mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
318 lines
7.7 KiB
C
318 lines
7.7 KiB
C
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// $Logfile:: /Code/DLLs/game/armor.h $
|
||
|
// $Revision:: 38 $
|
||
|
// $Author:: Sketcher $
|
||
|
// $Date:: 2/21/03 6:01p $
|
||
|
//
|
||
|
// Copyright (C) 1997 by Ritual Entertainment, Inc.
|
||
|
// All rights reserved.
|
||
|
//
|
||
|
// This source is may not be distributed and/or modified without
|
||
|
// expressly written permission by Ritual Entertainment, Inc.
|
||
|
//
|
||
|
//
|
||
|
// DESCRIPTION:
|
||
|
// Standard armor that prevents a percentage of damage per hit.
|
||
|
//
|
||
|
|
||
|
#ifndef __ARMOR_H__
|
||
|
#define __ARMOR_H__
|
||
|
|
||
|
#include "item.h"
|
||
|
|
||
|
|
||
|
//
|
||
|
// Defines
|
||
|
//
|
||
|
#define ADAPTION_LIMIT 200
|
||
|
#define FX_CHANGE_DELTA 25
|
||
|
|
||
|
//
|
||
|
// Stucture Name: MODHitCounter
|
||
|
//
|
||
|
// Description: Holds mapping of MODs and counts of hits
|
||
|
//
|
||
|
typedef struct
|
||
|
{
|
||
|
int MODIndex;
|
||
|
float damage;
|
||
|
bool adapted;
|
||
|
} MODHitCounter;
|
||
|
|
||
|
|
||
|
//
|
||
|
// Class Name: ArmorEntity
|
||
|
// Base Class: Item
|
||
|
//
|
||
|
// Description: Base Class for all Armor Items
|
||
|
//
|
||
|
class Armor : public Item
|
||
|
{
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( Armor );
|
||
|
|
||
|
Armor();
|
||
|
~Armor();
|
||
|
virtual Item *ItemPickup( Entity *other, qboolean add_to_inventory, qboolean );
|
||
|
virtual float ResolveDamage( float damage , int meansOfDeath , const Vector &direction , const Vector &position , Entity *attacker );
|
||
|
virtual void Archive( Archiver &arc );
|
||
|
virtual bool CanBeDamagedBy( int meansOfDeath );
|
||
|
|
||
|
protected:
|
||
|
virtual qboolean _needThisArmor( Sentient *sentient );
|
||
|
virtual void _pickupArmor( Sentient *sentient );
|
||
|
|
||
|
};
|
||
|
|
||
|
inline void Armor::Archive( Archiver &arc )
|
||
|
{
|
||
|
Item::Archive( arc );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Class Name: AdaptiveArmor
|
||
|
// Base Class: ArmorEntity
|
||
|
//
|
||
|
// Description: Armor that adapts to MOD's
|
||
|
//
|
||
|
class AdaptiveArmor : public Armor
|
||
|
{
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( AdaptiveArmor );
|
||
|
|
||
|
AdaptiveArmor();
|
||
|
~AdaptiveArmor();
|
||
|
|
||
|
float ResolveDamage ( float damage , int meansOfDeath , const Vector &direction , const Vector &position , Entity *attacker );
|
||
|
void SetAdaptionFX ( Event *ev );
|
||
|
void SetAdaptionFX ( const str &fxName );
|
||
|
bool CanBeDamagedBy ( int meansOfDeath );
|
||
|
void Archive ( Archiver &arc );
|
||
|
|
||
|
void SetFXLife ( Event *ev );
|
||
|
|
||
|
static void ClearAdaptionList ();
|
||
|
|
||
|
//Game Var Support Functions
|
||
|
void AddGameVar( const str &name , float value );
|
||
|
void UpdateGameVar( const str &name , float value );
|
||
|
void LoadAdaptionData( const str &name );
|
||
|
void LoadDataFromGameVars( Event *ev );
|
||
|
void LoadDataFromGameVars();
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
protected:
|
||
|
void _AddAdaption ( int MeansOfDeath , float damage );
|
||
|
void _UpdateAdaption ( int MeansOfDeath , float damage );
|
||
|
qboolean _AdaptionInList ( int MeansOfDeath );
|
||
|
float _GetDamageTotal ( int MeansOfDeath );
|
||
|
void _PlayAdaptionFX ( const Vector &direction , const Vector &position );
|
||
|
void _AddMODToCannotAdaptList ( int MOD );
|
||
|
qboolean _CanAdaptTo ( int MOD );
|
||
|
void _changeFX();
|
||
|
|
||
|
|
||
|
private:
|
||
|
static Container<MODHitCounter*> _AdaptionList;
|
||
|
static Container<int> _CannotAdaptToList;
|
||
|
static Container<str> _fxList;
|
||
|
int _currentFXIndex;
|
||
|
str _AdaptionFX;
|
||
|
Vector _currentFXPosition;
|
||
|
float _fxTime;
|
||
|
float _fxTimeNormal;
|
||
|
float _fxTimeExplosive;
|
||
|
float _adaptionLimit;
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
inline void AdaptiveArmor::Archive( Archiver &arc )
|
||
|
{
|
||
|
int num;
|
||
|
MODHitCounter* modHitCounter;
|
||
|
int i;
|
||
|
|
||
|
|
||
|
Armor::Archive( arc );
|
||
|
|
||
|
if ( arc.Loading() )
|
||
|
{
|
||
|
ClearAdaptionList();
|
||
|
_CannotAdaptToList.ClearObjectList();
|
||
|
_fxList.ClearObjectList();
|
||
|
}
|
||
|
|
||
|
if ( arc.Saving() )
|
||
|
{
|
||
|
num = _AdaptionList.NumObjects();
|
||
|
|
||
|
arc.ArchiveInteger( &num );
|
||
|
|
||
|
for( i = 1 ; i <= num ; i++ )
|
||
|
{
|
||
|
modHitCounter = _AdaptionList.ObjectAt( i );
|
||
|
|
||
|
arc.ArchiveInteger( &modHitCounter->MODIndex );
|
||
|
arc.ArchiveFloat( &modHitCounter->damage );
|
||
|
arc.ArchiveBool( &modHitCounter->adapted );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
arc.ArchiveInteger( &num );
|
||
|
|
||
|
for( i = 1 ; i <= num ; i++ )
|
||
|
{
|
||
|
modHitCounter = new MODHitCounter;
|
||
|
|
||
|
arc.ArchiveInteger( &modHitCounter->MODIndex );
|
||
|
arc.ArchiveFloat( &modHitCounter->damage );
|
||
|
arc.ArchiveBool( &modHitCounter->adapted );
|
||
|
|
||
|
_AdaptionList.AddObject( modHitCounter );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_CannotAdaptToList.Archive( arc );
|
||
|
|
||
|
_fxList.Archive( arc );
|
||
|
|
||
|
arc.ArchiveInteger (&_currentFXIndex );
|
||
|
arc.ArchiveString (&_AdaptionFX );
|
||
|
arc.ArchiveVector (&_currentFXPosition);
|
||
|
arc.ArchiveFloat (&_fxTime );
|
||
|
arc.ArchiveFloat (&_fxTimeNormal );
|
||
|
arc.ArchiveFloat (&_fxTimeExplosive );
|
||
|
arc.ArchiveFloat (&_adaptionLimit );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Class Name: BasicArmor
|
||
|
// Base Class: Item
|
||
|
//
|
||
|
// Description: Basic armor
|
||
|
//
|
||
|
class BasicArmor : public Armor
|
||
|
{
|
||
|
protected:
|
||
|
static const float _maxAmount;
|
||
|
static const float _normalMaxAmount;
|
||
|
static const float _lossRate;
|
||
|
|
||
|
static const float _highRangeCutoffSinglePlayer;
|
||
|
static const float _midRangeCutoffSinglePlayer;
|
||
|
|
||
|
static const float _highRangeCutoffMultiplayer;
|
||
|
static const float _midRangeCutoffMultiplayer;
|
||
|
|
||
|
static const float _highRangePercent;
|
||
|
static const float _midRangePercent;
|
||
|
static const float _lowRangePercent;
|
||
|
|
||
|
float _lastAddTime;
|
||
|
|
||
|
virtual qboolean _needThisArmor( Sentient *sentient );
|
||
|
/* virtual */ void Think( void );
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( BasicArmor );
|
||
|
|
||
|
BasicArmor();
|
||
|
|
||
|
virtual float ResolveDamage( float damage , int meansOfDeath , const Vector &direction , const Vector &position , Entity *attacker );
|
||
|
virtual bool CanBeDamagedBy( int meansOfDeath );
|
||
|
/* virtual */ void Add( int num );
|
||
|
/* virtual */ void cacheStrings( void );
|
||
|
|
||
|
void Archive ( Archiver &arc );
|
||
|
};
|
||
|
|
||
|
inline void BasicArmor::Archive( Archiver &arc )
|
||
|
{
|
||
|
Armor::Archive( arc );
|
||
|
|
||
|
arc.ArchiveFloat( &_lastAddTime );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Class Name: ShieldArmor
|
||
|
// Base Class: Item
|
||
|
//
|
||
|
// Description: Shield armor that can take a specified amount of damage
|
||
|
//
|
||
|
class ShieldArmor : public Armor
|
||
|
{
|
||
|
public:
|
||
|
CLASS_PROTOTYPE ( ShieldArmor );
|
||
|
|
||
|
ShieldArmor();
|
||
|
|
||
|
void SetActiveStatus( Event *ev );
|
||
|
void SetMultiplier( Event *ev );
|
||
|
void AddMODToNoProtectionList( Event *ev );
|
||
|
void AddMODToNoProtectionList( const str &MODName );
|
||
|
void SetShieldDirection( Event *ev );
|
||
|
void SetShieldDirection( float minAngle, float maxAngle );
|
||
|
bool CanBeUsed();
|
||
|
virtual float ResolveDamage( float damage, int meansOfDeath, const Vector &direction, const Vector &position , Entity *attacker );
|
||
|
virtual bool CanBeDamagedBy ( int meansOfDeath );
|
||
|
void Archive ( Archiver &arc );
|
||
|
|
||
|
private:
|
||
|
bool _active;
|
||
|
float _multiplier;
|
||
|
float _directionMin;
|
||
|
float _directionMax;
|
||
|
bool _useDirection;
|
||
|
Container<unsigned int> _noProtectionList;
|
||
|
|
||
|
};
|
||
|
|
||
|
inline void ShieldArmor::Archive( Archiver &arc )
|
||
|
{
|
||
|
Armor::Archive( arc );
|
||
|
|
||
|
arc.ArchiveBool( &_active );
|
||
|
arc.ArchiveFloat( &_multiplier );
|
||
|
arc.ArchiveFloat( &_directionMin);
|
||
|
arc.ArchiveFloat( &_directionMax );
|
||
|
arc.ArchiveBool( &_useDirection );
|
||
|
|
||
|
int num , i;
|
||
|
|
||
|
if ( arc.Saving() )
|
||
|
{
|
||
|
num = _noProtectionList.NumObjects();
|
||
|
|
||
|
arc.ArchiveInteger( &num );
|
||
|
|
||
|
for( i = 1 ; i <= num ; i++ )
|
||
|
{
|
||
|
arc.ArchiveUnsigned ( &_noProtectionList.ObjectAt( i ) );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
arc.ArchiveInteger( &num );
|
||
|
|
||
|
for( i = 1 ; i <= num ; i++ )
|
||
|
{
|
||
|
unsigned int theMod;
|
||
|
arc.ArchiveUnsigned( &theMod );
|
||
|
_noProtectionList.AddObject( theMod );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
typedef SafePtr<Armor> ArmorPtr;
|
||
|
|
||
|
#endif /* armor.h */
|