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source: code/trunk/src/orxonox/worldentities/pawns/Pawn.h @ 7725

Last change on this file since 7725 was 7655, checked in by rgrieder, 14 years ago

Merged lastmanstanding back to trunk.

  • Property svn:eol-style set to native
File size: 6.3 KB
RevLine 
[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>
[6524]35#include "interfaces/PickupCarrier.h"
[3196]36#include "interfaces/RadarViewable.h"
[5735]37#include "worldentities/ControllableEntity.h"
[2072]38
[6711]39namespace orxonox // tolua_export
40{ // tolua_export
41    class _OrxonoxExport Pawn // tolua_export
42        : public ControllableEntity, public RadarViewable, public PickupCarrier
43    { // tolua_export
[3053]44        friend class WeaponSystem;
45
[2072]46        public:
47            Pawn(BaseObject* creator);
48            virtual ~Pawn();
49
50            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
51            virtual void tick(float dt);
52
53            inline bool isAlive() const
54                { return this->bAlive_; }
55
56            virtual void setHealth(float health);
57            inline void addHealth(float health)
58                { this->setHealth(this->health_ + health); }
59            inline void removeHealth(float health)
60                { this->setHealth(this->health_ - health); }
[2662]61            inline float getHealth() const
[2072]62                { return this->health_; }
63
64            inline void setMaxHealth(float maxhealth)
65                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
66            inline float getMaxHealth() const
67                { return this->maxHealth_; }
68
69            inline void setInitialHealth(float initialhealth)
70                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
71            inline float getInitialHealth() const
72                { return this->initialHealth_; }
73
[7163]74            inline void setShieldHealth(float shieldHealth)
75            { this->shieldHealth_ = shieldHealth; }
76            inline float getShieldHealth()
77            { return this->shieldHealth_; }
78
79            inline void setShieldAbsorption(float shieldAbsorption)
80            { this->shieldAbsorption_ = shieldAbsorption; }
81            inline float getShieldAbsorption()
82            { return this->shieldAbsorption_; }
83
[2072]84            inline ControllableEntity* getLastHitOriginator() const
85                { return this->lastHitOriginator_; }
86
87            virtual void hit(Pawn* originator, const Vector3& force, float damage);
[6417]88            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
[2072]89            virtual void kill();
90
[6417]91            virtual void fired(unsigned int firemode);
[3053]92            virtual void reload();
[2072]93            virtual void postSpawn();
94
[3053]95            void addWeaponSlot(WeaponSlot * wSlot);
[2662]96            WeaponSlot * getWeaponSlot(unsigned int index) const;
[3053]97            void addWeaponSet(WeaponSet * wSet);
[2662]98            WeaponSet * getWeaponSet(unsigned int index) const;
[3053]99            void addWeaponPack(WeaponPack * wPack);
[6417]100            void addWeaponPackXML(WeaponPack * wPack);
[3053]101            WeaponPack * getWeaponPack(unsigned int index) const;
[2662]102
[7163]103            virtual void addedWeaponPack(WeaponPack* wPack) {}
104
[2662]105            inline const WorldEntity* getWorldEntity() const
106                { return const_cast<Pawn*>(this); }
107
108            inline void setSpawnParticleSource(const std::string& source)
109                { this->spawnparticlesource_ = source; }
110            inline const std::string& getSpawnParticleSource() const
111                { return this->spawnparticlesource_; }
112
113            inline void setSpawnParticleDuration(float duration)
114                { this->spawnparticleduration_ = duration; }
115            inline float getSpawnParticleDuration() const
116                { return this->spawnparticleduration_; }
117
118            inline void setExplosionChunks(unsigned int chunks)
119                { this->numexplosionchunks_ = chunks; }
120            inline unsigned int getExplosionChunks() const
121                { return this->numexplosionchunks_; }
122
[3089]123            virtual void startLocalHumanControl();
[2662]124
[6417]125            void setAimPosition( Vector3 position )
126                { this->aimPosition_ = position; }
127            Vector3 getAimPosition()
128                { return this->aimPosition_; }
[7163]129
[7547]130            virtual const Vector3& getCarrierPosition(void) const
[6540]131                { return this->getWorldPosition(); };
[6417]132
[2072]133        protected:
[3038]134            virtual void setPlayer(PlayerInfo* player);
135            virtual void removePlayer();
136
[2072]137            virtual void death();
[3087]138            virtual void goWithStyle();
[2662]139            virtual void deatheffect();
140            virtual void spawneffect();
[2072]141
[6417]142            virtual void damage(float damage, Pawn* originator = 0);
143
[2072]144            bool bAlive_;
145
[7547]146            virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const
[6711]147                { return new std::vector<PickupCarrier*>(); }
[7547]148            virtual PickupCarrier* getCarrierParent(void) const
[6524]149                { return NULL; }
[2662]150
[2072]151            float health_;
152            float maxHealth_;
153            float initialHealth_;
[7163]154            float shieldHealth_;
155            float shieldAbsorption_; // Has to be between 0 and 1
[2072]156
[7655]157            WeakPtr<Pawn> lastHitOriginator_;
[2098]158
159            WeaponSystem* weaponSystem_;
[3053]160            bool bReload_;
[2662]161
162            std::string spawnparticlesource_;
163            float spawnparticleduration_;
164            unsigned int numexplosionchunks_;
[3053]165
166        private:
[7163]167            void registerVariables();
[3053]168            inline void setWeaponSystem(WeaponSystem* weaponsystem)
169                { this->weaponSystem_ = weaponsystem; }
[6417]170
171            Vector3 aimPosition_;
[6711]172    }; // tolua_export
173} // tolua_export
[2072]174
175#endif /* _Pawn_H__ */
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