| [2072] | 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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| [3196] | 33 |  | 
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 | 34 | #include <string> | 
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| [11052] | 35 | #include <vector> | 
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| [6524] | 36 | #include "interfaces/PickupCarrier.h" | 
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| [3196] | 37 | #include "interfaces/RadarViewable.h" | 
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| [5735] | 38 | #include "worldentities/ControllableEntity.h" | 
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| [11052] | 39 | #include "worldentities/ExplosionPart.h" | 
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| [2072] | 40 |  | 
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| [9939] | 41 |  | 
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| [6711] | 42 | namespace orxonox // tolua_export | 
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| [10437] | 43 | { | 
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 | 44 |     /** | 
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 | 45 |     @brief | 
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| [11052] | 46 |         Everything in Orxonox that has a health attribute is a Pawn. After a Pawn is spawned its health is set to | 
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| [10437] | 47 |         its initial health. In every call of the Pawns tick function the game checks whether the pawns health is at | 
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 | 48 |         or below zero. If it is, the pawn gets killed. | 
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 | 49 |  | 
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| [11052] | 50 |         Pawns can carry pickups and fire weapons. They can also have shields. | 
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| [10437] | 51 |  | 
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 | 52 |         Notice that every Pawn is a ControllableEntity. | 
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 | 53 |     */ | 
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 | 54 |  | 
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 | 55 |     // tolua_export | 
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| [6711] | 56 |     class _OrxonoxExport Pawn // tolua_export | 
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 | 57 |         : public ControllableEntity, public RadarViewable, public PickupCarrier | 
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 | 58 |     { // tolua_export | 
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| [3053] | 59 |         friend class WeaponSystem; | 
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 | 60 |  | 
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| [2072] | 61 |         public: | 
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| [9667] | 62 |             Pawn(Context* context); | 
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| [2072] | 63 |             virtual ~Pawn(); | 
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 | 64 |  | 
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| [11071] | 65 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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 | 66 |             virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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 | 67 |             virtual void tick(float dt) override; | 
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| [2072] | 68 |  | 
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 | 69 |             inline bool isAlive() const | 
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 | 70 |                 { return this->bAlive_; } | 
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 | 71 |  | 
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| [9016] | 72 |  | 
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| [11071] | 73 |             void setHealth(float health); | 
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| [2072] | 74 |             inline void addHealth(float health) | 
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 | 75 |                 { this->setHealth(this->health_ + health); } | 
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 | 76 |             inline void removeHealth(float health) | 
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 | 77 |                 { this->setHealth(this->health_ - health); } | 
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| [2662] | 78 |             inline float getHealth() const | 
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| [2072] | 79 |                 { return this->health_; } | 
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 | 80 |  | 
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 | 81 |             inline void setMaxHealth(float maxhealth) | 
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 | 82 |                 { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } | 
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 | 83 |             inline float getMaxHealth() const | 
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 | 84 |                 { return this->maxHealth_; } | 
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 | 85 |  | 
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 | 86 |             inline void setInitialHealth(float initialhealth) | 
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 | 87 |                 { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } | 
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 | 88 |             inline float getInitialHealth() const | 
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 | 89 |                 { return this->initialHealth_; } | 
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 | 90 |  | 
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| [11071] | 91 |             void setShieldHealth(float shieldHealth); | 
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| [8706] | 92 |  | 
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| [7163] | 93 |             inline float getShieldHealth() | 
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| [8855] | 94 |                 { return this->shieldHealth_; } | 
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| [7163] | 95 |  | 
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| [8706] | 96 |             inline void addShieldHealth(float amount) | 
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| [8855] | 97 |                 { this->setShieldHealth(this->shieldHealth_ + amount); } | 
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| [8706] | 98 |  | 
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 | 99 |             inline bool hasShield() | 
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| [8855] | 100 |                 { return (this->getShieldHealth() > 0); } | 
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| [8706] | 101 |  | 
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| [11071] | 102 |             void setMaxShieldHealth(float maxshieldhealth); | 
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| [8706] | 103 |             inline float getMaxShieldHealth() const | 
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 | 104 |                 { return this->maxShieldHealth_; } | 
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 | 105 |  | 
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 | 106 |             inline void setInitialShieldHealth(float initialshieldhealth) | 
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 | 107 |                 { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); } | 
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 | 108 |             inline float getInitialShieldHealth() const | 
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 | 109 |                 { return this->initialShieldHealth_; } | 
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 | 110 |  | 
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 | 111 |             inline void restoreInitialShieldHealth() | 
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 | 112 |                 { this->setShieldHealth(this->initialShieldHealth_); } | 
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 | 113 |             inline void restoreMaxShieldHealth() | 
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 | 114 |                 { this->setShieldHealth(this->maxShieldHealth_); } | 
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 | 115 |  | 
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| [7163] | 116 |             inline void setShieldAbsorption(float shieldAbsorption) | 
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| [8855] | 117 |                 { this->shieldAbsorption_ = shieldAbsorption; } | 
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| [7163] | 118 |             inline float getShieldAbsorption() | 
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| [8855] | 119 |                 { return this->shieldAbsorption_; } | 
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| [7163] | 120 |  | 
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| [11071] | 121 |             void setShieldRechargeRate(float shieldRechargeRate); | 
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| [11052] | 122 |             inline float getShieldRechargeRate() const | 
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 | 123 |                 { return this->shieldRechargeRate_; } | 
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| [8706] | 124 |  | 
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| [11071] | 125 |             void setShieldRechargeWaitTime(float shieldRechargeWaitTime); | 
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| [11052] | 126 |             inline float getShieldRechargeWaitTime() const | 
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 | 127 |                 { return this->shieldRechargeWaitTime_; } | 
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| [8706] | 128 |  | 
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| [11052] | 129 |             inline void resetShieldRechargeCountdown() | 
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 | 130 |                 { this->shieldRechargeWaitCountdown_ = 0; } | 
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| [8706] | 131 |  | 
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| [11052] | 132 |             inline void startShieldRechargeCountdown() | 
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 | 133 |                 { this->shieldRechargeWaitCountdown_ = this->getShieldRechargeWaitTime(); } // TODO: Implement in Projectile.cc | 
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| [8706] | 134 |  | 
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| [11071] | 135 |             void decreaseShieldRechargeCountdownTime(float dt); | 
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| [8706] | 136 |  | 
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| [11052] | 137 |             /** @brief Sets the state of the pawns vulnerability. @param bVulnerable */ | 
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 | 138 |             inline void setVulnerable(bool bVulnerable) | 
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 | 139 |             { | 
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 | 140 |                 if (this->bVulnerable_ != bVulnerable) | 
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 | 141 |                 { | 
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 | 142 |                     this->bVulnerable_ = bVulnerable; | 
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 | 143 |                     this->changedVulnerability(); | 
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 | 144 |                 } | 
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 | 145 |             } | 
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 | 146 |             /** @brief Returns the state of the pawns vulnerability. @return The state of the vulnerability */ | 
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 | 147 |             inline const bool& isVulnerable() const { return this->bVulnerable_; } | 
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 | 148 |             /** @brief This function gets called if the vulnerability of the pawn changes. */ | 
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 | 149 |             virtual void changedVulnerability(); | 
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 | 150 |  | 
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| [2072] | 151 |             inline ControllableEntity* getLastHitOriginator() const | 
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 | 152 |                 { return this->lastHitOriginator_; } | 
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 | 153 |  | 
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| [10216] | 154 |             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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 | 155 |             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); | 
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| [8706] | 156 |  | 
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| [2072] | 157 |             virtual void kill(); | 
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 | 158 |  | 
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| [11071] | 159 |             virtual void fired(unsigned int firemode) override; | 
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| [2072] | 160 |             virtual void postSpawn(); | 
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 | 161 |  | 
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| [11052] | 162 |             void addExplosionPart(ExplosionPart* ePart); | 
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 | 163 |             ExplosionPart * getExplosionPart(); | 
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 | 164 |  | 
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| [3053] | 165 |             void addWeaponSlot(WeaponSlot * wSlot); | 
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| [2662] | 166 |             WeaponSlot * getWeaponSlot(unsigned int index) const; | 
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| [3053] | 167 |             void addWeaponSet(WeaponSet * wSet); | 
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| [2662] | 168 |             WeaponSet * getWeaponSet(unsigned int index) const; | 
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| [3053] | 169 |             void addWeaponPack(WeaponPack * wPack); | 
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| [6417] | 170 |             void addWeaponPackXML(WeaponPack * wPack); | 
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| [3053] | 171 |             WeaponPack * getWeaponPack(unsigned int index) const; | 
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| [2662] | 172 |  | 
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| [11052] | 173 |             void addMunitionXML(Munition* munition); | 
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 | 174 |             Munition* getMunitionXML() const; | 
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 | 175 |              | 
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 | 176 |             Munition* getMunition(SubclassIdentifier<Munition> * identifier); | 
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 | 177 |  | 
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| [7163] | 178 |             virtual void addedWeaponPack(WeaponPack* wPack) {} | 
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 | 179 |  | 
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| [2662] | 180 |             inline void setSpawnParticleSource(const std::string& source) | 
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 | 181 |                 { this->spawnparticlesource_ = source; } | 
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 | 182 |             inline const std::string& getSpawnParticleSource() const | 
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 | 183 |                 { return this->spawnparticlesource_; } | 
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 | 184 |  | 
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 | 185 |             inline void setSpawnParticleDuration(float duration) | 
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 | 186 |                 { this->spawnparticleduration_ = duration; } | 
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 | 187 |             inline float getSpawnParticleDuration() const | 
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 | 188 |                 { return this->spawnparticleduration_; } | 
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 | 189 |  | 
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 | 190 |             inline void setExplosionChunks(unsigned int chunks) | 
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 | 191 |                 { this->numexplosionchunks_ = chunks; } | 
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 | 192 |             inline unsigned int getExplosionChunks() const | 
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 | 193 |                 { return this->numexplosionchunks_; } | 
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 | 194 |  | 
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| [9348] | 195 |             // These are used with the Damage Boost Pickup to use the damage multiplier. | 
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 | 196 |             inline void setDamageMultiplier(float multiplier) | 
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 | 197 |                 { this->damageMultiplier_ = multiplier; } | 
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 | 198 |             inline float getDamageMultiplier() const | 
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 | 199 |                 { return this->damageMultiplier_; } | 
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 | 200 |  | 
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| [11783] | 201 |             // Some pawns can-t harvest pickups (e.g. AsteroidMinables). Checked in PickupSpawner.  | 
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 | 202 |             inline void setPickupAcceptance(bool b) | 
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 | 203 |                 { this->acceptsPickups_ = b; } | 
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 | 204 |             inline bool doesAcceptPickups() | 
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 | 205 |                 { return this->acceptsPickups_;} | 
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| [9348] | 206 |  | 
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| [11071] | 207 |             virtual void startLocalHumanControl() override; | 
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| [2662] | 208 |  | 
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| [6417] | 209 |             void setAimPosition( Vector3 position ) | 
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 | 210 |                 { this->aimPosition_ = position; } | 
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 | 211 |             Vector3 getAimPosition() | 
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 | 212 |                 { return this->aimPosition_; } | 
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| [7163] | 213 |  | 
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| [11071] | 214 |             virtual const Vector3& getCarrierPosition(void) const override | 
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| [6540] | 215 |                 { return this->getWorldPosition(); }; | 
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| [6417] | 216 |  | 
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| [11071] | 217 |             virtual void changedVisibility() override; | 
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| [9254] | 218 |  | 
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| [9939] | 219 |             void setExplosionSound(const std::string& engineSound); | 
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 | 220 |             const std::string& getExplosionSound(); | 
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 | 221 |  | 
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| [11071] | 222 |             inline const WeaponSystem* getWeaponSystem() const | 
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| [11052] | 223 |                 { return this->weaponSystem_; } | 
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 | 224 |  | 
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| [11783] | 225 |             static void consoleCommand_debugDrawWeapons(bool bDraw);  | 
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| [11176] | 226 |  | 
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| [11783] | 227 |  | 
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 | 228 |  | 
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| [2072] | 229 |         protected: | 
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| [11071] | 230 |             virtual void preDestroy() override; | 
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| [7889] | 231 |  | 
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| [11071] | 232 |             virtual void setPlayer(PlayerInfo* player) override; | 
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 | 233 |             virtual void removePlayer() override; | 
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| [3038] | 234 |  | 
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| [2072] | 235 |             virtual void death(); | 
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| [9625] | 236 |             virtual bool hasSlaves(); | 
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 | 237 |             virtual Controller* getSlave(); | 
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| [3087] | 238 |             virtual void goWithStyle(); | 
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| [2662] | 239 |             virtual void spawneffect(); | 
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| [2072] | 240 |  | 
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| [11071] | 241 |             virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = nullptr, const btCollisionShape* cs = nullptr); | 
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| [6417] | 242 |  | 
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| [2072] | 243 |             bool bAlive_; | 
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| [11176] | 244 |             bool bVulnerable_; ///< If this is false, then the pawn may not take damage | 
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| [2072] | 245 |  | 
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| [11071] | 246 |             virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const override | 
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| [6711] | 247 |                 { return new std::vector<PickupCarrier*>(); } | 
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| [11071] | 248 |             virtual PickupCarrier* getCarrierParent(void) const override | 
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 | 249 |                 { return nullptr; } | 
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| [2662] | 250 |  | 
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| [9016] | 251 |  | 
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| [2072] | 252 |             float health_; | 
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 | 253 |             float maxHealth_; | 
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 | 254 |             float initialHealth_; | 
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| [8891] | 255 |  | 
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| [7163] | 256 |             float shieldHealth_; | 
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| [8706] | 257 |             float maxShieldHealth_; | 
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 | 258 |             float initialShieldHealth_; | 
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| [9348] | 259 |             float shieldAbsorption_; ///< Has to be between 0 and 1 | 
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| [11052] | 260 |             float shieldRechargeRate_; | 
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 | 261 |             float shieldRechargeWaitTime_; | 
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 | 262 |             float shieldRechargeWaitCountdown_; | 
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| [2072] | 263 |  | 
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| [9348] | 264 |             float damageMultiplier_; ///< Used by the Damage Boost Pickup. | 
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| [11783] | 265 |             bool acceptsPickups_; // Added for the asteroidMinable class, avoid that they attempt to grab the resources | 
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| [9348] | 266 |  | 
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| [7655] | 267 |             WeakPtr<Pawn> lastHitOriginator_; | 
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| [2098] | 268 |  | 
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 | 269 |             WeaponSystem* weaponSystem_; | 
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| [2662] | 270 |  | 
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 | 271 |             std::string spawnparticlesource_; | 
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 | 272 |             float spawnparticleduration_; | 
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 | 273 |             unsigned int numexplosionchunks_; | 
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| [3053] | 274 |  | 
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| [11052] | 275 |             std::vector<ExplosionPart*> explosionPartList_; | 
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 | 276 |  | 
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| [3053] | 277 |         private: | 
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| [7163] | 278 |             void registerVariables(); | 
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| [3053] | 279 |             inline void setWeaponSystem(WeaponSystem* weaponsystem) | 
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 | 280 |                 { this->weaponSystem_ = weaponsystem; } | 
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| [11176] | 281 |             void drawWeapons(bool bDraw); | 
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| [6417] | 282 |  | 
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 | 283 |             Vector3 aimPosition_; | 
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| [9939] | 284 |  | 
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| [9948] | 285 |             WorldSound* explosionSound_; // TODO: Does this really belong here? Maybe move it to BigExplosion? | 
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| [9939] | 286 |  | 
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| [11176] | 287 |             std::vector<Model*> debugWeaponSlotModels_; | 
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 | 288 |  | 
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| [6711] | 289 |     }; // tolua_export | 
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 | 290 | } // tolua_export | 
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| [2072] | 291 |  | 
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 | 292 | #endif /* _Pawn_H__ */ | 
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