| 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 | virtual void setHealth(float health); |
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| 57 | inline void addHealth(float health) |
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| 58 | { this->setHealth(this->health_ + health); } |
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| 59 | inline void removeHealth(float health) |
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| 60 | { this->setHealth(this->health_ - health); } |
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| 61 | inline float getHealth() const |
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| 62 | { return this->health_; } |
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| 63 | |
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| 64 | inline void setMaxHealth(float maxhealth) |
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| 65 | { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } |
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| 66 | inline float getMaxHealth() const |
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| 67 | { return this->maxHealth_; } |
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| 68 | |
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| 69 | inline void setInitialHealth(float initialhealth) |
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| 70 | { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } |
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| 71 | inline float getInitialHealth() const |
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| 72 | { return this->initialHealth_; } |
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| 73 | |
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| 74 | inline void setShieldHealth(float shieldHealth) |
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| 75 | { this->shieldHealth_ = shieldHealth; } |
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| 76 | inline float getShieldHealth() |
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| 77 | { return this->shieldHealth_; } |
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| 78 | |
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| 79 | inline void setShieldAbsorption(float shieldAbsorption) |
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| 80 | { this->shieldAbsorption_ = shieldAbsorption; } |
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| 81 | inline float getShieldAbsorption() |
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| 82 | { return this->shieldAbsorption_; } |
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| 83 | |
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| 84 | inline ControllableEntity* getLastHitOriginator() const |
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| 85 | { return this->lastHitOriginator_; } |
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| 86 | |
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| 87 | virtual void hit(Pawn* originator, const Vector3& force, float damage); |
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| 88 | virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); |
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| 89 | virtual void kill(); |
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| 90 | |
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| 91 | virtual void fired(unsigned int firemode); |
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| 92 | virtual void reload(); |
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| 93 | virtual void postSpawn(); |
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| 94 | |
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| 95 | void addWeaponSlot(WeaponSlot * wSlot); |
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| 96 | WeaponSlot * getWeaponSlot(unsigned int index) const; |
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| 97 | void addWeaponSet(WeaponSet * wSet); |
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| 98 | WeaponSet * getWeaponSet(unsigned int index) const; |
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| 99 | void addWeaponPack(WeaponPack * wPack); |
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| 100 | void addWeaponPackXML(WeaponPack * wPack); |
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| 101 | WeaponPack * getWeaponPack(unsigned int index) const; |
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| 102 | |
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| 103 | virtual void addedWeaponPack(WeaponPack* wPack) {} |
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| 104 | |
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| 105 | inline const WorldEntity* getWorldEntity() const |
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| 106 | { return const_cast<Pawn*>(this); } |
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| 107 | |
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| 108 | inline void setSpawnParticleSource(const std::string& source) |
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| 109 | { this->spawnparticlesource_ = source; } |
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| 110 | inline const std::string& getSpawnParticleSource() const |
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| 111 | { return this->spawnparticlesource_; } |
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| 112 | |
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| 113 | inline void setSpawnParticleDuration(float duration) |
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| 114 | { this->spawnparticleduration_ = duration; } |
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| 115 | inline float getSpawnParticleDuration() const |
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| 116 | { return this->spawnparticleduration_; } |
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| 117 | |
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| 118 | inline void setExplosionChunks(unsigned int chunks) |
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| 119 | { this->numexplosionchunks_ = chunks; } |
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| 120 | inline unsigned int getExplosionChunks() const |
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| 121 | { return this->numexplosionchunks_; } |
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| 122 | |
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| 123 | virtual void startLocalHumanControl(); |
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| 124 | |
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| 125 | void setAimPosition( Vector3 position ) |
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| 126 | { this->aimPosition_ = position; } |
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| 127 | Vector3 getAimPosition() |
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| 128 | { return this->aimPosition_; } |
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| 129 | |
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| 130 | virtual const Vector3& getCarrierPosition(void) |
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| 131 | { return this->getWorldPosition(); }; |
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| 132 | |
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| 133 | protected: |
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| 134 | virtual void setPlayer(PlayerInfo* player); |
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| 135 | virtual void removePlayer(); |
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| 136 | |
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| 137 | virtual void death(); |
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| 138 | virtual void goWithStyle(); |
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| 139 | virtual void deatheffect(); |
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| 140 | virtual void spawneffect(); |
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| 141 | |
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| 142 | virtual void damage(float damage, Pawn* originator = 0); |
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| 143 | |
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| 144 | bool bAlive_; |
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| 145 | |
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| 146 | virtual std::vector<PickupCarrier*>* getCarrierChildren(void) |
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| 147 | { return new std::vector<PickupCarrier*>(); } |
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| 148 | virtual PickupCarrier* getCarrierParent(void) |
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| 149 | { return NULL; } |
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| 150 | |
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| 151 | float health_; |
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| 152 | float maxHealth_; |
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| 153 | float initialHealth_; |
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| 154 | float shieldHealth_; |
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| 155 | float shieldAbsorption_; // Has to be between 0 and 1 |
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| 156 | |
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| 157 | Pawn* lastHitOriginator_; |
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| 158 | |
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| 159 | WeaponSystem* weaponSystem_; |
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| 160 | bool bReload_; |
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| 161 | |
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| 162 | std::string spawnparticlesource_; |
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| 163 | float spawnparticleduration_; |
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| 164 | unsigned int numexplosionchunks_; |
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| 165 | |
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| 166 | private: |
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| 167 | void registerVariables(); |
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| 168 | inline void setWeaponSystem(WeaponSystem* weaponsystem) |
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| 169 | { this->weaponSystem_ = weaponsystem; } |
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| 170 | |
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| 171 | Vector3 aimPosition_; |
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| 172 | }; // tolua_export |
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| 173 | } // tolua_export |
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| 174 | |
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| 175 | #endif /* _Pawn_H__ */ |
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