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source: code/trunk/src/orxonox/worldentities/pawns/Pawn.h @ 8974

Last change on this file since 8974 was 8891, checked in by jo, 13 years ago

Ai and tutorial improvements merged back to the trunk. AI features: all weapons are used, the ai-firestrength is configurable, bots are able to collect pickups . I've set the tutorial level as default level.

  • Property svn:eol-style set to native
File size: 8.7 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 // tolua_export
40{ // tolua_export
41    class _OrxonoxExport Pawn // tolua_export
42        : public ControllableEntity, public RadarViewable, public PickupCarrier
43    { // tolua_export
44        friend class WeaponSystem;
45
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); }
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            virtual void setShieldHealth(float shieldHealth);
75
76            inline float getShieldHealth()
77                { return this->shieldHealth_; }
78
79            inline void addShieldHealth(float amount)
80                { this->setShieldHealth(this->shieldHealth_ + amount); }
81
82            inline bool hasShield()
83                { return (this->getShieldHealth() > 0); }
84
85            virtual void setMaxShieldHealth(float maxshieldhealth);
86            inline float getMaxShieldHealth() const
87                { return this->maxShieldHealth_; }
88
89            inline void setInitialShieldHealth(float initialshieldhealth)
90                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
91            inline float getInitialShieldHealth() const
92                { return this->initialShieldHealth_; }
93
94            inline void restoreInitialShieldHealth()
95                { this->setShieldHealth(this->initialShieldHealth_); }
96            inline void restoreMaxShieldHealth()
97                { this->setShieldHealth(this->maxShieldHealth_); }
98
99            inline void setShieldAbsorption(float shieldAbsorption)
100                { this->shieldAbsorption_ = shieldAbsorption; }
101            inline float getShieldAbsorption()
102                { return this->shieldAbsorption_; }
103
104            // TODO: Rename to shieldRechargeRate
105            virtual void setReloadRate(float reloadrate);
106            inline float getReloadRate() const
107                { return this->reloadRate_; }
108
109            virtual void setReloadWaitTime(float reloadwaittime);
110            inline float getReloadWaitTime() const
111                { return this->reloadWaitTime_; }
112
113            inline void resetReloadCountdown()
114                { this->reloadWaitCountdown_ = 0; }
115
116            inline void startReloadCountdown()
117                { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc
118
119            virtual void decreaseReloadCountdownTime(float dt);
120
121            inline ControllableEntity* getLastHitOriginator() const
122                { return this->lastHitOriginator_; }
123
124            //virtual void hit(Pawn* originator, const Vector3& force, float damage);
125            //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
126            virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
127            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
128
129            virtual void kill();
130
131            virtual void fired(unsigned int firemode);
132            virtual void reload();
133            virtual void postSpawn();
134
135            void addWeaponSlot(WeaponSlot * wSlot);
136            WeaponSlot * getWeaponSlot(unsigned int index) const;
137            void addWeaponSet(WeaponSet * wSet);
138            WeaponSet * getWeaponSet(unsigned int index) const;
139            void addWeaponPack(WeaponPack * wPack);
140            void addWeaponPackXML(WeaponPack * wPack);
141            WeaponPack * getWeaponPack(unsigned int index) const;
142
143            virtual void addedWeaponPack(WeaponPack* wPack) {}
144
145            inline const WorldEntity* getWorldEntity() const
146                { return const_cast<Pawn*>(this); }
147
148            inline void setSpawnParticleSource(const std::string& source)
149                { this->spawnparticlesource_ = source; }
150            inline const std::string& getSpawnParticleSource() const
151                { return this->spawnparticlesource_; }
152
153            inline void setSpawnParticleDuration(float duration)
154                { this->spawnparticleduration_ = duration; }
155            inline float getSpawnParticleDuration() const
156                { return this->spawnparticleduration_; }
157
158            inline void setExplosionChunks(unsigned int chunks)
159                { this->numexplosionchunks_ = chunks; }
160            inline unsigned int getExplosionChunks() const
161                { return this->numexplosionchunks_; }
162
163            virtual void startLocalHumanControl();
164
165            void setAimPosition( Vector3 position )
166                { this->aimPosition_ = position; }
167            Vector3 getAimPosition()
168                { return this->aimPosition_; }
169
170            virtual const Vector3& getCarrierPosition(void) const
171                { return this->getWorldPosition(); };
172            virtual void changedActivity(void); //!< To enable radarviewability when the activity is changed
173            virtual void changedVisibility(void); //!< To enable proper radarviewability when the visibility is changed
174
175        protected:
176            virtual void preDestroy();
177
178            virtual void setPlayer(PlayerInfo* player);
179            virtual void removePlayer();
180
181            virtual void death();
182            virtual void goWithStyle();
183            virtual void deatheffect();
184            virtual void spawneffect();
185
186            //virtual void damage(float damage, Pawn* originator = 0);
187            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL);
188
189            bool bAlive_;
190
191            virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const
192                { return new std::vector<PickupCarrier*>(); }
193            virtual PickupCarrier* getCarrierParent(void) const
194                { return NULL; }
195
196            float health_;
197            float maxHealth_;
198            float initialHealth_;
199
200            float shieldHealth_;
201            float maxShieldHealth_;
202            float initialShieldHealth_;
203            float shieldAbsorption_; // Has to be between 0 and 1
204            float reloadRate_;
205            float reloadWaitTime_;
206            float reloadWaitCountdown_;
207
208            WeakPtr<Pawn> lastHitOriginator_;
209
210            WeaponSystem* weaponSystem_;
211            bool bReload_;
212
213            std::string spawnparticlesource_;
214            float spawnparticleduration_;
215            unsigned int numexplosionchunks_;
216
217        private:
218            void registerVariables();
219            inline void setWeaponSystem(WeaponSystem* weaponsystem)
220                { this->weaponSystem_ = weaponsystem; }
221
222            Vector3 aimPosition_;
223    }; // tolua_export
224} // tolua_export
225
226#endif /* _Pawn_H__ */
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