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source: orxonox.OLD/trunk/src/world_entities/character_attributes.cc @ 10435

Last change on this file since 10435 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 7.7 KB
RevLine 
[3580]1
2
[9869]3/*
[3580]4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: ...
16*/
17
18
19#include "character_attributes.h"
20
21
[9869]22ObjectListDefinition(CharacterAttributes);
[3580]23
[9406]24
[3580]25/**
[4836]26 *  standard constructor
27   @todo this constructor is not jet implemented - do it
[3580]28*/
[9869]29CharacterAttributes::CharacterAttributes ()
[3580]30{
[9869]31  this->registerObject(this, CharacterAttributes::_objectList);
[3580]32}
33
34
35/**
[4836]36 *  standard deconstructor
[3580]37
38*/
[9869]39CharacterAttributes::~CharacterAttributes ()
[3580]40{
41}
[3582]42
43
44/*=====================health=====================*/
45
46/**
[4836]47 *  sets the health of the character
48 * @param helath
[3582]49 */
50void CharacterAttributes::setHealth(int health)
[3583]51{
52  this->health = health;
53}
[3582]54
55/**
[4836]56 *  adds health to the charater
57 * @param health
58 * @returns health that couldnt be added due to healt limit, 0 if everything worked as normal
[3582]59 */
60int CharacterAttributes::addHealth(int health)
[3583]61{
62  this->health += health;
63  int rest = this->healthMax - this->health;
64  if( rest < 0)
65    {
66      this->health = this->healthMax;
67      return 0;
68    }
69  return rest;
70}
[3582]71
72/**
[4836]73 *  remove health due to damager for example
74 * @param amount of health
75 * @returns false if health is zero -> dead
[3582]76 */
77bool CharacterAttributes::substractHealth(int health)
[3583]78{
79  this->health -= health;
80  if( this->health < 0)
81    {
82      this->health = 0;
83      return false;
84    }
85  return true;
86}
[3582]87
88/**
[4836]89 *  gets the current amount of health
90 * @returns health
[3582]91 */
92int CharacterAttributes::getHealth()
[3583]93{
94  return this->health;
95}
[3582]96
97
98/**
[9869]99 *  sets maximum health
[4836]100 * @param health
[3582]101
102   if healthMax = 0 -> unlimited
103 */
104void CharacterAttributes::setHealthMax(int healthMax)
[3583]105{
106  this->healthMax = healthMax;
107}
[3582]108
109/**
[4836]110 *  gets health maximium
111 * @returns the health maximum
[3582]112 */
113int CharacterAttributes::getHealthMax()
[3583]114{
115  return this->healthMax;
116}
[3582]117
118
119/*======================armor/ shields===================== */
120/**
[4836]121 *  sets the shild strength
122 * @param strength
[3582]123 */
124void CharacterAttributes::setShieldStrength(int shieldStrength)
[3583]125{
126  this->shieldStrength = shieldStrength;
127}
[3582]128
129/**
[4836]130 *  adds shield strength
131 * @param strength
[9869]132
[3583]133   there is currently no limit to shieldstrength
[3582]134 */
135void CharacterAttributes::addShieldStrength(int shiledStrength)
[3583]136{
137  this->shieldStrength += shieldStrength;
138}
[3582]139
140/**
[4836]141 *  substracts shield strength
142 * @param strength
143 * @returns amount of shield strength below zero after substraction. Magic: Troumble. if everything works allright, it returns 0
[3582]144 */
145int CharacterAttributes::substractShieldStrength(int shieldStrength)
[3583]146{
147  int rest = this->shieldStrength -= shieldStrength;
148  if( rest < 0)
149    {
150      this->shieldStrength = 0;
151      return -rest;
152    }
153  return 0;
154}
[3582]155
156/**
[4836]157 *  gets shield strength
158 * @returns the shield strength
[3582]159 */
160int CharacterAttributes::getShieldStrength()
[3583]161{
162  return this->shieldStrength;
163}
[3582]164
165
166/*=====================damage=====================*/
167/**
[4836]168 *  sets the amount of base damage dealt to all aircrafts
169 * @param damage
[3583]170
171   There can be a difference between arms that hit a ground/air craft. Eg.
172   a tank will react differently to explosives than something in the air
173   (think about physics)
[3582]174 */
175void CharacterAttributes::setDamageToAirCraft(int damage)
[3583]176{
177  this->damageToAirCraft = damage;
178}
[3582]179
180/**
[4836]181 *  gets the amount of base damage
182 * @returns base damage to aircrafts
[3583]183
184   There can be a difference between arms that hit a ground/air craft. Eg.
185   a tank will react differently to explosives than something in the air
186   (think about physics)
[3582]187 */
188int CharacterAttributes::getDamageToAirCraft()
[3583]189{
190  return this->damageToAirCraft;
191}
[3582]192
193
194/**
[4836]195 *  sets the amount of base damage dealt to all groundcrafts
196 * @param damage
[3583]197
198   There can be a difference between arms that hit a ground/air craft. Eg.
199   a tank will react differently to explosives than something in the air
200   (think about physics)
[3582]201 */
202void CharacterAttributes::setDamageToGroundCraft(int damage)
[3583]203{
204  this->damageToGroundCraft = damage;
205}
[3582]206
207/**
[4836]208 * gets the amount of base damage
209 * @returns base damage to groundcrafts
[3583]210
211   There can be a difference between arms that hit a ground/air craft. Eg.
212   a tank will react differently to explosives than something in the air
213   (think about physics)
[3582]214 */
215int CharacterAttributes::getDamageToGroundCraft()
[3583]216{
217  return this->damageToGroundCraft;
218}
[3582]219
220
221/**
[4836]222 *  sets the damage modifier to the damage that is dealed via laser weapons
223 * @param modifier [0..1]
[3582]224
225   eg. the damage is calculated after: damage = modifier * damageToGroundCraft
226 */
227void CharacterAttributes::setDamageLaserModifier(float modifier)
[3583]228{
229  this->damageLaserModifier = modifier;
230}
[3582]231
232/**
[4836]233 *  gets the damage modifier to the damage that is dealed via laser weapons
234 * @returns damage modifier
[3582]235
236   eg. the damage is calculated after: damage = modifier * damageToGroundCraft
237 */
238float CharacterAttributes::getDamageLaserModifier()
[3583]239{
240  return this->damageLaserModifier;
241}
[3582]242
243
244/**
[4836]245 *  sets the damage modifier to the damage that is dealed via plasma weapons
246 * @param damage modifier
[3582]247
248   eg. the damage is calculated after: damage = modifier * damageToGroundCraft
249 */
250void CharacterAttributes::setDamagePlasmaModifier(float modifier)
[3583]251{
252  this->damagePlasmaModifier = modifier;
253}
[3582]254
255/**
[4836]256 *  gets the damage modifier to the damage that is dealed plasma weapons
257 * @returns damage modifier
[3582]258
259   eg. the damage is calculated after: damage = modifier * damageToGroundCraft
260 */
261float CharacterAttributes::getDamagePlasmaModifier()
[3583]262{
263  return this->damagePlasmaModifier;
264}
[3582]265
266
267/**
[4836]268 *  sets the damage modifier to the damage that is dealed via explosives
269 * @param damage modifier
[3582]270
271   eg. the damage is calculated after: damage = modifier * damageToGroundCraft
272 */
273void CharacterAttributes::setDamageExplosiveModifier(float modifier)
[3583]274{
275  this->damageExplosiveModifier = modifier;
276}
[3582]277
278/**
[4836]279 *  sets the damage modifier to the damage that is dealed via explosives
280 * @returns damage modifier
[3582]281
282   eg. the damage is calculated after: damage = modifier * damageToGroundCraft
283 */
284float CharacterAttributes::getDamageExplosiveModifier()
[3583]285{
286  return this->damageExplosiveModifier;
287}
[3582]288
289
290/*=====================energy=====================*/
291/**
[9869]292 *  sets the amount of energy
[4836]293 * @param energy
[3582]294 */
295void CharacterAttributes::setEnergy(int energy)
[3583]296{
297  this->energy = energy;
298}
[3582]299
300/**
[4836]301 *  adds energy to the system
302 * @param amount of energy
303 * @returns amount of energy that is too much due to energy limit
[3582]304 */
305int CharacterAttributes::addEnergy(int addEnergy)
[3583]306{
307  this->energy += addEnergy;
308  int rest = this->energyMax - this->energy;
309  if(rest < 0)
310    {
311      this->energy = 0;
312      return rest;
313    }
314  return 0;
315}
[3582]316
317/**
[4836]318 *  substracts energy from a system
319 * @param amount of energy
320 * @returns false if there is no energy anymore
[3582]321 */
322bool CharacterAttributes::substractEnergy(int subEnergy)
[3583]323{
324  this->energy -= subEnergy;
325  if(this->energy < 0)
326    {
327      this->energy = 0;
328      return false;
329    }
330  return true;
331}
[3582]332
333/**
[9869]334 *  gets the amount of energy
[4836]335 * @returns energy
[3582]336 */
337int CharacterAttributes::getEnergy()
[3583]338{
339  return this->energy;
340}
[3582]341
342
343/**
[4836]344 *  sets the energy consumption
345 * @param amount of energy
[3582]346*/
[3583]347void CharacterAttributes::setEnergyConsumption(int energy)
348{
349  this->energyConsumption = energy;
350}
[3582]351
352/**
[4836]353 *  gets the energy consumption
354 * @returns amount of energy
[3582]355*/
[3583]356int CharacterAttributes::getEnergyConsumption()
357{
358  return this->energyConsumption;
359}
[3582]360
[9869]361
[3582]362/**
[4836]363 *  sets the maximum energy level
364 * @param amount of energy
[3582]365*/
[3583]366void CharacterAttributes::setEnergyMax(int energy)
367{
368  this->energyMax = energy;
369}
[3582]370
371/**
[4836]372 *  gets the max energy level
373 * @returns amount of energy
[3582]374*/
[3583]375int CharacterAttributes::getEnergyMax()
376{
377  return this->energyMax;
378}
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