| 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 <vector> |
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| 36 | #include "interfaces/PickupCarrier.h" |
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| 37 | #include "interfaces/RadarViewable.h" |
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| 38 | #include "worldentities/ControllableEntity.h" |
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| 39 | #include "worldentities/ExplosionPart.h" |
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| 40 | |
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| 41 | |
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| 42 | namespace orxonox // tolua_export |
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| 43 | { |
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| 44 | /** |
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| 45 | @brief |
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| 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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| 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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| 50 | Pawns can carry pickups and fire weapons. They can also have shields. |
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| 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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| 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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| 59 | friend class WeaponSystem; |
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| 60 | |
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| 61 | public: |
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| 62 | Pawn(Context* context); |
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| 63 | virtual ~Pawn(); |
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| 64 | |
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| 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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| 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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| 72 | |
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| 73 | void setHealth(float health); |
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| 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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| 78 | inline float getHealth() const |
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| 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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| 91 | void setShieldHealth(float shieldHealth); |
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| 92 | |
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| 93 | inline float getShieldHealth() |
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| 94 | { return this->shieldHealth_; } |
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| 95 | |
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| 96 | inline void addShieldHealth(float amount) |
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| 97 | { this->setShieldHealth(this->shieldHealth_ + amount); } |
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| 98 | |
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| 99 | inline bool hasShield() |
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| 100 | { return (this->getShieldHealth() > 0); } |
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| 101 | |
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| 102 | void setMaxShieldHealth(float maxshieldhealth); |
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| 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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| 116 | inline void setShieldAbsorption(float shieldAbsorption) |
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| 117 | { this->shieldAbsorption_ = shieldAbsorption; } |
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| 118 | inline float getShieldAbsorption() |
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| 119 | { return this->shieldAbsorption_; } |
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| 120 | |
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| 121 | void setShieldRechargeRate(float shieldRechargeRate); |
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| 122 | inline float getShieldRechargeRate() const |
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| 123 | { return this->shieldRechargeRate_; } |
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| 124 | |
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| 125 | void setShieldRechargeWaitTime(float shieldRechargeWaitTime); |
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| 126 | inline float getShieldRechargeWaitTime() const |
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| 127 | { return this->shieldRechargeWaitTime_; } |
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| 128 | |
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| 129 | inline void resetShieldRechargeCountdown() |
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| 130 | { this->shieldRechargeWaitCountdown_ = 0; } |
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| 131 | |
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| 132 | inline void startShieldRechargeCountdown() |
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| 133 | { this->shieldRechargeWaitCountdown_ = this->getShieldRechargeWaitTime(); } // TODO: Implement in Projectile.cc |
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| 134 | |
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| 135 | void decreaseShieldRechargeCountdownTime(float dt); |
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| 136 | |
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| 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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| 151 | inline ControllableEntity* getLastHitOriginator() const |
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| 152 | { return this->lastHitOriginator_; } |
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| 153 | |
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| 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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| 156 | |
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| 157 | virtual void kill(); |
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| 158 | |
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| 159 | virtual void fired(unsigned int firemode) override; |
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| 160 | virtual void postSpawn(); |
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| 161 | |
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| 162 | void addExplosionPart(ExplosionPart* ePart); |
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| 163 | ExplosionPart * getExplosionPart(); |
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| 164 | |
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| 165 | void addWeaponSlot(WeaponSlot * wSlot); |
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| 166 | WeaponSlot * getWeaponSlot(unsigned int index) const; |
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| 167 | void addWeaponSet(WeaponSet * wSet); |
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| 168 | WeaponSet * getWeaponSet(unsigned int index) const; |
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| 169 | void addWeaponPack(WeaponPack * wPack); |
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| 170 | void addWeaponPackXML(WeaponPack * wPack); |
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| 171 | WeaponPack * getWeaponPack(unsigned int index) const; |
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| 172 | |
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| 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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| 178 | virtual void addedWeaponPack(WeaponPack* wPack) {} |
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| 179 | |
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| 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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| 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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| 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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| 206 | |
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| 207 | virtual void startLocalHumanControl() override; |
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| 208 | |
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| 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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| 213 | |
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| 214 | virtual const Vector3& getCarrierPosition(void) const override |
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| 215 | { return this->getWorldPosition(); }; |
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| 216 | |
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| 217 | virtual void changedVisibility() override; |
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| 218 | |
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| 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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| 222 | inline const WeaponSystem* getWeaponSystem() const |
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| 223 | { return this->weaponSystem_; } |
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| 224 | |
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| 225 | static void consoleCommand_debugDrawWeapons(bool bDraw); |
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| 226 | |
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| 227 | |
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| 228 | |
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| 229 | protected: |
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| 230 | virtual void preDestroy() override; |
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| 231 | |
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| 232 | virtual void setPlayer(PlayerInfo* player) override; |
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| 233 | virtual void removePlayer() override; |
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| 234 | |
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| 235 | virtual void death(); |
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| 236 | virtual bool hasSlaves(); |
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| 237 | virtual Controller* getSlave(); |
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| 238 | virtual void goWithStyle(); |
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| 239 | virtual void spawneffect(); |
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| 240 | |
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| 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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| 242 | |
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| 243 | bool bAlive_; |
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| 244 | bool bVulnerable_; ///< If this is false, then the pawn may not take damage |
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| 245 | |
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| 246 | virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const override |
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| 247 | { return new std::vector<PickupCarrier*>(); } |
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| 248 | virtual PickupCarrier* getCarrierParent(void) const override |
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| 249 | { return nullptr; } |
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| 250 | |
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| 251 | |
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| 252 | float health_; |
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| 253 | float maxHealth_; |
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| 254 | float initialHealth_; |
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| 255 | |
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| 256 | float shieldHealth_; |
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| 257 | float maxShieldHealth_; |
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| 258 | float initialShieldHealth_; |
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| 259 | float shieldAbsorption_; ///< Has to be between 0 and 1 |
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| 260 | float shieldRechargeRate_; |
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| 261 | float shieldRechargeWaitTime_; |
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| 262 | float shieldRechargeWaitCountdown_; |
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| 263 | |
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| 264 | float damageMultiplier_; ///< Used by the Damage Boost Pickup. |
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| 265 | bool acceptsPickups_; // Added for the asteroidMinable class, avoid that they attempt to grab the resources |
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| 266 | |
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| 267 | WeakPtr<Pawn> lastHitOriginator_; |
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| 268 | |
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| 269 | WeaponSystem* weaponSystem_; |
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| 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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| 274 | |
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| 275 | std::vector<ExplosionPart*> explosionPartList_; |
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| 276 | |
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| 277 | private: |
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| 278 | void registerVariables(); |
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| 279 | inline void setWeaponSystem(WeaponSystem* weaponsystem) |
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| 280 | { this->weaponSystem_ = weaponsystem; } |
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| 281 | void drawWeapons(bool bDraw); |
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| 282 | |
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| 283 | Vector3 aimPosition_; |
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| 284 | |
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| 285 | WorldSound* explosionSound_; // TODO: Does this really belong here? Maybe move it to BigExplosion? |
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| 286 | |
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| 287 | std::vector<Model*> debugWeaponSlotModels_; |
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| 288 | |
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| 289 | }; // tolua_export |
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| 290 | } // tolua_export |
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| 291 | |
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| 292 | #endif /* _Pawn_H__ */ |
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