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source: code/branches/weapons/src/orxonox/objects/worldentities/pawns/Pawn.h @ 2914

Last change on this file since 2914 was 2914, checked in by landauf, 15 years ago

More changes in the WeaponSystem:

  • WeaponSets can now contain several WeaponPacks
  • WeaponPacks can now belong to several WeaponSets

(until now this seemingly was a 1:1 relationship… now it's n:m)

  • Started support for multiple weaponmodes
  • Added some code to the destructor of some classes… according to some legends, this helps destroying objects. (WeaponSets and WeaponPacks weren't deleted before…)

Not yet finished, but I have to synchronize desktop computer and notebook.

  • Property svn:eol-style set to native
File size: 5.2 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"
[2662]33#include "objects/pickup/ShipEquipment.h"
[2072]34#include "objects/worldentities/ControllableEntity.h"
[2662]35#include "objects/RadarViewable.h"
[2072]36
37namespace orxonox
38{
[2662]39    class _OrxonoxExport Pawn : public ControllableEntity, public RadarViewable
[2072]40    {
[2912]41        friend class WeaponSystem;
42
[2072]43        public:
44            Pawn(BaseObject* creator);
45            virtual ~Pawn();
46
47            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
48            virtual void tick(float dt);
49            void registerVariables();
50
[2826]51            virtual void setPlayer(PlayerInfo* player);
52            virtual void removePlayer();
53
[2072]54            inline bool isAlive() const
55                { return this->bAlive_; }
56
57            virtual void setHealth(float health);
58            inline void addHealth(float health)
59                { this->setHealth(this->health_ + health); }
60            inline void removeHealth(float health)
61                { this->setHealth(this->health_ - health); }
[2662]62            inline float getHealth() const
[2072]63                { return this->health_; }
64
65            inline void setMaxHealth(float maxhealth)
66                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
67            inline float getMaxHealth() const
68                { return this->maxHealth_; }
69
70            inline void setInitialHealth(float initialhealth)
71                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
72            inline float getInitialHealth() const
73                { return this->initialHealth_; }
74
75            inline ControllableEntity* getLastHitOriginator() const
76                { return this->lastHitOriginator_; }
77
78            virtual void damage(float damage, Pawn* originator = 0);
79            virtual void hit(Pawn* originator, const Vector3& force, float damage);
80            virtual void kill();
81
[2912]82            virtual void fire(unsigned int firemode);
[2072]83            virtual void postSpawn();
84
[2912]85            void addWeaponSlot(WeaponSlot * wSlot);
[2662]86            WeaponSlot * getWeaponSlot(unsigned int index) const;
[2912]87            void addWeaponSet(WeaponSet * wSet);
[2662]88            WeaponSet * getWeaponSet(unsigned int index) const;
[2914]89            void addWeaponPack(WeaponPack * wPack);
90            WeaponPack * getWeaponPack(unsigned int index) const;
[2662]91
92            inline const WorldEntity* getWorldEntity() const
93                { return const_cast<Pawn*>(this); }
94
95            inline void setSpawnParticleSource(const std::string& source)
96                { this->spawnparticlesource_ = source; }
97            inline const std::string& getSpawnParticleSource() const
98                { return this->spawnparticlesource_; }
99
100            inline void setSpawnParticleDuration(float duration)
101                { this->spawnparticleduration_ = duration; }
102            inline float getSpawnParticleDuration() const
103                { return this->spawnparticleduration_; }
104
105            inline void setExplosionChunks(unsigned int chunks)
106                { this->numexplosionchunks_ = chunks; }
107            inline unsigned int getExplosionChunks() const
108                { return this->numexplosionchunks_; }
109
110            inline ShipEquipment& getPickUp()
111                {return this->pickUp;}
112
113            virtual void dropItems();
114
[2072]115        protected:
116            virtual void death();
[2662]117            virtual void deatheffect();
118            virtual void spawneffect();
[2072]119
[2662]120            ShipEquipment pickUp;
[2072]121            bool bAlive_;
122
[2662]123
[2072]124            float health_;
125            float maxHealth_;
126            float initialHealth_;
127
128            Pawn* lastHitOriginator_;
[2098]129
130            WeaponSystem* weaponSystem_;
[2662]131            unsigned int fire_;
132            unsigned int firehack_;
133
134            std::string spawnparticlesource_;
135            float spawnparticleduration_;
136            unsigned int numexplosionchunks_;
[2912]137
138        private:
139            inline void setWeaponSystem(WeaponSystem* weaponsystem)
140                { this->weaponSystem_ = weaponsystem; }
[2072]141    };
[2662]142
143    class _OrxonoxExport PawnListener : virtual public OrxonoxClass
144    {
145        friend class Pawn;
146
147        public:
148            PawnListener();
149            virtual ~PawnListener() {}
150
151        protected:
152            virtual void destroyedPawn(Pawn* pawn) = 0;
153    };
[2072]154}
155
156#endif /* _Pawn_H__ */
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