1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _Pawn_H__ |
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30 | #define _Pawn_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include <string> |
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35 | #include "interfaces/PickupCarrier.h" |
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36 | #include "interfaces/RadarViewable.h" |
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37 | #include "worldentities/ControllableEntity.h" |
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38 | |
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39 | namespace orxonox // tolua_export |
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40 | { // tolua_export |
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41 | class _OrxonoxExport Pawn // tolua_export |
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42 | : public ControllableEntity, public RadarViewable, public PickupCarrier |
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43 | { // tolua_export |
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44 | friend class WeaponSystem; |
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45 | |
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46 | public: |
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47 | Pawn(BaseObject* creator); |
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48 | virtual ~Pawn(); |
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49 | |
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50 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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51 | virtual void tick(float dt); |
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52 | |
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53 | inline bool isAlive() const |
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54 | { return this->bAlive_; } |
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55 | |
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56 | |
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57 | virtual void setHealth(float health); |
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58 | inline void addHealth(float health) |
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59 | { this->setHealth(this->health_ + health); } |
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60 | inline void removeHealth(float health) |
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61 | { this->setHealth(this->health_ - health); } |
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62 | inline float getHealth() const |
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63 | { return this->health_; } |
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64 | |
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65 | inline void setMaxHealth(float maxhealth) |
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66 | { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } |
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67 | inline float getMaxHealth() const |
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68 | { return this->maxHealth_; } |
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69 | |
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70 | inline void setInitialHealth(float initialhealth) |
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71 | { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } |
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72 | inline float getInitialHealth() const |
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73 | { return this->initialHealth_; } |
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74 | |
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75 | virtual void setShieldHealth(float shieldHealth); |
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76 | |
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77 | inline float getShieldHealth() |
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78 | { return this->shieldHealth_; } |
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79 | |
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80 | inline void addShieldHealth(float amount) |
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81 | { this->setShieldHealth(this->shieldHealth_ + amount); } |
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82 | |
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83 | inline bool hasShield() |
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84 | { return (this->getShieldHealth() > 0); } |
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85 | |
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86 | virtual void setMaxShieldHealth(float maxshieldhealth); |
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87 | inline float getMaxShieldHealth() const |
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88 | { return this->maxShieldHealth_; } |
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89 | |
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90 | inline void setInitialShieldHealth(float initialshieldhealth) |
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91 | { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); } |
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92 | inline float getInitialShieldHealth() const |
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93 | { return this->initialShieldHealth_; } |
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94 | |
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95 | inline void restoreInitialShieldHealth() |
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96 | { this->setShieldHealth(this->initialShieldHealth_); } |
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97 | inline void restoreMaxShieldHealth() |
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98 | { this->setShieldHealth(this->maxShieldHealth_); } |
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99 | |
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100 | inline void setShieldAbsorption(float shieldAbsorption) |
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101 | { this->shieldAbsorption_ = shieldAbsorption; } |
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102 | inline float getShieldAbsorption() |
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103 | { return this->shieldAbsorption_; } |
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104 | |
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105 | // TODO: Rename to shieldRechargeRate |
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106 | virtual void setReloadRate(float reloadrate); |
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107 | inline float getReloadRate() const |
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108 | { return this->reloadRate_; } |
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109 | |
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110 | virtual void setReloadWaitTime(float reloadwaittime); |
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111 | inline float getReloadWaitTime() const |
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112 | { return this->reloadWaitTime_; } |
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113 | |
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114 | inline void resetReloadCountdown() |
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115 | { this->reloadWaitCountdown_ = 0; } |
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116 | |
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117 | inline void startReloadCountdown() |
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118 | { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc |
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119 | |
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120 | virtual void decreaseReloadCountdownTime(float dt); |
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121 | |
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122 | inline ControllableEntity* getLastHitOriginator() const |
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123 | { return this->lastHitOriginator_; } |
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124 | |
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125 | //virtual void hit(Pawn* originator, const Vector3& force, float damage); |
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126 | //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); |
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127 | virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); |
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128 | virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); |
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129 | |
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130 | virtual void kill(); |
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131 | |
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132 | virtual void fired(unsigned int firemode); |
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133 | virtual void reload(); |
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134 | virtual void postSpawn(); |
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135 | |
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136 | void addWeaponSlot(WeaponSlot * wSlot); |
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137 | WeaponSlot * getWeaponSlot(unsigned int index) const; |
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138 | void addWeaponSet(WeaponSet * wSet); |
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139 | WeaponSet * getWeaponSet(unsigned int index) const; |
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140 | void addWeaponPack(WeaponPack * wPack); |
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141 | void addWeaponPackXML(WeaponPack * wPack); |
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142 | WeaponPack * getWeaponPack(unsigned int index) const; |
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143 | |
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144 | virtual void addedWeaponPack(WeaponPack* wPack) {} |
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145 | |
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146 | inline void setSpawnParticleSource(const std::string& source) |
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147 | { this->spawnparticlesource_ = source; } |
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148 | inline const std::string& getSpawnParticleSource() const |
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149 | { return this->spawnparticlesource_; } |
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150 | |
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151 | inline void setSpawnParticleDuration(float duration) |
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152 | { this->spawnparticleduration_ = duration; } |
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153 | inline float getSpawnParticleDuration() const |
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154 | { return this->spawnparticleduration_; } |
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155 | |
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156 | inline void setExplosionChunks(unsigned int chunks) |
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157 | { this->numexplosionchunks_ = chunks; } |
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158 | inline unsigned int getExplosionChunks() const |
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159 | { return this->numexplosionchunks_; } |
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160 | |
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161 | // These are used with the Damage Boost Pickup to use the damage multiplier. |
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162 | inline void setDamageMultiplier(float multiplier) |
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163 | { this->damageMultiplier_ = multiplier; } |
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164 | inline float getDamageMultiplier() const |
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165 | { return this->damageMultiplier_; } |
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166 | |
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167 | |
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168 | virtual void startLocalHumanControl(); |
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169 | |
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170 | void setAimPosition( Vector3 position ) |
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171 | { this->aimPosition_ = position; } |
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172 | Vector3 getAimPosition() |
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173 | { return this->aimPosition_; } |
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174 | |
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175 | virtual const Vector3& getCarrierPosition(void) const |
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176 | { return this->getWorldPosition(); }; |
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177 | |
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178 | virtual void changedVisibility(); |
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179 | |
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180 | protected: |
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181 | virtual void preDestroy(); |
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182 | |
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183 | virtual void setPlayer(PlayerInfo* player); |
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184 | virtual void removePlayer(); |
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185 | |
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186 | virtual void death(); |
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187 | virtual bool hasSlaves(); |
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188 | virtual Controller* getSlave(); |
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189 | virtual void goWithStyle(); |
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190 | virtual void deatheffect(); |
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191 | virtual void spawneffect(); |
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192 | |
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193 | //virtual void damage(float damage, Pawn* originator = 0); |
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194 | virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL); |
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195 | |
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196 | bool bAlive_; |
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197 | |
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198 | virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const |
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199 | { return new std::vector<PickupCarrier*>(); } |
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200 | virtual PickupCarrier* getCarrierParent(void) const |
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201 | { return NULL; } |
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202 | |
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203 | |
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204 | float health_; |
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205 | float maxHealth_; |
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206 | float initialHealth_; |
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207 | |
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208 | float shieldHealth_; |
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209 | float maxShieldHealth_; |
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210 | float initialShieldHealth_; |
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211 | float shieldAbsorption_; ///< Has to be between 0 and 1 |
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212 | float reloadRate_; |
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213 | float reloadWaitTime_; |
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214 | float reloadWaitCountdown_; |
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215 | |
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216 | float damageMultiplier_; ///< Used by the Damage Boost Pickup. |
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217 | |
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218 | WeakPtr<Pawn> lastHitOriginator_; |
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219 | |
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220 | WeaponSystem* weaponSystem_; |
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221 | bool bReload_; |
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222 | |
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223 | std::string spawnparticlesource_; |
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224 | float spawnparticleduration_; |
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225 | unsigned int numexplosionchunks_; |
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226 | |
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227 | private: |
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228 | void registerVariables(); |
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229 | inline void setWeaponSystem(WeaponSystem* weaponsystem) |
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230 | { this->weaponSystem_ = weaponsystem; } |
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231 | |
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232 | Vector3 aimPosition_; |
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233 | }; // tolua_export |
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234 | } // tolua_export |
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235 | |
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236 | #endif /* _Pawn_H__ */ |
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