| 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 |  | 
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| 40 | namespace orxonox // tolua_export | 
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| 41 | { // tolua_export | 
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| 42 |     class _OrxonoxExport Pawn // tolua_export | 
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| 43 |         : public ControllableEntity, public RadarViewable, public PickupCarrier | 
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| 44 |     { // tolua_export | 
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| 45 |         friend class WeaponSystem; | 
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| 46 |  | 
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| 47 |         public: | 
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| 48 |             Pawn(Context* context); | 
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| 49 |             virtual ~Pawn(); | 
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| 50 |  | 
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| 51 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); | 
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| 52 |             virtual void tick(float dt); | 
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| 53 |  | 
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| 54 |             inline bool isAlive() const | 
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| 55 |                 { return this->bAlive_; } | 
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| 56 |  | 
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| 57 |  | 
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| 58 |             virtual void setHealth(float health); | 
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| 59 |             inline void addHealth(float health) | 
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| 60 |                 { this->setHealth(this->health_ + health); } | 
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| 61 |             inline void removeHealth(float health) | 
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| 62 |                 { this->setHealth(this->health_ - health); } | 
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| 63 |             inline float getHealth() const | 
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| 64 |                 { return this->health_; } | 
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| 65 |  | 
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| 66 |             inline void setMaxHealth(float maxhealth) | 
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| 67 |                 { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } | 
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| 68 |             inline float getMaxHealth() const | 
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| 69 |                 { return this->maxHealth_; } | 
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| 70 |  | 
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| 71 |             inline void setInitialHealth(float initialhealth) | 
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| 72 |                 { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } | 
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| 73 |             inline float getInitialHealth() const | 
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| 74 |                 { return this->initialHealth_; } | 
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| 75 |  | 
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| 76 |             virtual void setShieldHealth(float shieldHealth); | 
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| 77 |  | 
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| 78 |             inline float getShieldHealth() | 
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| 79 |                 { return this->shieldHealth_; } | 
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| 80 |  | 
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| 81 |             inline void addShieldHealth(float amount) | 
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| 82 |                 { this->setShieldHealth(this->shieldHealth_ + amount); } | 
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| 83 |  | 
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| 84 |             inline bool hasShield() | 
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| 85 |                 { return (this->getShieldHealth() > 0); } | 
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| 86 |  | 
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| 87 |             virtual void setMaxShieldHealth(float maxshieldhealth); | 
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| 88 |             inline float getMaxShieldHealth() const | 
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| 89 |                 { return this->maxShieldHealth_; } | 
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| 90 |  | 
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| 91 |             inline void setInitialShieldHealth(float initialshieldhealth) | 
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| 92 |                 { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); } | 
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| 93 |             inline float getInitialShieldHealth() const | 
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| 94 |                 { return this->initialShieldHealth_; } | 
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| 95 |  | 
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| 96 |             inline void restoreInitialShieldHealth() | 
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| 97 |                 { this->setShieldHealth(this->initialShieldHealth_); } | 
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| 98 |             inline void restoreMaxShieldHealth() | 
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| 99 |                 { this->setShieldHealth(this->maxShieldHealth_); } | 
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| 100 |  | 
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| 101 |             inline void setShieldAbsorption(float shieldAbsorption) | 
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| 102 |                 { this->shieldAbsorption_ = shieldAbsorption; } | 
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| 103 |             inline float getShieldAbsorption() | 
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| 104 |                 { return this->shieldAbsorption_; } | 
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| 105 |  | 
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| 106 |             // TODO: Rename to shieldRechargeRate | 
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| 107 |             virtual void setReloadRate(float reloadrate); | 
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| 108 |             inline float getReloadRate() const | 
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| 109 |                 { return this->reloadRate_; } | 
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| 110 |  | 
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| 111 |             virtual void setReloadWaitTime(float reloadwaittime); | 
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| 112 |             inline float getReloadWaitTime() const | 
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| 113 |                 { return this->reloadWaitTime_; } | 
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| 114 |  | 
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| 115 |             inline void resetReloadCountdown() | 
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| 116 |                 { this->reloadWaitCountdown_ = 0; } | 
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| 117 |  | 
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| 118 |             inline void startReloadCountdown() | 
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| 119 |                 { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc | 
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| 120 |  | 
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| 121 |             virtual void decreaseReloadCountdownTime(float dt); | 
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| 122 |  | 
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| 123 |             inline ControllableEntity* getLastHitOriginator() const | 
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| 124 |                 { return this->lastHitOriginator_; } | 
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| 125 |  | 
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| 126 |             //virtual void hit(Pawn* originator, const Vector3& force, float damage); | 
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| 127 |             //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); | 
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| 128 |             virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); | 
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| 129 |             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); | 
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| 130 |  | 
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| 131 |             virtual void kill(); | 
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| 132 |  | 
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| 133 |             virtual void fired(unsigned int firemode); | 
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| 134 |             virtual void reload(); | 
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| 135 |             virtual void postSpawn(); | 
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| 136 |  | 
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| 137 |             void addWeaponSlot(WeaponSlot * wSlot); | 
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| 138 |             WeaponSlot * getWeaponSlot(unsigned int index) const; | 
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| 139 |             void addWeaponSet(WeaponSet * wSet); | 
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| 140 |             WeaponSet * getWeaponSet(unsigned int index) const; | 
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| 141 |             void addWeaponPack(WeaponPack * wPack); | 
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| 142 |             void addWeaponPackXML(WeaponPack * wPack); | 
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| 143 |             WeaponPack * getWeaponPack(unsigned int index) const; | 
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| 144 |  | 
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| 145 |             virtual void addedWeaponPack(WeaponPack* wPack) {} | 
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| 146 |  | 
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| 147 |             inline void setSpawnParticleSource(const std::string& source) | 
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| 148 |                 { this->spawnparticlesource_ = source; } | 
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| 149 |             inline const std::string& getSpawnParticleSource() const | 
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| 150 |                 { return this->spawnparticlesource_; } | 
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| 151 |  | 
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| 152 |             inline void setSpawnParticleDuration(float duration) | 
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| 153 |                 { this->spawnparticleduration_ = duration; } | 
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| 154 |             inline float getSpawnParticleDuration() const | 
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| 155 |                 { return this->spawnparticleduration_; } | 
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| 156 |  | 
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| 157 |             inline void setExplosionChunks(unsigned int chunks) | 
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| 158 |                 { this->numexplosionchunks_ = chunks; } | 
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| 159 |             inline unsigned int getExplosionChunks() const | 
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| 160 |                 { return this->numexplosionchunks_; } | 
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| 161 |  | 
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| 162 |             // These are used with the Damage Boost Pickup to use the damage multiplier. | 
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| 163 |             inline void setDamageMultiplier(float multiplier) | 
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| 164 |                 { this->damageMultiplier_ = multiplier; } | 
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| 165 |             inline float getDamageMultiplier() const | 
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| 166 |                 { return this->damageMultiplier_; } | 
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| 167 |  | 
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| 168 |  | 
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| 169 |             virtual void startLocalHumanControl(); | 
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| 170 |  | 
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| 171 |             void setAimPosition( Vector3 position ) | 
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| 172 |                 { this->aimPosition_ = position; } | 
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| 173 |             Vector3 getAimPosition() | 
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| 174 |                 { return this->aimPosition_; } | 
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| 175 |  | 
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| 176 |             virtual const Vector3& getCarrierPosition(void) const | 
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| 177 |                 { return this->getWorldPosition(); }; | 
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| 178 |  | 
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| 179 |             virtual void changedVisibility(); | 
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| 180 |  | 
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| 181 |             void setExplosionSound(const std::string& engineSound); | 
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| 182 |             const std::string& getExplosionSound(); | 
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| 183 |  | 
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| 184 |         protected: | 
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| 185 |             virtual void preDestroy(); | 
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| 186 |  | 
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| 187 |             virtual void setPlayer(PlayerInfo* player); | 
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| 188 |             virtual void removePlayer(); | 
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| 189 |  | 
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| 190 |             virtual void death(); | 
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| 191 |             virtual bool hasSlaves(); | 
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| 192 |             virtual Controller* getSlave(); | 
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| 193 |             virtual void goWithStyle(); | 
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| 194 |             virtual void deatheffect(); | 
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| 195 |             virtual void spawneffect(); | 
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| 196 |  | 
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| 197 |             //virtual void damage(float damage, Pawn* originator = 0); | 
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| 198 |             virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL); | 
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| 199 |  | 
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| 200 |             bool bAlive_; | 
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| 201 |  | 
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| 202 |             virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const | 
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| 203 |                 { return new std::vector<PickupCarrier*>(); } | 
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| 204 |             virtual PickupCarrier* getCarrierParent(void) const | 
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| 205 |                 { return NULL; } | 
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| 206 |  | 
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| 207 |  | 
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| 208 |             float health_; | 
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| 209 |             float maxHealth_; | 
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| 210 |             float initialHealth_; | 
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| 211 |  | 
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| 212 |             float shieldHealth_; | 
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| 213 |             float maxShieldHealth_; | 
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| 214 |             float initialShieldHealth_; | 
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| 215 |             float shieldAbsorption_; ///< Has to be between 0 and 1 | 
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| 216 |             float reloadRate_; | 
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| 217 |             float reloadWaitTime_; | 
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| 218 |             float reloadWaitCountdown_; | 
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| 219 |  | 
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| 220 |             float damageMultiplier_; ///< Used by the Damage Boost Pickup. | 
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| 221 |  | 
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| 222 |             WeakPtr<Pawn> lastHitOriginator_; | 
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| 223 |  | 
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| 224 |             WeaponSystem* weaponSystem_; | 
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| 225 |             bool bReload_; | 
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| 226 |  | 
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| 227 |             std::string spawnparticlesource_; | 
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| 228 |             float spawnparticleduration_; | 
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| 229 |             unsigned int numexplosionchunks_; | 
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| 230 |  | 
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| 231 |         private: | 
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| 232 |             void registerVariables(); | 
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| 233 |             inline void setWeaponSystem(WeaponSystem* weaponsystem) | 
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| 234 |                 { this->weaponSystem_ = weaponsystem; } | 
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| 235 |  | 
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| 236 |             Vector3 aimPosition_; | 
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| 237 |  | 
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| 238 |             WorldSound* explosionSound_; // TODO: Does this really belong here? Maybe move it to BigExplosion? | 
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| 239 |  | 
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| 240 |     }; // tolua_export | 
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| 241 | } // tolua_export | 
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| 242 |  | 
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| 243 | #endif /* _Pawn_H__ */ | 
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