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source: code/branches/pch/src/orxonox/objects/worldentities/pawns/Pawn.h @ 3177

Last change on this file since 3177 was 3177, checked in by rgrieder, 15 years ago

Moved interface classes to orxonox/interfaces.
This resolves certain identity problems, for instance Tickable technically isn't an object.
Furthermore this saves the compilation of 6 files by using InterfaceCompilation.cc ;)

  • Property svn:eol-style set to native
File size: 5.2 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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Pawn_H__
30#define _Pawn_H__
31
32#include "OrxonoxPrereqs.h"
33#include "objects/worldentities/ControllableEntity.h"
34#include "interfaces/RadarViewable.h"
35#include "objects/pickup/PickupCollection.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport Pawn : public ControllableEntity, public RadarViewable
40    {
41        friend class WeaponSystem;
42
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
51            inline bool isAlive() const
52                { return this->bAlive_; }
53
54            virtual void setHealth(float health);
55            inline void addHealth(float health)
56                { this->setHealth(this->health_ + health); }
57            inline void removeHealth(float health)
58                { this->setHealth(this->health_ - health); }
59            inline float getHealth() const
60                { return this->health_; }
61
62            inline void setMaxHealth(float maxhealth)
63                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
64            inline float getMaxHealth() const
65                { return this->maxHealth_; }
66
67            inline void setInitialHealth(float initialhealth)
68                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
69            inline float getInitialHealth() const
70                { return this->initialHealth_; }
71
72            inline ControllableEntity* getLastHitOriginator() const
73                { return this->lastHitOriginator_; }
74
75            virtual void damage(float damage, Pawn* originator = 0);
76            virtual void hit(Pawn* originator, const Vector3& force, float damage);
77            virtual void kill();
78
79            virtual void fire(unsigned int firemode);
80            virtual void reload();
81            virtual void doFire(uint8_t firemode);
82            virtual void postSpawn();
83
84            void addWeaponSlot(WeaponSlot * wSlot);
85            WeaponSlot * getWeaponSlot(unsigned int index) const;
86            void addWeaponSet(WeaponSet * wSet);
87            WeaponSet * getWeaponSet(unsigned int index) const;
88            void addWeaponPack(WeaponPack * wPack);
89            WeaponPack * getWeaponPack(unsigned int index) const;
90
91            inline const WorldEntity* getWorldEntity() const
92                { return const_cast<Pawn*>(this); }
93
94            inline void setSpawnParticleSource(const std::string& source)
95                { this->spawnparticlesource_ = source; }
96            inline const std::string& getSpawnParticleSource() const
97                { return this->spawnparticlesource_; }
98
99            inline void setSpawnParticleDuration(float duration)
100                { this->spawnparticleduration_ = duration; }
101            inline float getSpawnParticleDuration() const
102                { return this->spawnparticleduration_; }
103
104            inline void setExplosionChunks(unsigned int chunks)
105                { this->numexplosionchunks_ = chunks; }
106            inline unsigned int getExplosionChunks() const
107                { return this->numexplosionchunks_; }
108
109            virtual void dropItems();
110            inline PickupCollection& getPickups()
111                { return this->pickups_; }
112            virtual void useItem()
113                { this->pickups_.useItem(); }
114           
115            virtual void startLocalHumanControl();
116
117        protected:
118            virtual void setPlayer(PlayerInfo* player);
119            virtual void removePlayer();
120
121            virtual void death();
122            virtual void goWithStyle();
123            virtual void deatheffect();
124            virtual void spawneffect();
125
126            bool bAlive_;
127
128            PickupCollection pickups_;
129
130            float health_;
131            float maxHealth_;
132            float initialHealth_;
133
134            Pawn* lastHitOriginator_;
135
136            WeaponSystem* weaponSystem_;
137            unsigned int fire_;
138            unsigned int firehack_;
139            bool bReload_;
140
141            std::string spawnparticlesource_;
142            float spawnparticleduration_;
143            unsigned int numexplosionchunks_;
144
145        private:
146            inline void setWeaponSystem(WeaponSystem* weaponsystem)
147                { this->weaponSystem_ = weaponsystem; }
148    };
149}
150
151#endif /* _Pawn_H__ */
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