[3580] | 1 | |
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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: ... |
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| 16 | */ |
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| 17 | |
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| 18 | |
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| 19 | #include "character_attributes.h" |
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| 20 | #include "stdincl.h" |
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| 21 | |
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| 22 | |
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| 23 | |
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[9406] | 24 | |
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[3580] | 25 | /** |
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[4836] | 26 | * standard constructor |
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| 27 | @todo this constructor is not jet implemented - do it |
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[3580] | 28 | */ |
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| 29 | CharacterAttributes::CharacterAttributes () |
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| 30 | { |
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[4320] | 31 | this->setClassID(CL_CHARACTER_ATTRIBUTES, "CharacterAttributes"); |
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[3580] | 32 | } |
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| 33 | |
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| 34 | |
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| 35 | /** |
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[4836] | 36 | * standard deconstructor |
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[3580] | 37 | |
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| 38 | */ |
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| 39 | CharacterAttributes::~CharacterAttributes () |
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| 40 | { |
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| 41 | } |
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[3582] | 42 | |
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| 43 | |
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| 44 | /*=====================health=====================*/ |
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| 45 | |
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| 46 | /** |
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[4836] | 47 | * sets the health of the character |
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| 48 | * @param helath |
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[3582] | 49 | */ |
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| 50 | void CharacterAttributes::setHealth(int health) |
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[3583] | 51 | { |
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| 52 | this->health = health; |
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| 53 | } |
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[3582] | 54 | |
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| 55 | /** |
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[4836] | 56 | * adds health to the charater |
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| 57 | * @param health |
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| 58 | * @returns health that couldnt be added due to healt limit, 0 if everything worked as normal |
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[3582] | 59 | */ |
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| 60 | int CharacterAttributes::addHealth(int health) |
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[3583] | 61 | { |
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| 62 | this->health += health; |
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| 63 | int rest = this->healthMax - this->health; |
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| 64 | if( rest < 0) |
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| 65 | { |
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| 66 | this->health = this->healthMax; |
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| 67 | return 0; |
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| 68 | } |
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| 69 | return rest; |
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| 70 | } |
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[3582] | 71 | |
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| 72 | /** |
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[4836] | 73 | * remove health due to damager for example |
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| 74 | * @param amount of health |
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| 75 | * @returns false if health is zero -> dead |
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[3582] | 76 | */ |
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| 77 | bool CharacterAttributes::substractHealth(int health) |
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[3583] | 78 | { |
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| 79 | this->health -= health; |
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| 80 | if( this->health < 0) |
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| 81 | { |
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| 82 | this->health = 0; |
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| 83 | return false; |
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| 84 | } |
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| 85 | return true; |
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| 86 | } |
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[3582] | 87 | |
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| 88 | /** |
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[4836] | 89 | * gets the current amount of health |
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| 90 | * @returns health |
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[3582] | 91 | */ |
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| 92 | int CharacterAttributes::getHealth() |
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[3583] | 93 | { |
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| 94 | return this->health; |
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| 95 | } |
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[3582] | 96 | |
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| 97 | |
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| 98 | /** |
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[4836] | 99 | * sets maximum health |
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| 100 | * @param health |
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[3582] | 101 | |
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| 102 | if healthMax = 0 -> unlimited |
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| 103 | */ |
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| 104 | void CharacterAttributes::setHealthMax(int healthMax) |
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[3583] | 105 | { |
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| 106 | this->healthMax = healthMax; |
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| 107 | } |
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[3582] | 108 | |
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| 109 | /** |
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[4836] | 110 | * gets health maximium |
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| 111 | * @returns the health maximum |
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[3582] | 112 | */ |
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| 113 | int CharacterAttributes::getHealthMax() |
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[3583] | 114 | { |
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| 115 | return this->healthMax; |
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| 116 | } |
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[3582] | 117 | |
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| 118 | |
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| 119 | /*======================armor/ shields===================== */ |
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| 120 | /** |
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[4836] | 121 | * sets the shild strength |
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| 122 | * @param strength |
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[3582] | 123 | */ |
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| 124 | void CharacterAttributes::setShieldStrength(int shieldStrength) |
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[3583] | 125 | { |
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| 126 | this->shieldStrength = shieldStrength; |
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| 127 | } |
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[3582] | 128 | |
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| 129 | /** |
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[4836] | 130 | * adds shield strength |
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| 131 | * @param strength |
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[3583] | 132 | |
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| 133 | there is currently no limit to shieldstrength |
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[3582] | 134 | */ |
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| 135 | void CharacterAttributes::addShieldStrength(int shiledStrength) |
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[3583] | 136 | { |
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| 137 | this->shieldStrength += shieldStrength; |
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| 138 | } |
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[3582] | 139 | |
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| 140 | /** |
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[4836] | 141 | * substracts shield strength |
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| 142 | * @param strength |
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| 143 | * @returns amount of shield strength below zero after substraction. Magic: Troumble. if everything works allright, it returns 0 |
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[3582] | 144 | */ |
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| 145 | int CharacterAttributes::substractShieldStrength(int shieldStrength) |
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[3583] | 146 | { |
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| 147 | int rest = this->shieldStrength -= shieldStrength; |
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| 148 | if( rest < 0) |
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| 149 | { |
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| 150 | this->shieldStrength = 0; |
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| 151 | return -rest; |
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| 152 | } |
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| 153 | return 0; |
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| 154 | } |
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[3582] | 155 | |
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| 156 | /** |
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[4836] | 157 | * gets shield strength |
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| 158 | * @returns the shield strength |
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[3582] | 159 | */ |
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| 160 | int CharacterAttributes::getShieldStrength() |
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[3583] | 161 | { |
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| 162 | return this->shieldStrength; |
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| 163 | } |
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[3582] | 164 | |
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| 165 | |
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| 166 | /*=====================damage=====================*/ |
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| 167 | /** |
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[4836] | 168 | * sets the amount of base damage dealt to all aircrafts |
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| 169 | * @param damage |
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[3583] | 170 | |
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| 171 | There can be a difference between arms that hit a ground/air craft. Eg. |
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| 172 | a tank will react differently to explosives than something in the air |
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| 173 | (think about physics) |
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[3582] | 174 | */ |
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| 175 | void CharacterAttributes::setDamageToAirCraft(int damage) |
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[3583] | 176 | { |
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| 177 | this->damageToAirCraft = damage; |
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| 178 | } |
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[3582] | 179 | |
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| 180 | /** |
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[4836] | 181 | * gets the amount of base damage |
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| 182 | * @returns base damage to aircrafts |
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[3583] | 183 | |
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| 184 | There can be a difference between arms that hit a ground/air craft. Eg. |
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| 185 | a tank will react differently to explosives than something in the air |
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| 186 | (think about physics) |
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[3582] | 187 | */ |
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| 188 | int CharacterAttributes::getDamageToAirCraft() |
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[3583] | 189 | { |
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| 190 | return this->damageToAirCraft; |
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| 191 | } |
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[3582] | 192 | |
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| 193 | |
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| 194 | /** |
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[4836] | 195 | * sets the amount of base damage dealt to all groundcrafts |
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| 196 | * @param damage |
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[3583] | 197 | |
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| 198 | There can be a difference between arms that hit a ground/air craft. Eg. |
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| 199 | a tank will react differently to explosives than something in the air |
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| 200 | (think about physics) |
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[3582] | 201 | */ |
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| 202 | void CharacterAttributes::setDamageToGroundCraft(int damage) |
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[3583] | 203 | { |
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| 204 | this->damageToGroundCraft = damage; |
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| 205 | } |
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[3582] | 206 | |
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| 207 | /** |
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[4836] | 208 | * gets the amount of base damage |
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| 209 | * @returns base damage to groundcrafts |
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[3583] | 210 | |
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| 211 | There can be a difference between arms that hit a ground/air craft. Eg. |
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| 212 | a tank will react differently to explosives than something in the air |
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| 213 | (think about physics) |
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[3582] | 214 | */ |
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| 215 | int CharacterAttributes::getDamageToGroundCraft() |
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[3583] | 216 | { |
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| 217 | return this->damageToGroundCraft; |
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| 218 | } |
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[3582] | 219 | |
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| 220 | |
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| 221 | /** |
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[4836] | 222 | * sets the damage modifier to the damage that is dealed via laser weapons |
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| 223 | * @param modifier [0..1] |
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[3582] | 224 | |
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| 225 | eg. the damage is calculated after: damage = modifier * damageToGroundCraft |
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| 226 | */ |
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| 227 | void CharacterAttributes::setDamageLaserModifier(float modifier) |
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[3583] | 228 | { |
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| 229 | this->damageLaserModifier = modifier; |
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| 230 | } |
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[3582] | 231 | |
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| 232 | /** |
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[4836] | 233 | * gets the damage modifier to the damage that is dealed via laser weapons |
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| 234 | * @returns damage modifier |
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[3582] | 235 | |
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| 236 | eg. the damage is calculated after: damage = modifier * damageToGroundCraft |
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| 237 | */ |
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| 238 | float CharacterAttributes::getDamageLaserModifier() |
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[3583] | 239 | { |
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| 240 | return this->damageLaserModifier; |
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| 241 | } |
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[3582] | 242 | |
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| 243 | |
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| 244 | /** |
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[4836] | 245 | * sets the damage modifier to the damage that is dealed via plasma weapons |
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| 246 | * @param damage modifier |
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[3582] | 247 | |
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| 248 | eg. the damage is calculated after: damage = modifier * damageToGroundCraft |
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| 249 | */ |
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| 250 | void CharacterAttributes::setDamagePlasmaModifier(float modifier) |
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[3583] | 251 | { |
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| 252 | this->damagePlasmaModifier = modifier; |
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| 253 | } |
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[3582] | 254 | |
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| 255 | /** |
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[4836] | 256 | * gets the damage modifier to the damage that is dealed plasma weapons |
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| 257 | * @returns damage modifier |
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[3582] | 258 | |
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| 259 | eg. the damage is calculated after: damage = modifier * damageToGroundCraft |
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| 260 | */ |
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| 261 | float CharacterAttributes::getDamagePlasmaModifier() |
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[3583] | 262 | { |
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| 263 | return this->damagePlasmaModifier; |
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| 264 | } |
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[3582] | 265 | |
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| 266 | |
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| 267 | /** |
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[4836] | 268 | * sets the damage modifier to the damage that is dealed via explosives |
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| 269 | * @param damage modifier |
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[3582] | 270 | |
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| 271 | eg. the damage is calculated after: damage = modifier * damageToGroundCraft |
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| 272 | */ |
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| 273 | void CharacterAttributes::setDamageExplosiveModifier(float modifier) |
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[3583] | 274 | { |
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| 275 | this->damageExplosiveModifier = modifier; |
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| 276 | } |
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[3582] | 277 | |
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| 278 | /** |
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[4836] | 279 | * sets the damage modifier to the damage that is dealed via explosives |
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| 280 | * @returns damage modifier |
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[3582] | 281 | |
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| 282 | eg. the damage is calculated after: damage = modifier * damageToGroundCraft |
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| 283 | */ |
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| 284 | float CharacterAttributes::getDamageExplosiveModifier() |
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[3583] | 285 | { |
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| 286 | return this->damageExplosiveModifier; |
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| 287 | } |
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[3582] | 288 | |
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| 289 | |
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| 290 | /*=====================energy=====================*/ |
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| 291 | /** |
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[4836] | 292 | * sets the amount of energy |
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| 293 | * @param energy |
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[3582] | 294 | */ |
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| 295 | void CharacterAttributes::setEnergy(int energy) |
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[3583] | 296 | { |
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| 297 | this->energy = energy; |
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| 298 | } |
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[3582] | 299 | |
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| 300 | /** |
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[4836] | 301 | * adds energy to the system |
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| 302 | * @param amount of energy |
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| 303 | * @returns amount of energy that is too much due to energy limit |
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[3582] | 304 | */ |
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| 305 | int CharacterAttributes::addEnergy(int addEnergy) |
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[3583] | 306 | { |
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| 307 | this->energy += addEnergy; |
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| 308 | int rest = this->energyMax - this->energy; |
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| 309 | if(rest < 0) |
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| 310 | { |
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| 311 | this->energy = 0; |
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| 312 | return rest; |
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| 313 | } |
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| 314 | return 0; |
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| 315 | } |
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[3582] | 316 | |
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| 317 | /** |
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[4836] | 318 | * substracts energy from a system |
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| 319 | * @param amount of energy |
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| 320 | * @returns false if there is no energy anymore |
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[3582] | 321 | */ |
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| 322 | bool CharacterAttributes::substractEnergy(int subEnergy) |
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[3583] | 323 | { |
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| 324 | this->energy -= subEnergy; |
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| 325 | if(this->energy < 0) |
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| 326 | { |
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| 327 | this->energy = 0; |
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| 328 | return false; |
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| 329 | } |
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| 330 | return true; |
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| 331 | } |
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[3582] | 332 | |
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| 333 | /** |
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[4836] | 334 | * gets the amount of energy |
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| 335 | * @returns energy |
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[3582] | 336 | */ |
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| 337 | int CharacterAttributes::getEnergy() |
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[3583] | 338 | { |
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| 339 | return this->energy; |
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| 340 | } |
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[3582] | 341 | |
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| 342 | |
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| 343 | /** |
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[4836] | 344 | * sets the energy consumption |
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| 345 | * @param amount of energy |
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[3582] | 346 | */ |
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[3583] | 347 | void CharacterAttributes::setEnergyConsumption(int energy) |
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| 348 | { |
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| 349 | this->energyConsumption = energy; |
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| 350 | } |
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[3582] | 351 | |
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| 352 | /** |
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[4836] | 353 | * gets the energy consumption |
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| 354 | * @returns amount of energy |
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[3582] | 355 | */ |
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[3583] | 356 | int CharacterAttributes::getEnergyConsumption() |
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| 357 | { |
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| 358 | return this->energyConsumption; |
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| 359 | } |
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[3582] | 360 | |
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| 361 | |
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| 362 | /** |
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[4836] | 363 | * sets the maximum energy level |
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| 364 | * @param amount of energy |
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[3582] | 365 | */ |
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[3583] | 366 | void CharacterAttributes::setEnergyMax(int energy) |
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| 367 | { |
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| 368 | this->energyMax = energy; |
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| 369 | } |
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[3582] | 370 | |
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| 371 | /** |
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[4836] | 372 | * gets the max energy level |
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| 373 | * @returns amount of energy |
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[3582] | 374 | */ |
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[3583] | 375 | int CharacterAttributes::getEnergyMax() |
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| 376 | { |
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| 377 | return this->energyMax; |
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| 378 | } |
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