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