 | |
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| 111 | virtual void setReloadWaitTime(float reloadwaittime); |
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| 112 | inline float getReloadWaitTime() const |
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| 113 | { return this->reloadWaitTime_; } |
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| 114 | |
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| 115 | inline void resetReloadCountdown() |
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[8855] | 116 | { this->reloadWaitCountdown_ = 0; } |
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[8706] | 117 | |
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| 118 | inline void startReloadCountdown() |
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[8855] | 119 | { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc |
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[8706] | 120 | |
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| 121 | virtual void decreaseReloadCountdownTime(float dt); |
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| 122 | |
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[2072] | 123 | inline ControllableEntity* getLastHitOriginator() const |
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| 124 | { return this->lastHitOriginator_; } |
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| 125 | |
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[8706] | 126 | //virtual void hit(Pawn* originator, const Vector3& force, float damage); |
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| 127 | //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); |
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[10216] | 128 | virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); |
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| 129 | virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); |
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[8706] | 130 | |
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[2072] | 131 | virtual void kill(); |
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| 132 | |
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[6417] | 133 | virtual void fired(unsigned int firemode); |
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[3053] | 134 | virtual void reload(); |
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[2072] | 135 | virtual void postSpawn(); |
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| 136 | |
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[3053] | 137 | void addWeaponSlot(WeaponSlot * wSlot); |
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[2662] | 138 | WeaponSlot * getWeaponSlot(unsigned int index) const; |
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[3053] | 139 | void addWeaponSet(WeaponSet * wSet); |
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[2662] | 140 | WeaponSet * getWeaponSet(unsigned int index) const; |
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[3053] | 141 | void addWeaponPack(WeaponPack * wPack); |
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[6417] | 142 | void addWeaponPackXML(WeaponPack * wPack); |
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[3053] | 143 | WeaponPack * getWeaponPack(unsigned int index) const; |
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[2662] | 144 | |
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[7163] | 145 | virtual void addedWeaponPack(WeaponPack* wPack) {} |
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| 146 | |
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[2662] | 147 | inline void setSpawnParticleSource(const std::string& source) |
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| 148 | { this->spawnparticlesource_ = source; } |
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| 149 | inline const std::string& getSpawnParticleSource() const |
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| 150 | { return this->spawnparticlesource_; } |
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| 151 | |
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| 152 | inline void setSpawnParticleDuration(float duration) |
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| 153 | { this->spawnparticleduration_ = duration; } |
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| 154 | inline float getSpawnParticleDuration() const |
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| 155 | { return this->spawnparticleduration_; } |
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| 156 | |
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| 157 | inline void setExplosionChunks(unsigned int chunks) |
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| 158 | { this->numexplosionchunks_ = chunks; } |
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| 159 | inline unsigned int getExplosionChunks() const |
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| 160 | { return this->numexplosionchunks_; } |
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| 161 | |
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[9348] | 162 | // These are used with the Damage Boost Pickup to use the damage multiplier. |
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| 163 | inline void setDamageMultiplier(float multiplier) |
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| 164 | { this->damageMultiplier_ = multiplier; } |
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| 165 | inline float getDamageMultiplier() const |
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| 166 | { return this->damageMultiplier_; } |
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| 167 | |
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| 168 | |
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[3089] | 169 | virtual void startLocalHumanControl(); |
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[2662] | 170 | |
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[6417] | 171 | void setAimPosition( Vector3 position ) |
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| 172 | { this->aimPosition_ = position; } |
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| 173 | Vector3 getAimPosition() |
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| 174 | { return this->aimPosition_; } |
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[7163] | 175 | |
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[7547] | 176 | virtual const Vector3& getCarrierPosition(void) const |
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[6540] | 177 | { return this->getWorldPosition(); }; |
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[6417] | 178 | |
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[9254] | 179 | virtual void changedVisibility(); |
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| 180 | |
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[9939] | 181 | void setExplosionSound(const std::string& engineSound); |
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| 182 | const std::string& getExplosionSound(); |
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| 183 | |
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[2072] | 184 | protected: |
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[7889] | 185 | virtual void preDestroy(); |
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| 186 | |
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[3038] | 187 | virtual void setPlayer(PlayerInfo* player); |
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| 188 | virtual void removePlayer(); |
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| 189 | |
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[2072] | 190 | virtual void death(); |
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[9625] | 191 | virtual bool hasSlaves(); |
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| 192 | virtual Controller* getSlave(); |
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[3087] | 193 | virtual void goWithStyle(); |
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[2662] | 194 | virtual void deatheffect(); |
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| 195 | virtual void spawneffect(); |
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[2072] | 196 | |
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[8706] | 197 | //virtual void damage(float damage, Pawn* originator = 0); |
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[10216] | 198 | virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL); |
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[6417] | 199 | |
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[2072] | 200 | bool bAlive_; |
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| 201 | |
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[7547] | 202 | virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const |
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[6711] | 203 | { return new std::vector<PickupCarrier*>(); } |
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[7547] | 204 | virtual PickupCarrier* getCarrierParent(void) const |
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[6524] | 205 | { return NULL; } |
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[2662] | 206 | |
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[9016] | 207 | |
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[2072] | 208 | float health_; |
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| 209 | float maxHealth_; |
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| 210 | float initialHealth_; |
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[8891] | 211 | |
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[7163] | 212 | float shieldHealth_; |
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[8706] | 213 | float maxShieldHealth_; |
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| 214 | float initialShieldHealth_; |
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[9348] | 215 | float shieldAbsorption_; ///< Has to be between 0 and 1 |
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[8706] | 216 | float reloadRate_; |
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| 217 | float reloadWaitTime_; |
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| 218 | float reloadWaitCountdown_; |
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[2072] | 219 | |
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[9348] | 220 | float damageMultiplier_; ///< Used by the Damage Boost Pickup. |
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| 221 | |
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[7655] | 222 | WeakPtr<Pawn> lastHitOriginator_; |
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[2098] | 223 | |
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| 224 | WeaponSystem* weaponSystem_; |
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[3053] | 225 | bool bReload_; |
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[2662] | 226 | |
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| 227 | std::string spawnparticlesource_; |
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| 228 | float spawnparticleduration_; |
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| 229 | unsigned int numexplosionchunks_; |
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[3053] | 230 | |
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| 231 | private: |
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[7163] | 232 | void registerVariables(); |
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[3053] | 233 | inline void setWeaponSystem(WeaponSystem* weaponsystem) |
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| 234 | { this->weaponSystem_ = weaponsystem; } |
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[6417] | 235 | |
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| 236 | Vector3 aimPosition_; |
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[9939] | 237 | |
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[9948] | 238 | WorldSound* explosionSound_; // TODO: Does this really belong here? Maybe move it to BigExplosion? |
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[9939] | 239 | |
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[6711] | 240 | }; // tolua_export |
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| 241 | } // tolua_export |
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[2072] | 242 | |
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| 243 | #endif /* _Pawn_H__ */ |
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