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Ignore:
Timestamp:
May 25, 2011, 9:07:17 PM (13 years ago)
Author:
dafrick
Message:

Cleanup. Adding shield and boost shaking to Assff.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.h

    r8386 r8577  
    5353            inline bool isAlive() const
    5454                { return this->bAlive_; }
    55 
    56 ///////////////////////////////// me
    57             virtual void setReloadRate(float reloadrate);
    58             inline float getReloadRate() const
    59                 { return this->reloadRate_; }
    60 
    61             inline void addShieldHealth(float amount)
    62             { this->setShieldHealth(this->shieldHealth_ + amount); }
    63 
    64             inline bool hasShield()
    65             { return (this->getShieldHealth() > 0); }
    66 
    67             virtual void setReloadWaitTime(float reloadwaittime);
    68             inline float getReloadWaitTime() const
    69                 { return this->reloadWaitTime_; }
    70 
    71             inline void resetReloadCountdown()
    72             { this->reloadWaitCountdown_ = 0; }
    73 
    74             inline void startReloadCountdown()
    75             { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } //in projectile.cc einbauen!!!!!!1111!!111!
    76 
    77             virtual void decreaseReloadCountdownTime(float dt);
    78 
    79             virtual void setMaxShieldHealth(float maxshieldhealth);
    80             inline float getMaxShieldHealth() const
    81                 { return this->maxShieldHealth_; }
    82 
    83             inline void setInitialShieldHealth(float initialshieldhealth)
    84                 { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
    85             inline float getInitialShieldHealth() const
    86                 { return this->initialShieldHealth_; }
    87 
    88             inline void restoreInitialShieldHealth()
    89                 { this->setShieldHealth(this->initialShieldHealth_); }
    90             inline void restoreMaxShieldHealth()
    91                 { this->setShieldHealth(this->maxShieldHealth_); }
    92 
    93 
    94 ///////////////////////////////// end me
    9555
    9656            virtual void setHealth(float health);
     
    11777            { return this->shieldHealth_; }
    11878
     79            inline void addShieldHealth(float amount)
     80            { this->setShieldHealth(this->shieldHealth_ + amount); }
     81
     82            inline bool hasShield()
     83            { return (this->getShieldHealth() > 0); }
     84
     85            virtual void setMaxShieldHealth(float maxshieldhealth);
     86            inline float getMaxShieldHealth() const
     87                { return this->maxShieldHealth_; }
     88
     89            inline void setInitialShieldHealth(float initialshieldhealth)
     90                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
     91            inline float getInitialShieldHealth() const
     92                { return this->initialShieldHealth_; }
     93
     94            inline void restoreInitialShieldHealth()
     95                { this->setShieldHealth(this->initialShieldHealth_); }
     96            inline void restoreMaxShieldHealth()
     97                { this->setShieldHealth(this->maxShieldHealth_); }
     98
    11999            inline void setShieldAbsorption(float shieldAbsorption)
    120100            { this->shieldAbsorption_ = shieldAbsorption; }
     
    122102            { return this->shieldAbsorption_; }
    123103
     104            // TODO: Rename to shieldRechargeRate
     105            virtual void setReloadRate(float reloadrate);
     106            inline float getReloadRate() const
     107                { return this->reloadRate_; }
     108
     109            virtual void setReloadWaitTime(float reloadwaittime);
     110            inline float getReloadWaitTime() const
     111                { return this->reloadWaitTime_; }
     112
     113            inline void resetReloadCountdown()
     114            { this->reloadWaitCountdown_ = 0; }
     115
     116            inline void startReloadCountdown()
     117            { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc
     118
     119            virtual void decreaseReloadCountdownTime(float dt);
     120
    124121            inline ControllableEntity* getLastHitOriginator() const
    125122                { return this->lastHitOriginator_; }
    126123
    127             virtual void hit(Pawn* originator, const Vector3& force, float damage);
    128             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
    129 /////////me
    130             virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage);
    131             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage);
    132 ////////end me
     124            //virtual void hit(Pawn* originator, const Vector3& force, float damage);
     125            //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
     126            virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     127            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     128
    133129            virtual void kill();
    134130
     
    186182            virtual void spawneffect();
    187183
    188             virtual void damage(float damage, Pawn* originator = 0);
    189 //////////me
    190             virtual void damage(float damage, float healthdamage, float shielddamage, Pawn* originator);
    191 /////////end me
     184            //virtual void damage(float damage, Pawn* originator = 0);
     185            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL);
    192186
    193187            bool bAlive_;
     
    198192                { return NULL; }
    199193
    200 /////////////////////////// me
     194            float health_;
     195            float maxHealth_;
     196            float initialHealth_;
     197           
     198            float shieldHealth_;
     199            float maxShieldHealth_;
     200            float initialShieldHealth_;
     201            float shieldAbsorption_; // Has to be between 0 and 1
    201202            float reloadRate_;
    202203            float reloadWaitTime_;
    203204            float reloadWaitCountdown_;
    204 
    205             float maxShieldHealth_;
    206             float initialShieldHealth_;
    207 
    208 ////////////////////////// end me
    209 
    210             float health_;
    211             float maxHealth_;
    212             float initialHealth_;
    213             float shieldHealth_;
    214             float shieldAbsorption_; // Has to be between 0 and 1
    215205
    216206            WeakPtr<Pawn> lastHitOriginator_;
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