/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Pawn_H__ #define _Pawn_H__ #include "OrxonoxPrereqs.h" #include #include "interfaces/PickupCarrier.h" #include "interfaces/RadarViewable.h" #include "worldentities/ControllableEntity.h" namespace orxonox // tolua_export { // tolua_export class _OrxonoxExport Pawn // tolua_export : public ControllableEntity, public RadarViewable, public PickupCarrier { // tolua_export friend class WeaponSystem; public: Pawn(BaseObject* creator); virtual ~Pawn(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual void tick(float dt); inline bool isAlive() const { return this->bAlive_; } virtual void setHealth(float health); inline void addHealth(float health) { this->setHealth(this->health_ + health); } inline void removeHealth(float health) { this->setHealth(this->health_ - health); } inline float getHealth() const { return this->health_; } inline void setMaxHealth(float maxhealth) { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } inline float getMaxHealth() const { return this->maxHealth_; } inline void setInitialHealth(float initialhealth) { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } inline float getInitialHealth() const { return this->initialHealth_; } inline void setShieldHealth(float shieldHealth) { this->shieldHealth_ = shieldHealth; } inline float getShieldHealth() { return this->shieldHealth_; } inline void setShieldAbsorption(float shieldAbsorption) { this->shieldAbsorption_ = shieldAbsorption; } inline float getShieldAbsorption() { return this->shieldAbsorption_; } inline ControllableEntity* getLastHitOriginator() const { return this->lastHitOriginator_; } virtual void hit(Pawn* originator, const Vector3& force, float damage); virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); virtual void kill(); virtual void fired(unsigned int firemode); virtual void reload(); virtual void postSpawn(); void addWeaponSlot(WeaponSlot * wSlot); WeaponSlot * getWeaponSlot(unsigned int index) const; void addWeaponSet(WeaponSet * wSet); WeaponSet * getWeaponSet(unsigned int index) const; void addWeaponPack(WeaponPack * wPack); void addWeaponPackXML(WeaponPack * wPack); WeaponPack * getWeaponPack(unsigned int index) const; virtual void addedWeaponPack(WeaponPack* wPack) {} inline const WorldEntity* getWorldEntity() const { return const_cast(this); } inline void setSpawnParticleSource(const std::string& source) { this->spawnparticlesource_ = source; } inline const std::string& getSpawnParticleSource() const { return this->spawnparticlesource_; } inline void setSpawnParticleDuration(float duration) { this->spawnparticleduration_ = duration; } inline float getSpawnParticleDuration() const { return this->spawnparticleduration_; } inline void setExplosionChunks(unsigned int chunks) { this->numexplosionchunks_ = chunks; } inline unsigned int getExplosionChunks() const { return this->numexplosionchunks_; } virtual void startLocalHumanControl(); void setAimPosition( Vector3 position ) { this->aimPosition_ = position; } Vector3 getAimPosition() { return this->aimPosition_; } virtual const Vector3& getCarrierPosition(void) { return this->getWorldPosition(); }; protected: virtual void setPlayer(PlayerInfo* player); virtual void removePlayer(); virtual void death(); virtual void goWithStyle(); virtual void deatheffect(); virtual void spawneffect(); virtual void damage(float damage, Pawn* originator = 0); bool bAlive_; virtual std::vector* getCarrierChildren(void) { return new std::vector(); } virtual PickupCarrier* getCarrierParent(void) { return NULL; } float health_; float maxHealth_; float initialHealth_; float shieldHealth_; float shieldAbsorption_; // Has to be between 0 and 1 Pawn* lastHitOriginator_; WeaponSystem* weaponSystem_; bool bReload_; std::string spawnparticlesource_; float spawnparticleduration_; unsigned int numexplosionchunks_; private: void registerVariables(); inline void setWeaponSystem(WeaponSystem* weaponsystem) { this->weaponSystem_ = weaponsystem; } Vector3 aimPosition_; }; // tolua_export } // tolua_export #endif /* _Pawn_H__ */