202 lines
4.1 KiB
C++
202 lines
4.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/armor.cpp $
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// $Revision:: 21 $
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// $Author:: Aldie $
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// $Date:: 10/24/98 2:07p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/armor.cpp $
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//
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// 21 10/24/98 2:07p Aldie
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// Mutants can't pickup armor
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//
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// 20 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 19 10/09/98 2:05a Aldie
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// Updated DMFLAGS
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//
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// 18 7/24/98 5:02p Aldie
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// Armor never adds, only replaces
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//
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// 17 7/24/98 3:46p Aldie
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// dmflags - armor
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//
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// 16 7/11/98 5:55p Aldie
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// Fix pickup for armor
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//
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// 15 6/30/98 6:47p Aldie
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// If no amount in armor, then you can't pick it up.
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//
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// 14 6/28/98 4:13p Markd
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// simplified setup
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//
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// 13 6/25/98 8:58p Markd
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// made Pickupable comparison check for >=
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//
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// 12 6/25/98 8:47p Markd
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// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
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// method
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//
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// 11 6/25/98 7:31p Aldie
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// Changed the icon names
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//
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// 10 6/24/98 1:35p Aldie
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// Implementation of inventory system and picking stuff up
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//
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// 9 6/17/98 1:19a Jimdose
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// Moved setOwner to Item.
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// Added EV_Item_Pickup
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//
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// 8 6/15/98 3:35p Aldie
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// Updated picking up of armor to have a maxout value
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//
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// 7 6/05/98 6:22p Aldie
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//
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// 6 6/05/98 2:45p Aldie
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// New version of armor
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//
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// 4 11/07/97 5:59p Markd
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// Removed QUAKE specific sound effects
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//
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// 3 10/27/97 3:30p Jimdose
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// Removed dependency on quakedef.h
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//
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// 2 9/26/97 5:30p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Standard armor that prevents a percentage of damage per hit.
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//
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#include "g_local.h"
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#include "armor.h"
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/*
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========
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ARMOR
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========
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*/
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CLASS_DECLARATION( Item, Armor, NULL )
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ResponseDef Armor::Responses[] =
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{
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{ NULL, NULL }
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};
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Armor::Armor
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(
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)
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{
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if ( DM_FLAG( DF_NO_ARMOR ) )
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{
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PostEvent( EV_Remove, 0 );
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return;
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}
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Set( 0 );
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}
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void Armor::Setup
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(
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const char *model,
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int amount
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)
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{
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assert( model );
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setModel( model );
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Set( amount );
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}
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void Armor::Add
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(
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int num
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)
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{
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// Armor never adds, it only replaces
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amount = num;
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if ( amount >= MaxAmount() )
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amount = MaxAmount();
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}
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qboolean Armor::Pickupable
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(
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Entity *other
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)
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{
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if ( !other->isSubclassOf( Sentient ) )
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{
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return false;
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}
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else
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{
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Sentient * sent;
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Item * item;
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sent = ( Sentient * )other;
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// Mutants don't get armor
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if ( sent->flags & ( FL_MUTANT | FL_SP_MUTANT ) )
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{
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return false;
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}
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item = sent->FindItem( getClassname() );
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// If our armor is > than our current armor or armor has no value, then leave it alone.
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if ( item )
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if ( ( item->Amount() >= this->Amount() ) || !this->Amount() )
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{
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return false;
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}
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}
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return true;
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}
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CLASS_DECLARATION( Armor, RiotHelmet, "armor_riothelmet" );
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ResponseDef RiotHelmet::Responses[] =
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{
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{ NULL, NULL }
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};
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RiotHelmet::RiotHelmet()
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{
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Setup( "riothelm.def", MAX_ARMOR );
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}
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CLASS_DECLARATION( Armor, FlakJacket, "armor_flakjacket" );
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ResponseDef FlakJacket::Responses[] =
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{
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{ NULL, NULL }
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};
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FlakJacket::FlakJacket()
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{
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Setup( "flakjack.def", MAX_ARMOR );
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}
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CLASS_DECLARATION( Armor, FlakPants, "armor_flakpants" );
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ResponseDef FlakPants::Responses[] =
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{
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{ NULL, NULL }
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};
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FlakPants::FlakPants()
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{
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Setup( "flakpants.def", MAX_ARMOR );
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}
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