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source: code/trunk/src/orxonox/worldentities/pawns/Pawn.h @ 11053

Last change on this file since 11053 was 11052, checked in by landauf, 9 years ago

merged branch presentationHS15 back to trunk

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[2072]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"
[3196]33
34#include <string>
[11052]35#include <vector>
[6524]36#include "interfaces/PickupCarrier.h"
[3196]37#include "interfaces/RadarViewable.h"
[5735]38#include "worldentities/ControllableEntity.h"
[11052]39#include "worldentities/ExplosionPart.h"
[2072]40
[9939]41
[6711]42namespace orxonox // tolua_export
[10437]43{
44    /**
45    @brief
[11052]46        Everything in Orxonox that has a health attribute is a Pawn. After a Pawn is spawned its health is set to
[10437]47        its initial health. In every call of the Pawns tick function the game checks whether the pawns health is at
48        or below zero. If it is, the pawn gets killed.
49
[11052]50        Pawns can carry pickups and fire weapons. They can also have shields.
[10437]51
52        Notice that every Pawn is a ControllableEntity.
53    */
54
55    // tolua_export
[6711]56    class _OrxonoxExport Pawn // tolua_export
57        : public ControllableEntity, public RadarViewable, public PickupCarrier
58    { // tolua_export
[3053]59        friend class WeaponSystem;
60
[2072]61        public:
[9667]62            Pawn(Context* context);
[2072]63            virtual ~Pawn();
64
65            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[11052]66            virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
[2072]67            virtual void tick(float dt);
68
69            inline bool isAlive() const
70                { return this->bAlive_; }
71
[9016]72
[2072]73            virtual void setHealth(float health);
74            inline void addHealth(float health)
75                { this->setHealth(this->health_ + health); }
76            inline void removeHealth(float health)
77                { this->setHealth(this->health_ - health); }
[2662]78            inline float getHealth() const
[2072]79                { return this->health_; }
80
81            inline void setMaxHealth(float maxhealth)
82                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
83            inline float getMaxHealth() const
84                { return this->maxHealth_; }
85
86            inline void setInitialHealth(float initialhealth)
87                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
88            inline float getInitialHealth() const
89                { return this->initialHealth_; }
90
[8706]91            virtual void setShieldHealth(float shieldHealth);
92
[7163]93            inline float getShieldHealth()
[8855]94                { return this->shieldHealth_; }
[7163]95
[8706]96            inline void addShieldHealth(float amount)
[8855]97                { this->setShieldHealth(this->shieldHealth_ + amount); }
[8706]98
99            inline bool hasShield()
[8855]100                { return (this->getShieldHealth() > 0); }
[8706]101
102            virtual void setMaxShieldHealth(float maxshieldhealth);
103            inline float getMaxShieldHealth() const
104                { return this->maxShieldHealth_; }
105
106            inline void setInitialShieldHealth(float initialshieldhealth)
107                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
108            inline float getInitialShieldHealth() const
109                { return this->initialShieldHealth_; }
110
111            inline void restoreInitialShieldHealth()
112                { this->setShieldHealth(this->initialShieldHealth_); }
113            inline void restoreMaxShieldHealth()
114                { this->setShieldHealth(this->maxShieldHealth_); }
115
[7163]116            inline void setShieldAbsorption(float shieldAbsorption)
[8855]117                { this->shieldAbsorption_ = shieldAbsorption; }
[7163]118            inline float getShieldAbsorption()
[8855]119                { return this->shieldAbsorption_; }
[7163]120
[11052]121            virtual void setShieldRechargeRate(float shieldRechargeRate);
122            inline float getShieldRechargeRate() const
123                { return this->shieldRechargeRate_; }
[8706]124
[11052]125            virtual void setShieldRechargeWaitTime(float shieldRechargeWaitTime);
126            inline float getShieldRechargeWaitTime() const
127                { return this->shieldRechargeWaitTime_; }
[8706]128
[11052]129            inline void resetShieldRechargeCountdown()
130                { this->shieldRechargeWaitCountdown_ = 0; }
[8706]131
[11052]132            inline void startShieldRechargeCountdown()
133                { this->shieldRechargeWaitCountdown_ = this->getShieldRechargeWaitTime(); } // TODO: Implement in Projectile.cc
[8706]134
[11052]135            virtual void decreaseShieldRechargeCountdownTime(float dt);
[8706]136
[11052]137            /** @brief Sets the state of the pawns vulnerability. @param bVulnerable */
138            inline void setVulnerable(bool bVulnerable)
139            {
140                if (this->bVulnerable_ != bVulnerable)
141                {
142                    this->bVulnerable_ = bVulnerable;
143                    this->changedVulnerability();
144                }
145            }
146            /** @brief Returns the state of the pawns vulnerability. @return The state of the vulnerability */
147            inline const bool& isVulnerable() const { return this->bVulnerable_; }
148            /** @brief This function gets called if the vulnerability of the pawn changes. */
149            virtual void changedVulnerability();
150
[2072]151            inline ControllableEntity* getLastHitOriginator() const
152                { return this->lastHitOriginator_; }
153
[10216]154            virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
155            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
[8706]156
[2072]157            virtual void kill();
158
[6417]159            virtual void fired(unsigned int firemode);
[2072]160            virtual void postSpawn();
161
[11052]162            void addExplosionPart(ExplosionPart* ePart);
163            ExplosionPart * getExplosionPart();
164
[3053]165            void addWeaponSlot(WeaponSlot * wSlot);
[2662]166            WeaponSlot * getWeaponSlot(unsigned int index) const;
[3053]167            void addWeaponSet(WeaponSet * wSet);
[2662]168            WeaponSet * getWeaponSet(unsigned int index) const;
[3053]169            void addWeaponPack(WeaponPack * wPack);
[6417]170            void addWeaponPackXML(WeaponPack * wPack);
[3053]171            WeaponPack * getWeaponPack(unsigned int index) const;
[11052]172            std::vector<WeaponPack *> * getAllWeaponPacks();
[2662]173
[11052]174            void addMunitionXML(Munition* munition);
175            Munition* getMunitionXML() const;
176           
177            Munition* getMunition(SubclassIdentifier<Munition> * identifier);
178
[7163]179            virtual void addedWeaponPack(WeaponPack* wPack) {}
180
[2662]181            inline void setSpawnParticleSource(const std::string& source)
182                { this->spawnparticlesource_ = source; }
183            inline const std::string& getSpawnParticleSource() const
184                { return this->spawnparticlesource_; }
185
186            inline void setSpawnParticleDuration(float duration)
187                { this->spawnparticleduration_ = duration; }
188            inline float getSpawnParticleDuration() const
189                { return this->spawnparticleduration_; }
190
191            inline void setExplosionChunks(unsigned int chunks)
192                { this->numexplosionchunks_ = chunks; }
193            inline unsigned int getExplosionChunks() const
194                { return this->numexplosionchunks_; }
195
[9348]196            // These are used with the Damage Boost Pickup to use the damage multiplier.
197            inline void setDamageMultiplier(float multiplier)
198                { this->damageMultiplier_ = multiplier; }
199            inline float getDamageMultiplier() const
200                { return this->damageMultiplier_; }
201
202
[3089]203            virtual void startLocalHumanControl();
[2662]204
[6417]205            void setAimPosition( Vector3 position )
206                { this->aimPosition_ = position; }
207            Vector3 getAimPosition()
208                { return this->aimPosition_; }
[7163]209
[7547]210            virtual const Vector3& getCarrierPosition(void) const
[6540]211                { return this->getWorldPosition(); };
[6417]212
[9254]213            virtual void changedVisibility();
214
[9939]215            void setExplosionSound(const std::string& engineSound);
216            const std::string& getExplosionSound();
217
[11052]218            virtual const WeaponSystem* getWeaponSystem() const
219                { return this->weaponSystem_; }
220
[2072]221        protected:
[7889]222            virtual void preDestroy();
223
[3038]224            virtual void setPlayer(PlayerInfo* player);
225            virtual void removePlayer();
226
[2072]227            virtual void death();
[9625]228            virtual bool hasSlaves();
229            virtual Controller* getSlave();
[3087]230            virtual void goWithStyle();
[2662]231            virtual void spawneffect();
[2072]232
[10216]233            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL);
[6417]234
[2072]235            bool bAlive_;
[11052]236            bool bVulnerable_; ///< If false the pawn may not ged damaged
[2072]237
[7547]238            virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const
[6711]239                { return new std::vector<PickupCarrier*>(); }
[7547]240            virtual PickupCarrier* getCarrierParent(void) const
[6524]241                { return NULL; }
[2662]242
[9016]243
[2072]244            float health_;
245            float maxHealth_;
246            float initialHealth_;
[8891]247
[7163]248            float shieldHealth_;
[8706]249            float maxShieldHealth_;
250            float initialShieldHealth_;
[9348]251            float shieldAbsorption_; ///< Has to be between 0 and 1
[11052]252            float shieldRechargeRate_;
253            float shieldRechargeWaitTime_;
254            float shieldRechargeWaitCountdown_;
[2072]255
[9348]256            float damageMultiplier_; ///< Used by the Damage Boost Pickup.
257
[7655]258            WeakPtr<Pawn> lastHitOriginator_;
[2098]259
260            WeaponSystem* weaponSystem_;
[2662]261
262            std::string spawnparticlesource_;
263            float spawnparticleduration_;
264            unsigned int numexplosionchunks_;
[3053]265
[11052]266            std::vector<ExplosionPart*> explosionPartList_;
267
[3053]268        private:
[7163]269            void registerVariables();
[3053]270            inline void setWeaponSystem(WeaponSystem* weaponsystem)
271                { this->weaponSystem_ = weaponsystem; }
[6417]272
273            Vector3 aimPosition_;
[9939]274
[9948]275            WorldSound* explosionSound_; // TODO: Does this really belong here? Maybe move it to BigExplosion?
[9939]276
[6711]277    }; // tolua_export
278} // tolua_export
[2072]279
280#endif /* _Pawn_H__ */
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