ef2gamesource/dlls/game/armor.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

317 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 */