[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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[10437] | 41 | { |
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| 42 | /** |
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| 43 | @brief |
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| 44 | Everything in Orxonoy that has a health attribute is a Pawn. After a Pawn is spawned its health is set to |
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| 45 | its initial health. In every call of the Pawns tick function the game checks whether the pawns health is at |
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| 46 | or below zero. If it is, the pawn gets killed. |
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| 47 | |
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| 48 | Pawns can carry pickups and fire weapons. The can also have shields. |
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| 49 | |
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| 50 | Notice that every Pawn is a ControllableEntity. |
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| 51 | */ |
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| 52 | |
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| 53 | // tolua_export |
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[6711] | 54 | class _OrxonoxExport Pawn // tolua_export |
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| 55 | : public ControllableEntity, public RadarViewable, public PickupCarrier |
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| 56 | { // tolua_export |
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[3053] | 57 | friend class WeaponSystem; |
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| 58 | |
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[2072] | 59 | public: |
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[9667] | 60 | Pawn(Context* context); |
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[2072] | 61 | virtual ~Pawn(); |
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| 62 | |
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| 63 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 64 | virtual void tick(float dt); |
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| 65 | |
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| 66 | inline bool isAlive() const |
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| 67 | { return this->bAlive_; } |
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| 68 | |
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[9016] | 69 | |
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[2072] | 70 | virtual void setHealth(float health); |
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| 71 | inline void addHealth(float health) |
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| 72 | { this->setHealth(this->health_ + health); } |
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| 73 | inline void removeHealth(float health) |
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| 74 | { this->setHealth(this->health_ - health); } |
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[2662] | 75 | inline float getHealth() const |
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[2072] | 76 | { return this->health_; } |
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| 77 | |
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| 78 | inline void setMaxHealth(float maxhealth) |
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| 79 | { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } |
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| 80 | inline float getMaxHealth() const |
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| 81 | { return this->maxHealth_; } |
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| 82 | |
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| 83 | inline void setInitialHealth(float initialhealth) |
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| 84 | { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } |
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| 85 | inline float getInitialHealth() const |
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| 86 | { return this->initialHealth_; } |
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| 87 | |
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[8706] | 88 | virtual void setShieldHealth(float shieldHealth); |
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| 89 | |
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[7163] | 90 | inline float getShieldHealth() |
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[8855] | 91 | { return this->shieldHealth_; } |
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[7163] | 92 | |
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[8706] | 93 | inline void addShieldHealth(float amount) |
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[8855] | 94 | { this->setShieldHealth(this->shieldHealth_ + amount); } |
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[8706] | 95 | |
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| 96 | inline bool hasShield() |
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[8855] | 97 | { return (this->getShieldHealth() > 0); } |
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[8706] | 98 | |
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| 99 | virtual void setMaxShieldHealth(float maxshieldhealth); |
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| 100 | inline float getMaxShieldHealth() const |
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| 101 | { return this->maxShieldHealth_; } |
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| 102 | |
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| 103 | inline void setInitialShieldHealth(float initialshieldhealth) |
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| 104 | { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); } |
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| 105 | inline float getInitialShieldHealth() const |
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| 106 | { return this->initialShieldHealth_; } |
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| 107 | |
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| 108 | inline void restoreInitialShieldHealth() |
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| 109 | { this->setShieldHealth(this->initialShieldHealth_); } |
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| 110 | inline void restoreMaxShieldHealth() |
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| 111 | { this->setShieldHealth(this->maxShieldHealth_); } |
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| 112 | |
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[7163] | 113 | inline void setShieldAbsorption(float shieldAbsorption) |
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[8855] | 114 | { this->shieldAbsorption_ = shieldAbsorption; } |
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[7163] | 115 | inline float getShieldAbsorption() |
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[8855] | 116 | { return this->shieldAbsorption_; } |
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[7163] | 117 | |
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[8706] | 118 | // TODO: Rename to shieldRechargeRate |
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| 119 | virtual void setReloadRate(float reloadrate); |
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| 120 | inline float getReloadRate() const |
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| 121 | { return this->reloadRate_; } |
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| 122 | |
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| 123 | virtual void setReloadWaitTime(float reloadwaittime); |
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| 124 | inline float getReloadWaitTime() const |
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| 125 | { return this->reloadWaitTime_; } |
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| 126 | |
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| 127 | inline void resetReloadCountdown() |
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[8855] | 128 | { this->reloadWaitCountdown_ = 0; } |
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[8706] | 129 | |
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| 130 | inline void startReloadCountdown() |
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[8855] | 131 | { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc |
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[8706] | 132 | |
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| 133 | virtual void decreaseReloadCountdownTime(float dt); |
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| 134 | |
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[2072] | 135 | inline ControllableEntity* getLastHitOriginator() const |
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| 136 | { return this->lastHitOriginator_; } |
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| 137 | |
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[8706] | 138 | //virtual void hit(Pawn* originator, const Vector3& force, float damage); |
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| 139 | //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); |
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[10216] | 140 | 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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| 141 | 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] | 142 | |
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[2072] | 143 | virtual void kill(); |
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| 144 | |
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[6417] | 145 | virtual void fired(unsigned int firemode); |
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[3053] | 146 | virtual void reload(); |
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[2072] | 147 | virtual void postSpawn(); |
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| 148 | |
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[3053] | 149 | void addWeaponSlot(WeaponSlot * wSlot); |
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[2662] | 150 | WeaponSlot * getWeaponSlot(unsigned int index) const; |
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[3053] | 151 | void addWeaponSet(WeaponSet * wSet); |
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[2662] | 152 | WeaponSet * getWeaponSet(unsigned int index) const; |
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[3053] | 153 | void addWeaponPack(WeaponPack * wPack); |
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[6417] | 154 | void addWeaponPackXML(WeaponPack * wPack); |
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[3053] | 155 | WeaponPack * getWeaponPack(unsigned int index) const; |
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[2662] | 156 | |
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[7163] | 157 | virtual void addedWeaponPack(WeaponPack* wPack) {} |
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| 158 | |
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[2662] | 159 | inline void setSpawnParticleSource(const std::string& source) |
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| 160 | { this->spawnparticlesource_ = source; } |
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| 161 | inline const std::string& getSpawnParticleSource() const |
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| 162 | { return this->spawnparticlesource_; } |
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| 163 | |
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| 164 | inline void setSpawnParticleDuration(float duration) |
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| 165 | { this->spawnparticleduration_ = duration; } |
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| 166 | inline float getSpawnParticleDuration() const |
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| 167 | { return this->spawnparticleduration_; } |
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| 168 | |
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| 169 | inline void setExplosionChunks(unsigned int chunks) |
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| 170 | { this->numexplosionchunks_ = chunks; } |
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| 171 | inline unsigned int getExplosionChunks() const |
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| 172 | { return this->numexplosionchunks_; } |
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| 173 | |
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[9348] | 174 | // These are used with the Damage Boost Pickup to use the damage multiplier. |
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| 175 | inline void setDamageMultiplier(float multiplier) |
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| 176 | { this->damageMultiplier_ = multiplier; } |
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| 177 | inline float getDamageMultiplier() const |
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| 178 | { return this->damageMultiplier_; } |
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| 179 | |
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| 180 | |
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[3089] | 181 | virtual void startLocalHumanControl(); |
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[2662] | 182 | |
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[6417] | 183 | void setAimPosition( Vector3 position ) |
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| 184 | { this->aimPosition_ = position; } |
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| 185 | Vector3 getAimPosition() |
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| 186 | { return this->aimPosition_; } |
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[7163] | 187 | |
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[7547] | 188 | virtual const Vector3& getCarrierPosition(void) const |
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[6540] | 189 | { return this->getWorldPosition(); }; |
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[6417] | 190 | |
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[9254] | 191 | virtual void changedVisibility(); |
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| 192 | |
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[9939] | 193 | void setExplosionSound(const std::string& engineSound); |
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| 194 | const std::string& getExplosionSound(); |
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| 195 | |
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[2072] | 196 | protected: |
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[7889] | 197 | virtual void preDestroy(); |
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| 198 | |
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[3038] | 199 | virtual void setPlayer(PlayerInfo* player); |
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| 200 | virtual void removePlayer(); |
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| 201 | |
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[2072] | 202 | virtual void death(); |
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[9625] | 203 | virtual bool hasSlaves(); |
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| 204 | virtual Controller* getSlave(); |
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[3087] | 205 | virtual void goWithStyle(); |
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[2662] | 206 | virtual void deatheffect(); |
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| 207 | virtual void spawneffect(); |
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[2072] | 208 | |
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[8706] | 209 | //virtual void damage(float damage, Pawn* originator = 0); |
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[10216] | 210 | 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] | 211 | |
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[2072] | 212 | bool bAlive_; |
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| 213 | |
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[7547] | 214 | virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const |
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[6711] | 215 | { return new std::vector<PickupCarrier*>(); } |
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[7547] | 216 | virtual PickupCarrier* getCarrierParent(void) const |
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[6524] | 217 | { return NULL; } |
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[2662] | 218 | |
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[9016] | 219 | |
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[2072] | 220 | float health_; |
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| 221 | float maxHealth_; |
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| 222 | float initialHealth_; |
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[8891] | 223 | |
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[7163] | 224 | float shieldHealth_; |
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[8706] | 225 | float maxShieldHealth_; |
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| 226 | float initialShieldHealth_; |
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[9348] | 227 | float shieldAbsorption_; ///< Has to be between 0 and 1 |
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[8706] | 228 | float reloadRate_; |
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| 229 | float reloadWaitTime_; |
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| 230 | float reloadWaitCountdown_; |
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[2072] | 231 | |
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[9348] | 232 | float damageMultiplier_; ///< Used by the Damage Boost Pickup. |
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| 233 | |
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[7655] | 234 | WeakPtr<Pawn> lastHitOriginator_; |
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[2098] | 235 | |
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| 236 | WeaponSystem* weaponSystem_; |
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[3053] | 237 | bool bReload_; |
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[2662] | 238 | |
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| 239 | std::string spawnparticlesource_; |
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| 240 | float spawnparticleduration_; |
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| 241 | unsigned int numexplosionchunks_; |
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[3053] | 242 | |
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| 243 | private: |
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[7163] | 244 | void registerVariables(); |
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[3053] | 245 | inline void setWeaponSystem(WeaponSystem* weaponsystem) |
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| 246 | { this->weaponSystem_ = weaponsystem; } |
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[6417] | 247 | |
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| 248 | Vector3 aimPosition_; |
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[9939] | 249 | |
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[9948] | 250 | WorldSound* explosionSound_; // TODO: Does this really belong here? Maybe move it to BigExplosion? |
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[9939] | 251 | |
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[6711] | 252 | }; // tolua_export |
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| 253 | } // tolua_export |
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[2072] | 254 | |
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| 255 | #endif /* _Pawn_H__ */ |
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