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459 lines
12 KiB
Text
459 lines
12 KiB
Text
/*
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** armor.txt
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** Implements all variations of armor objects
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2016 Randy Heit
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** Copyright 2006-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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class Armor : Inventory native
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{
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Default
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{
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Inventory.PickupSound "misc/armor_pkup";
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}
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}
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//===========================================================================
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//
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//
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// BasicArmor
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//
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//
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//===========================================================================
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class BasicArmor : Armor native
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{
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native int AbsorbCount;
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native double SavePercent;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int BonusCount;
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native Name ArmorType;
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native int ActualSaveAmount;
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Default
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{
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+Inventory.KEEPDEPLETED
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}
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//===========================================================================
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//
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// ABasicArmor :: Tick
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//
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// If BasicArmor is given to the player by means other than a
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// BasicArmorPickup, then it may not have an icon set. Fix that here.
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//
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//===========================================================================
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override void Tick ()
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{
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Super.Tick ();
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AbsorbCount = 0;
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if (!Icon.isValid())
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{
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String icontex = gameinfo.ArmorIcon1;
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if (SavePercent >= gameinfo.Armor2Percent && gameinfo.ArmorIcon2.Length() != 0)
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icontex = gameinfo.ArmorIcon2;
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if (icontex.Length() != 0)
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Icon = TexMan.CheckForTexture (icontex, TexMan.TYPE_Any);
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}
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}
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//===========================================================================
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//
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// ABasicArmor :: CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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// BasicArmor that is in use is stored in the inventory as BasicArmor.
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// BasicArmor that is in reserve is not.
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let copy = BasicArmor(Spawn("BasicArmor"));
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copy.SavePercent = SavePercent != 0 ? SavePercent : 0.33335; // slightly more than 1/3 to avoid roundoff errors.
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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copy.Icon = Icon;
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copy.BonusCount = BonusCount;
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copy.ArmorType = ArmorType;
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copy.ActualSaveAmount = ActualSaveAmount;
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GoAwayAndDie ();
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmor :: HandlePickup
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//
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//===========================================================================
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override bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == "BasicArmor")
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{
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// You shouldn't be picking up BasicArmor anyway.
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return true;
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}
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if (!item.bIgnoreSkill)
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{
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if (item is "BasicArmorBonus")
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{
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let armor = BasicArmorBonus(item);
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armor.SaveAmount = int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
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}
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else if (item is "BasicArmorPickup")
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{
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let armor = BasicArmorPickup(item);
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armor.SaveAmount = int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
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}
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}
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return false;
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}
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//===========================================================================
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//
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// ABasicArmor :: AbsorbDamage
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//
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//===========================================================================
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override void AbsorbDamage (int damage, Name damageType, out int newdamage)
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{
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int saved;
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if (!DamageTypeDefinition.IgnoreArmor(damageType))
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{
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int full = MAX(0, MaxFullAbsorb - AbsorbCount);
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if (damage < full)
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{
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saved = damage;
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}
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else
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{
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saved = full + int((damage - full) * SavePercent);
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if (MaxAbsorb > 0 && saved + AbsorbCount > MaxAbsorb)
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{
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saved = MAX(0, MaxAbsorb - AbsorbCount);
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}
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}
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if (Amount < saved)
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{
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saved = Amount;
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}
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newdamage -= saved;
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Amount -= saved;
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AbsorbCount += saved;
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if (Amount == 0)
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{
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// The armor has become useless
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SavePercent = 0;
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ArmorType = 'None'; // Not NAME_BasicArmor.
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// Now see if the player has some more armor in their inventory
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// and use it if so. As in Strife, the best armor is used up first.
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BasicArmorPickup best = null;
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Inventory probe = Owner.Inv;
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while (probe != null)
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{
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let inInv = BasicArmorPickup(probe);
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if (inInv != null)
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{
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if (best == null || best.SavePercent < inInv.SavePercent)
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{
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best = inInv;
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}
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}
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probe = probe.Inv;
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}
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if (best != null)
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{
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Owner.UseInventory (best);
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}
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}
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damage = newdamage;
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}
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// Once the armor has absorbed its part of the damage, then apply its damage factor, if any, to the player
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if ((damage > 0) && (ArmorType != 'None')) // BasicArmor is not going to have any damage factor, so skip it.
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{
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ApplyDamageFactors(ArmorType, damageType, damage, damage);
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}
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}
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}
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//===========================================================================
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//
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//
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// BasicArmorBonus
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//
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//
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//===========================================================================
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class BasicArmorBonus : Armor
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{
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double SavePercent; // The default, for when you don't already have armor
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int MaxSaveAmount;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int SaveAmount;
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int BonusCount;
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int BonusMax;
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property prefix: Armor;
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property MaxSaveAmount: MaxSaveAmount;
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property SaveAmount : SaveAmount;
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property SavePercent: SavePercent;
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property MaxAbsorb: MaxAbsorb;
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property MaxFullAbsorb: MaxFullAbsorb;
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property MaxBonus: BonusCount;
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property MaxBonusMax: BonusMax;
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Default
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{
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+Inventory.AUTOACTIVATE
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+Inventory.ALWAYSPICKUP
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Inventory.MaxAmount 0;
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Armor.SavePercent 33.335;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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let copy = BasicArmorBonus(Super.CreateCopy (other));
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if (!bIgnoreSkill)
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{
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SaveAmount = int(SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
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}
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copy.SavePercent = SavePercent;
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copy.SaveAmount = SaveAmount;
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copy.MaxSaveAmount = MaxSaveAmount;
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copy.BonusCount = BonusCount;
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copy.BonusMax = BonusMax;
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copy.MaxAbsorb = MaxAbsorb;
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copy.MaxFullAbsorb = MaxFullAbsorb;
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: Use
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//
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// Tries to add to the amount of BasicArmor a player has.
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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let armor = BasicArmor(Owner.FindInventory("BasicArmor"));
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bool result = false;
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// This should really never happen but let's be prepared for a broken inventory.
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if (armor == null)
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{
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armor = BasicArmor(Spawn("BasicArmor"));
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armor.BecomeItem ();
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armor.Amount = 0;
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armor.MaxAmount = MaxSaveAmount;
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Owner.AddInventory (armor);
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}
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if (BonusCount > 0 && armor.BonusCount < BonusMax)
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{
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armor.BonusCount = min(armor.BonusCount + BonusCount, BonusMax);
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result = true;
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}
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int saveAmount = min(SaveAmount, MaxSaveAmount);
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if (saveAmount <= 0)
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{ // If it can't give you anything, it's as good as used.
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return BonusCount > 0 ? result : true;
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}
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// If you already have more armor than this item can give you, you can't
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// use it.
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if (armor.Amount >= MaxSaveAmount + armor.BonusCount)
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{
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return result;
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}
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if (armor.Amount <= 0)
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{ // Should never be less than 0, but might as well check anyway
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armor.Amount = 0;
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armor.Icon = Icon;
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armor.SavePercent = clamp(SavePercent, 0, 100) / 100;
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armor.MaxAbsorb = MaxAbsorb;
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armor.ArmorType = GetClassName();
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armor.MaxFullAbsorb = MaxFullAbsorb;
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armor.ActualSaveAmount = MaxSaveAmount;
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}
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armor.Amount = min(armor.Amount + saveAmount, MaxSaveAmount + armor.BonusCount);
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armor.MaxAmount = max(armor.MaxAmount, MaxSaveAmount);
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return true;
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}
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}
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//===========================================================================
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//
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//
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// BasicArmorPickup
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//
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//
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//===========================================================================
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class BasicArmorPickup : Armor
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{
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double SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int SaveAmount;
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property prefix: Armor;
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property SaveAmount : SaveAmount;
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property SavePercent: SavePercent;
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property MaxAbsorb: MaxAbsorb;
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property MaxFullAbsorb: MaxFullAbsorb;
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Default
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{
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+Inventory.AUTOACTIVATE;
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Inventory.MaxAmount 0;
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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let copy = BasicArmorPickup(Super.CreateCopy (other));
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if (!bIgnoreSkill)
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{
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SaveAmount = int(SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
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}
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copy.SavePercent = SavePercent;
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copy.SaveAmount = SaveAmount;
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copy.MaxAbsorb = MaxAbsorb;
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copy.MaxFullAbsorb = MaxFullAbsorb;
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: Use
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//
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// Either gives you new armor or replaces the armor you already have (if
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// the SaveAmount is greater than the amount of armor you own). When the
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// item is auto-activated, it will only be activated if its max amount is 0
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// or if you have no armor active already.
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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let armor = BasicArmor(Owner.FindInventory("BasicArmor"));
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// This should really never happen but let's be prepared for a broken inventory.
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if (armor == null)
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{
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armor = BasicArmor(Spawn("BasicArmor"));
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armor.BecomeItem ();
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Owner.AddInventory (armor);
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}
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else
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{
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// If you already have more armor than this item gives you, you can't
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// use it.
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if (armor.Amount >= SaveAmount + armor.BonusCount)
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{
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return false;
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}
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// Don't use it if you're picking it up and already have some.
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if (pickup && armor.Amount > 0 && MaxAmount > 0)
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{
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return false;
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}
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}
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armor.SavePercent = clamp(SavePercent, 0, 100) / 100;
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armor.Amount = SaveAmount + armor.BonusCount;
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armor.MaxAmount = SaveAmount;
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armor.Icon = Icon;
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armor.MaxAbsorb = MaxAbsorb;
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armor.MaxFullAbsorb = MaxFullAbsorb;
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armor.ArmorType = GetClassName();
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armor.ActualSaveAmount = SaveAmount;
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return true;
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}
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}
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//===========================================================================
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//
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//
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// HexenArmor
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//
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//
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//===========================================================================
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class HexenArmor : Armor native
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{
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native double Slots[5];
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native double SlotsIncrement[4];
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Default
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{
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+Inventory.KEEPDEPLETED
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+Inventory.UNTOSSABLE
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}
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}
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