mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 14:41:58 +00:00
317 lines
7.7 KiB
C++
317 lines
7.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/armor.h $
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// $Revision:: 38 $
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// $Author:: Sketcher $
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// $Date:: 2/21/03 6:01p $
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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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//
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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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#ifndef __ARMOR_H__
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#define __ARMOR_H__
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#include "item.h"
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//
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// Defines
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//
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#define ADAPTION_LIMIT 200
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#define FX_CHANGE_DELTA 25
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//
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// Stucture Name: MODHitCounter
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//
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// Description: Holds mapping of MODs and counts of hits
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//
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typedef struct
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{
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int MODIndex;
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float damage;
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bool adapted;
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} MODHitCounter;
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//
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// Class Name: ArmorEntity
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// Base Class: Item
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//
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// Description: Base Class for all Armor Items
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//
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class Armor : public Item
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{
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public:
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CLASS_PROTOTYPE( Armor );
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Armor();
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~Armor();
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virtual Item *ItemPickup( Entity *other, qboolean add_to_inventory, qboolean );
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virtual float ResolveDamage( float damage , int meansOfDeath , const Vector &direction , const Vector &position , Entity *attacker );
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virtual void Archive( Archiver &arc );
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virtual bool CanBeDamagedBy( int meansOfDeath );
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protected:
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virtual qboolean _needThisArmor( Sentient *sentient );
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virtual void _pickupArmor( Sentient *sentient );
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};
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inline void Armor::Archive( Archiver &arc )
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{
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Item::Archive( arc );
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}
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//
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// Class Name: AdaptiveArmor
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// Base Class: ArmorEntity
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//
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// Description: Armor that adapts to MOD's
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//
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class AdaptiveArmor : public Armor
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{
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public:
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CLASS_PROTOTYPE( AdaptiveArmor );
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AdaptiveArmor();
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~AdaptiveArmor();
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float ResolveDamage ( float damage , int meansOfDeath , const Vector &direction , const Vector &position , Entity *attacker );
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void SetAdaptionFX ( Event *ev );
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void SetAdaptionFX ( const str &fxName );
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bool CanBeDamagedBy ( int meansOfDeath );
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void Archive ( Archiver &arc );
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void SetFXLife ( Event *ev );
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static void ClearAdaptionList ();
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//Game Var Support Functions
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void AddGameVar( const str &name , float value );
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void UpdateGameVar( const str &name , float value );
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void LoadAdaptionData( const str &name );
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void LoadDataFromGameVars( Event *ev );
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void LoadDataFromGameVars();
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protected:
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void _AddAdaption ( int MeansOfDeath , float damage );
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void _UpdateAdaption ( int MeansOfDeath , float damage );
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qboolean _AdaptionInList ( int MeansOfDeath );
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float _GetDamageTotal ( int MeansOfDeath );
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void _PlayAdaptionFX ( const Vector &direction , const Vector &position );
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void _AddMODToCannotAdaptList ( int MOD );
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qboolean _CanAdaptTo ( int MOD );
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void _changeFX();
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private:
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static Container<MODHitCounter*> _AdaptionList;
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static Container<int> _CannotAdaptToList;
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static Container<str> _fxList;
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int _currentFXIndex;
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str _AdaptionFX;
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Vector _currentFXPosition;
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float _fxTime;
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float _fxTimeNormal;
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float _fxTimeExplosive;
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float _adaptionLimit;
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};
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inline void AdaptiveArmor::Archive( Archiver &arc )
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{
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int num;
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MODHitCounter* modHitCounter;
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int i;
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Armor::Archive( arc );
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if ( arc.Loading() )
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{
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ClearAdaptionList();
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_CannotAdaptToList.ClearObjectList();
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_fxList.ClearObjectList();
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}
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if ( arc.Saving() )
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{
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num = _AdaptionList.NumObjects();
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arc.ArchiveInteger( &num );
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for( i = 1 ; i <= num ; i++ )
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{
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modHitCounter = _AdaptionList.ObjectAt( i );
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arc.ArchiveInteger( &modHitCounter->MODIndex );
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arc.ArchiveFloat( &modHitCounter->damage );
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arc.ArchiveBool( &modHitCounter->adapted );
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}
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}
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else
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{
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arc.ArchiveInteger( &num );
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for( i = 1 ; i <= num ; i++ )
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{
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modHitCounter = new MODHitCounter;
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arc.ArchiveInteger( &modHitCounter->MODIndex );
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arc.ArchiveFloat( &modHitCounter->damage );
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arc.ArchiveBool( &modHitCounter->adapted );
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_AdaptionList.AddObject( modHitCounter );
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}
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}
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_CannotAdaptToList.Archive( arc );
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_fxList.Archive( arc );
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arc.ArchiveInteger (&_currentFXIndex );
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arc.ArchiveString (&_AdaptionFX );
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arc.ArchiveVector (&_currentFXPosition);
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arc.ArchiveFloat (&_fxTime );
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arc.ArchiveFloat (&_fxTimeNormal );
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arc.ArchiveFloat (&_fxTimeExplosive );
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arc.ArchiveFloat (&_adaptionLimit );
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}
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//
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// Class Name: BasicArmor
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// Base Class: Item
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//
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// Description: Basic armor
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//
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class BasicArmor : public Armor
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{
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protected:
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static const float _maxAmount;
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static const float _normalMaxAmount;
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static const float _lossRate;
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static const float _highRangeCutoffSinglePlayer;
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static const float _midRangeCutoffSinglePlayer;
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static const float _highRangeCutoffMultiplayer;
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static const float _midRangeCutoffMultiplayer;
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static const float _highRangePercent;
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static const float _midRangePercent;
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static const float _lowRangePercent;
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float _lastAddTime;
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virtual qboolean _needThisArmor( Sentient *sentient );
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/* virtual */ void Think( void );
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public:
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CLASS_PROTOTYPE( BasicArmor );
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BasicArmor();
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virtual float ResolveDamage( float damage , int meansOfDeath , const Vector &direction , const Vector &position , Entity *attacker );
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virtual bool CanBeDamagedBy( int meansOfDeath );
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/* virtual */ void Add( int num );
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/* virtual */ void cacheStrings( void );
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void Archive ( Archiver &arc );
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};
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inline void BasicArmor::Archive( Archiver &arc )
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{
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Armor::Archive( arc );
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arc.ArchiveFloat( &_lastAddTime );
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}
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//
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// Class Name: ShieldArmor
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// Base Class: Item
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//
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// Description: Shield armor that can take a specified amount of damage
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//
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class ShieldArmor : public Armor
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{
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public:
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CLASS_PROTOTYPE ( ShieldArmor );
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ShieldArmor();
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void SetActiveStatus( Event *ev );
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void SetMultiplier( Event *ev );
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void AddMODToNoProtectionList( Event *ev );
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void AddMODToNoProtectionList( const str &MODName );
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void SetShieldDirection( Event *ev );
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void SetShieldDirection( float minAngle, float maxAngle );
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bool CanBeUsed();
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virtual float ResolveDamage( float damage, int meansOfDeath, const Vector &direction, const Vector &position , Entity *attacker );
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virtual bool CanBeDamagedBy ( int meansOfDeath );
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void Archive ( Archiver &arc );
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private:
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bool _active;
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float _multiplier;
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float _directionMin;
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float _directionMax;
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bool _useDirection;
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Container<unsigned int> _noProtectionList;
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};
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inline void ShieldArmor::Archive( Archiver &arc )
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{
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Armor::Archive( arc );
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arc.ArchiveBool( &_active );
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arc.ArchiveFloat( &_multiplier );
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arc.ArchiveFloat( &_directionMin);
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arc.ArchiveFloat( &_directionMax );
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arc.ArchiveBool( &_useDirection );
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int num , i;
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if ( arc.Saving() )
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{
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num = _noProtectionList.NumObjects();
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arc.ArchiveInteger( &num );
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for( i = 1 ; i <= num ; i++ )
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{
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arc.ArchiveUnsigned ( &_noProtectionList.ObjectAt( i ) );
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}
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}
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else
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{
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arc.ArchiveInteger( &num );
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for( i = 1 ; i <= num ; i++ )
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{
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unsigned int theMod;
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arc.ArchiveUnsigned( &theMod );
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_noProtectionList.AddObject( theMod );
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}
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}
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}
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typedef SafePtr<Armor> ArmorPtr;
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#endif /* armor.h */
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