mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-02 08:53:42 +00:00
560 lines
No EOL
14 KiB
C++
560 lines
No EOL
14 KiB
C++
#include <assert.h>
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#include "info.h"
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#include "gi.h"
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#include "a_pickups.h"
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#include "templates.h"
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#include "g_level.h"
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#include "d_player.h"
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#include "farchive.h"
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#include "serializer.h"
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IMPLEMENT_CLASS (AArmor)
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IMPLEMENT_CLASS (ABasicArmor)
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IMPLEMENT_CLASS (ABasicArmorPickup)
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IMPLEMENT_CLASS (ABasicArmorBonus)
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IMPLEMENT_CLASS (AHexenArmor)
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//===========================================================================
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//
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// ABasicArmor :: Serialize
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//
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//===========================================================================
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void ABasicArmor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (ABasicArmor *)GetDefault();
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arc("savepercent", SavePercent, def->SavePercent)
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("bonuscount", BonusCount, def->BonusCount)
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("maxabsorb", MaxAbsorb, def->MaxAbsorb)
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("maxfullabsorb", MaxFullAbsorb, def->MaxFullAbsorb)
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("absorbcount", AbsorbCount, def->AbsorbCount)
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("armortype", ArmorType, def->ArmorType)
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("actualsaveamount", ActualSaveAmount, def->ActualSaveAmount);
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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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void ABasicArmor::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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FString icon = gameinfo.ArmorIcon1;
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if (SavePercent >= gameinfo.Armor2Percent && gameinfo.ArmorIcon2.Len() != 0)
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icon = gameinfo.ArmorIcon2;
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if (icon[0] != 0)
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Icon = TexMan.CheckForTexture (icon, FTexture::TEX_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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AInventory *ABasicArmor::CreateCopy (AActor *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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ABasicArmor *copy = Spawn<ABasicArmor> ();
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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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bool ABasicArmor::HandlePickup (AInventory *item)
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{
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if (item->GetClass() == RUNTIME_CLASS(ABasicArmor))
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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->IsKindOf(RUNTIME_CLASS(ABasicArmorBonus)) && !(item->ItemFlags & IF_IGNORESKILL))
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{
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ABasicArmorBonus *armor = static_cast<ABasicArmorBonus*>(item);
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armor->SaveAmount = int(armor->SaveAmount * G_SkillProperty(SKILLP_ArmorFactor));
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}
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else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmorPickup)) && !(item->ItemFlags & IF_IGNORESKILL))
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{
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ABasicArmorPickup *armor = static_cast<ABasicArmorPickup*>(item);
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armor->SaveAmount = int(armor->SaveAmount * G_SkillProperty(SKILLP_ArmorFactor));
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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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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void ABasicArmor::AbsorbDamage (int damage, FName damageType, 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 = NAME_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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ABasicArmorPickup *best = NULL;
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AInventory *probe = Owner->Inventory;
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while (probe != NULL)
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{
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if (probe->IsKindOf (RUNTIME_CLASS(ABasicArmorPickup)))
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{
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ABasicArmorPickup *inInv = static_cast<ABasicArmorPickup*>(probe);
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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->Inventory;
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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 != NAME_None)) // BasicArmor is not going to have any damage factor, so skip it.
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{
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// This code is taken and adapted from APowerProtection::ModifyDamage().
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// The differences include not using a default value, and of course the way
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// the damage factor info is obtained.
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DmgFactors *df = PClass::FindActor(ArmorType)->DamageFactors;
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if (df != NULL)
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{
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damage = newdamage = df->Apply(damageType, damage);
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}
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}
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if (Inventory != NULL)
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{
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Inventory->AbsorbDamage (damage, damageType, newdamage);
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}
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: Serialize
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//
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//===========================================================================
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void ABasicArmorPickup::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (ABasicArmorPickup *)GetDefault();
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arc("savepercent", SavePercent, def->SavePercent)
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("saveamount", SaveAmount, def->SaveAmount)
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("maxabsorb", MaxAbsorb, def->MaxAbsorb)
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("maxfullabsorb", MaxFullAbsorb, def->MaxFullAbsorb);
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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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AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
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{
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ABasicArmorPickup *copy = static_cast<ABasicArmorPickup *> (Super::CreateCopy (other));
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if (!(ItemFlags & IF_IGNORESKILL))
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{
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SaveAmount = int(SaveAmount * G_SkillProperty(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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bool ABasicArmorPickup::Use (bool pickup)
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{
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ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
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if (armor == NULL)
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{
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armor = Spawn<ABasicArmor> ();
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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 = SavePercent;
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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 = this->GetClass()->TypeName;
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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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// ABasicArmorBonus :: Serialize
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//
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//===========================================================================
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void ABasicArmorBonus::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (ABasicArmorBonus *)GetDefault();
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arc("savepercent", SavePercent, def->SavePercent)
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("saveamount", SaveAmount, def->SaveAmount)
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("maxsaveamount", MaxSaveAmount, def->MaxSaveAmount)
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("bonuscount", BonusCount, def->BonusCount)
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("bonusmax", BonusMax, def->BonusMax)
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("maxabsorb", MaxAbsorb, def->MaxAbsorb)
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("maxfullabsorb", MaxFullAbsorb, def->MaxFullAbsorb);
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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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AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
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{
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ABasicArmorBonus *copy = static_cast<ABasicArmorBonus *> (Super::CreateCopy (other));
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if (!(ItemFlags & IF_IGNORESKILL))
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{
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SaveAmount = int(SaveAmount * G_SkillProperty(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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bool ABasicArmorBonus::Use (bool pickup)
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{
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ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
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bool result = false;
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if (armor == NULL)
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{
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armor = Spawn<ABasicArmor> ();
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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 = SavePercent;
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armor->MaxAbsorb = MaxAbsorb;
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armor->ArmorType = this->GetClass()->TypeName;
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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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// AHexenArmor :: Serialize
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//
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//===========================================================================
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void AHexenArmor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AHexenArmor *)GetDefault();
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arc.Array("slots", Slots, def->Slots, 5, true)
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.Array("slotsincrement", SlotsIncrement, def->SlotsIncrement, 4);
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}
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//===========================================================================
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//
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// AHexenArmor :: CreateCopy
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//
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//===========================================================================
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AInventory *AHexenArmor::CreateCopy (AActor *other)
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{
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// Like BasicArmor, HexenArmor is used in the inventory but not the map.
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// health is the slot this armor occupies.
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// Amount is the quantity to give (0 = normal max).
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AHexenArmor *copy = Spawn<AHexenArmor> ();
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copy->AddArmorToSlot (other, health, Amount);
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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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// AHexenArmor :: CreateTossable
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//
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// Since this isn't really a single item, you can't drop it. Ever.
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//
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//===========================================================================
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AInventory *AHexenArmor::CreateTossable ()
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{
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return NULL;
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}
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//===========================================================================
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//
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// AHexenArmor :: HandlePickup
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//
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//===========================================================================
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bool AHexenArmor::HandlePickup (AInventory *item)
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{
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if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
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{
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if (AddArmorToSlot (Owner, item->health, item->Amount))
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{
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item->ItemFlags |= IF_PICKUPGOOD;
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}
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return true;
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}
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else if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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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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// AHexenArmor :: AddArmorToSlot
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//
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//===========================================================================
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bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
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{
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APlayerPawn *ppawn;
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double hits;
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if (actor->player != NULL)
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{
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ppawn = static_cast<APlayerPawn *>(actor);
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}
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else
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{
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ppawn = NULL;
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}
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if (slot < 0 || slot > 3)
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{
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return false;
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}
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if (amount <= 0)
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{
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hits = SlotsIncrement[slot];
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if (Slots[slot] < hits)
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{
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Slots[slot] = hits;
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return true;
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}
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}
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else
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{
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hits = amount * 5;
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auto total = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
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auto max = SlotsIncrement[0] + SlotsIncrement[1] + SlotsIncrement[2] + SlotsIncrement[3] + Slots[4] + 4 * 5;
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if (total < max)
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{
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Slots[slot] += hits;
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return true;
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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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// AHexenArmor :: AbsorbDamage
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//
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//===========================================================================
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void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (!DamageTypeDefinition::IgnoreArmor(damageType))
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{
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double savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
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if (savedPercent)
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{ // armor absorbed some damage
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if (savedPercent > 100)
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{
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savedPercent = 100;
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}
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for (int i = 0; i < 4; i++)
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{
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if (Slots[i])
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{
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// 300 damage always wipes out the armor unless some was added
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// with the dragon skin bracers.
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if (damage < 10000)
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{
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Slots[i] -= damage * SlotsIncrement[i] / 300.;
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if (Slots[i] < 2)
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{
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Slots[i] = 0;
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}
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}
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else
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{
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Slots[i] = 0;
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}
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}
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}
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int saved = int(damage * savedPercent / 100.);
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if (saved > savedPercent*2)
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{
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saved = int(savedPercent*2);
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}
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newdamage -= saved;
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damage = newdamage;
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}
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}
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if (Inventory != NULL)
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{
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Inventory->AbsorbDamage (damage, damageType, newdamage);
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}
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}
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void AHexenArmor::DepleteOrDestroy()
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{
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for (int i = 0; i < 4; i++)
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{
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Slots[i] = 0;
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}
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} |