Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/modularships/src/orxonox/items/ShipPart.h @ 10067

Last change on this file since 10067 was 10067, checked in by noep, 10 years ago

Added explosions. (Because who doesn't love explosions.) Added printing health-status of shipparts to chat. Removed more debug-output.

File size: 4.4 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 *      Noe Pedrazzini
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ShipPart_H__
30#define _ShipPart_H__
31
32#include "OrxonoxPrereqs.h"
33#include "Item.h"
34#include "items/PartDestructionEvent.h"
35
36#include <string>
37
38
39namespace orxonox // tolua_export
40{ // tolua_export
41    class _OrxonoxExport ShipPart // tolua_export
42        : public Item
43    { // tolua_export
44
45        public:
46            ShipPart(Context* context);
47            virtual ~ShipPart();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50
51            virtual void handleHit(float damage, float healthdamage, float shielddamage, Pawn* originator);
52
53            virtual void death();
54            virtual void explode();
55
56            //virtual void attachTo(Pawn* newParent);
57            //virtual void detach();
58
59            void addEntity(StaticEntity* entity);
60            StaticEntity* getEntity(unsigned int index);
61            bool hasEntity(StaticEntity* entity) const;
62
63            void addDestructionEvent(PartDestructionEvent* event);
64            PartDestructionEvent* getDestructionEvent(unsigned int index);
65
66            virtual void setDamageAbsorption(float value);
67            inline float getDamageAbsorption()
68                { return this->damageAbsorption_; }
69
70            void setParent(ModularSpaceShip* ship);
71            inline ModularSpaceShip* getParent()
72                { return this->parent_; }
73
74            inline void setAlive(bool var)
75                { this->alive_ = var; }
76            inline bool isAlive()
77                { return this->alive_; }
78
79            inline void setEventExecution(bool var)
80                { this->eventExecution_ = var; }
81            inline bool isEventExecution()
82                { return this->eventExecution_; }
83
84            virtual void setHealth(float health);
85            inline void addHealth(float health)
86                { this->setHealth(this->health_ + health); }
87            inline void removeHealth(float health)
88                { this->setHealth(this->health_ - health); }
89            inline float getHealth() const
90                { return this->health_; }
91
92            inline void setMaxHealth(float maxhealth)
93                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
94            inline float getMaxHealth() const
95                { return this->maxHealth_; }
96
97            inline void setInitialHealth(float initialhealth)
98                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
99            inline float getInitialHealth() const
100                { return this->initialHealth_; }
101
102            inline void setExplosionPosition(Vector3 pos)
103                { this->explosionPosition_ = pos; }
104            inline Vector3 getExplosionPosition()
105                { return this->explosionPosition_; }
106
107
108            // FIXME: (noep) Why doesn't this work? Works fine in Engine.h
109            //void addToSpaceShip(ModularSpaceShip* ship);
110
111        protected:
112            ModularSpaceShip* parent_;
113            unsigned int parentID_;     // Object ID of the SpaceShip the Part is mounted on.
114
115            float damageAbsorption_;
116            float health_;
117            float maxHealth_;
118            float initialHealth_;
119
120        private:
121            std::vector<StaticEntity*> entityList_;         // List of all entities which belong to this part
122            std::vector<PartDestructionEvent*> eventList_;  // The list of all PartDestructionEvent assigned to this ShipPart.
123
124            bool alive_;
125            bool eventExecution_;
126
127            Vector3 explosionPosition_;
128
129
130    }; // tolua_export
131} // tolua_export
132
133#endif /* _ShipPart_H__ */
Note: See TracBrowser for help on using the repository browser.