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source: code/trunk/src/orxonox/worldentities/pawns/Pawn.h @ 6634

Last change on this file since 6634 was 6540, checked in by dafrick, 15 years ago

Removed some TODO's. Finished up documenting pickup module.

  • Property svn:eol-style set to native
File size: 5.6 KB
Line 
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"
33
34#include <string>
35#include "interfaces/PickupCarrier.h"
36#include "interfaces/RadarViewable.h"
37#include "worldentities/ControllableEntity.h"
38
39namespace orxonox
40{
41    class _OrxonoxExport Pawn : public ControllableEntity, public RadarViewable, public PickupCarrier
42    {
43        friend class WeaponSystem;
44
45        public:
46            Pawn(BaseObject* creator);
47            virtual ~Pawn();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50            virtual void tick(float dt);
51            void registerVariables();
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); }
61            inline float getHealth() const
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
74            inline ControllableEntity* getLastHitOriginator() const
75                { return this->lastHitOriginator_; }
76
77            virtual void hit(Pawn* originator, const Vector3& force, float damage);
78            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
79            virtual void kill();
80
81            virtual void fired(unsigned int firemode);
82            virtual void reload();
83            virtual void postSpawn();
84
85            void addWeaponSlot(WeaponSlot * wSlot);
86            WeaponSlot * getWeaponSlot(unsigned int index) const;
87            void addWeaponSet(WeaponSet * wSet);
88            WeaponSet * getWeaponSet(unsigned int index) const;
89            void addWeaponPack(WeaponPack * wPack);
90            void addWeaponPackXML(WeaponPack * wPack);
91            WeaponPack * getWeaponPack(unsigned int index) const;
92
93            inline const WorldEntity* getWorldEntity() const
94                { return const_cast<Pawn*>(this); }
95
96            inline void setSpawnParticleSource(const std::string& source)
97                { this->spawnparticlesource_ = source; }
98            inline const std::string& getSpawnParticleSource() const
99                { return this->spawnparticlesource_; }
100
101            inline void setSpawnParticleDuration(float duration)
102                { this->spawnparticleduration_ = duration; }
103            inline float getSpawnParticleDuration() const
104                { return this->spawnparticleduration_; }
105
106            inline void setExplosionChunks(unsigned int chunks)
107                { this->numexplosionchunks_ = chunks; }
108            inline unsigned int getExplosionChunks() const
109                { return this->numexplosionchunks_; }
110
111            virtual void startLocalHumanControl();
112
113            void setAimPosition( Vector3 position )
114                { this->aimPosition_ = position; }
115            Vector3 getAimPosition()
116                { return this->aimPosition_; }
117               
118            virtual const Vector3& getCarrierPosition(void)
119                { return this->getWorldPosition(); };
120
121        protected:
122            virtual void setPlayer(PlayerInfo* player);
123            virtual void removePlayer();
124
125            virtual void death();
126            virtual void goWithStyle();
127            virtual void deatheffect();
128            virtual void spawneffect();
129
130            virtual void damage(float damage, Pawn* originator = 0);
131
132            bool bAlive_;
133
134            virtual std::list<PickupCarrier*>* getCarrierChildren(void)
135                { return new std::list<PickupCarrier*>(); }
136            virtual PickupCarrier* getCarrierParent(void)
137                { return NULL; }
138
139            float health_;
140            float maxHealth_;
141            float initialHealth_;
142
143            Pawn* lastHitOriginator_;
144
145            WeaponSystem* weaponSystem_;
146            bool bReload_;
147
148            std::string spawnparticlesource_;
149            float spawnparticleduration_;
150            unsigned int numexplosionchunks_;
151
152        private:
153            inline void setWeaponSystem(WeaponSystem* weaponsystem)
154                { this->weaponSystem_ = weaponsystem; }
155
156            Vector3 aimPosition_;
157    };
158}
159
160#endif /* _Pawn_H__ */
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