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- scriptified BasicArmorBonus.
This commit is contained in:
parent
87b9b6111d
commit
2dd6fb9595
13 changed files with 180 additions and 265 deletions
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@ -1963,11 +1963,10 @@ static int PatchMisc (int dummy)
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armor->SavePercent = deh.BlueAC == 1 ? 0.33335 : 0.5;
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}
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ABasicArmorBonus *barmor;
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barmor = static_cast<ABasicArmorBonus *> (GetDefaultByName ("ArmorBonus"));
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auto barmor = GetDefaultByName ("ArmorBonus");
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if (barmor!=NULL)
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{
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barmor->MaxSaveAmount = deh.MaxArmor;
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barmor->IntVar("MaxSaveAmount") = deh.MaxArmor;
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}
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AInventory *health;
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@ -177,11 +177,6 @@ public:
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};
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class APlayerChunk : public APlayerPawn
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{
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DECLARE_CLASS (APlayerChunk, APlayerPawn)
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};
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//
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// PlayerPawn flags
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//
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@ -48,7 +48,6 @@
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IMPLEMENT_CLASS(AArmor, false, false)
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IMPLEMENT_CLASS(ABasicArmor, false, false)
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IMPLEMENT_CLASS(ABasicArmorPickup, false, false)
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IMPLEMENT_CLASS(ABasicArmorBonus, false, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false)
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//===========================================================================
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@ -133,34 +132,6 @@ AInventory *ABasicArmor::CreateCopy (AActor *other)
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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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return false;
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}
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//===========================================================================
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//
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// ABasicArmor :: AbsorbDamage
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@ -205,7 +176,7 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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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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if (probe->IsKindOf (PClass::FindActor(NAME_BasicArmorPickup)))
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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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@ -339,126 +310,6 @@ bool ABasicArmorPickup::Use (bool pickup)
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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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// BasicArmorBonus
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//
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//
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//===========================================================================
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DEFINE_FIELD(ABasicArmorBonus, SavePercent)
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DEFINE_FIELD(ABasicArmorBonus, MaxSaveAmount)
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DEFINE_FIELD(ABasicArmorBonus, MaxAbsorb)
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DEFINE_FIELD(ABasicArmorBonus, MaxFullAbsorb)
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DEFINE_FIELD(ABasicArmorBonus, SaveAmount)
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DEFINE_FIELD(ABasicArmorBonus, BonusCount)
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DEFINE_FIELD(ABasicArmorBonus, BonusMax)
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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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//
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@ -19,7 +19,6 @@ public:
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virtual void Serialize(FSerializer &arc) override;
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virtual void Tick () override;
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virtual AInventory *CreateCopy (AActor *other) override;
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virtual bool HandlePickup (AInventory *item) override;
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage) override;
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int AbsorbCount;
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@ -47,25 +46,6 @@ public:
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int SaveAmount;
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};
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// BasicArmorBonus adds to the armor you have.
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class ABasicArmorBonus : public AArmor
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{
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DECLARE_CLASS (ABasicArmorBonus, AArmor)
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public:
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virtual void Serialize(FSerializer &arc) override;
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virtual AInventory *CreateCopy (AActor *other) override;
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virtual bool Use (bool pickup) override;
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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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};
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// Hexen armor consists of four separate armor types plus a conceptual armor
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// type (the player himself) that work together as a single armor.
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class AHexenArmor : public AArmor
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@ -318,7 +318,7 @@ void cht_DoCheat (player_t *player, int cheat)
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case CHT_RESSURECT:
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if (player->playerstate != PST_LIVE && player->mo != nullptr)
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{
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if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
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if (player->mo->IsKindOf(PClass::FindActor("PlayerChunk")))
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{
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Printf("Unable to resurrect. Player is no longer connected to its body.\n");
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}
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@ -83,6 +83,13 @@ xx(PointPuller)
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xx(UpperStackLookOnly)
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xx(LowerStackLookOnly)
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xx(BasicArmorBonus)
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xx(BasicArmorPickup)
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xx(SaveAmount)
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xx(SavePercent)
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xx(MaxAbsorb)
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xx(MaxFullAbsorb)
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xx(BulletPuff)
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xx(StrifePuff)
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xx(MaulerPuff)
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@ -2059,7 +2059,7 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_CustomPunch)
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PARAM_FLOAT_DEF (range);
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PARAM_FLOAT_DEF (lifesteal);
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PARAM_INT_DEF (lifestealmax);
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PARAM_CLASS_DEF (armorbonustype, ABasicArmorBonus);
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PARAM_CLASS_DEF (armorbonustype, AActor);
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PARAM_SOUND_DEF (MeleeSound);
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PARAM_SOUND_DEF (MissSound);
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@ -2107,18 +2107,17 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_CustomPunch)
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{
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if (armorbonustype == NULL)
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{
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armorbonustype = dyn_cast<ABasicArmorBonus::MetaClass>(PClass::FindClass("ArmorBonus"));
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armorbonustype = PClass::FindActor("ArmorBonus");
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}
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if (armorbonustype != NULL)
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{
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assert(armorbonustype->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)));
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ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype));
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armorbonus->SaveAmount *= int(actualdamage * lifesteal);
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armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax;
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auto armorbonus = Spawn(armorbonustype);
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armorbonus->IntVar(NAME_SaveAmount) *= int(actualdamage * lifesteal);
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if (lifestealmax > 0) armorbonus->IntVar("MaxSaveAmount") = lifestealmax;
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armorbonus->flags |= MF_DROPPED;
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armorbonus->ClearCounters();
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if (!armorbonus->CallTryPickup(self))
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if (!static_cast<AInventory*>(armorbonus)->CallTryPickup(self))
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{
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armorbonus->Destroy ();
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}
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@ -790,13 +790,9 @@ bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
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item->ClearCounters();
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if (!givecheat || amount > 0)
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{
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if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
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if (type->IsDescendantOf (PClass::FindActor(NAME_BasicArmorPickup)) || type->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
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{
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static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
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}
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else if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
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{
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static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
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item->IntVar(NAME_SaveAmount) *= amount;
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}
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else
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{
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@ -659,8 +659,6 @@ IMPLEMENT_POINTERS_START(APlayerPawn)
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IMPLEMENT_POINTER(FlechetteType)
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IMPLEMENT_POINTERS_END
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IMPLEMENT_CLASS(APlayerChunk, false, false)
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void APlayerPawn::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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@ -1700,13 +1698,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
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DEFINE_ACTION_FUNCTION(AActor, A_SkullPop)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_DEF(spawntype, APlayerChunk);
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PARAM_CLASS_DEF(spawntype, APlayerPawn);
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APlayerPawn *mo;
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player_t *player;
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// [GRB] Parameterized version
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if (spawntype == NULL || !spawntype->IsDescendantOf(RUNTIME_CLASS(APlayerChunk)))
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if (spawntype == NULL || !spawntype->IsDescendantOf(PClass::FindActor("PlayerChunk")))
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{
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spawntype = dyn_cast<PClassPlayerPawn>(PClass::FindClass("BloodySkull"));
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if (spawntype == NULL)
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@ -2203,7 +2201,7 @@ void P_DeathThink (player_t *player)
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player->TickPSprites();
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player->onground = (player->mo->Z() <= player->mo->floorz);
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if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
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if (player->mo->IsKindOf (PClass::FindActor("PlayerChunk")))
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{ // Flying bloody skull or flying ice chunk
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player->viewheight = 6;
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player->deltaviewheight = 0;
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@ -1723,33 +1723,6 @@ DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(armor, maxsaveamount, I, BasicArmorBonus)
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{
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PROP_INT_PARM(i, 0);
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defaults->MaxSaveAmount = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonus, I, BasicArmorBonus)
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{
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PROP_INT_PARM(i, 0);
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defaults->BonusCount = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonusmax, I, BasicArmorBonus)
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{
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PROP_INT_PARM(i, 0);
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defaults->BonusMax = i;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1758,13 +1731,9 @@ DEFINE_CLASS_PROPERTY(saveamount, I, Armor)
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PROP_INT_PARM(i, 0);
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// Special case here because this property has to work for 2 unrelated classes
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if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
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if (info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorPickup)) || info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
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{
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((ABasicArmorPickup*)defaults)->SaveAmount=i;
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}
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else if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
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{
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((ABasicArmorBonus*)defaults)->SaveAmount=i;
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defaults->IntVar(NAME_SaveAmount)=i;
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}
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else
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{
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@ -1781,13 +1750,9 @@ DEFINE_CLASS_PROPERTY(savepercent, F, Armor)
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i = clamp(i, 0., 100.)/100.;
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// Special case here because this property has to work for 2 unrelated classes
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if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
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if (info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorPickup)) || info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
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{
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((ABasicArmorPickup*)defaults)->SavePercent = i;
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}
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else if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
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{
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((ABasicArmorBonus*)defaults)->SavePercent = i;
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defaults->FloatVar(NAME_SavePercent) = i;
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}
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else
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{
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@ -1803,13 +1768,9 @@ DEFINE_CLASS_PROPERTY(maxabsorb, I, Armor)
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PROP_INT_PARM(i, 0);
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// Special case here because this property has to work for 2 unrelated classes
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if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
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if (info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorPickup)) || info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
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{
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((ABasicArmorPickup*)defaults)->MaxAbsorb = i;
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}
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else if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
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{
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((ABasicArmorBonus*)defaults)->MaxAbsorb = i;
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defaults->IntVar(NAME_MaxAbsorb) = i;
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}
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else
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{
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@ -1825,13 +1786,9 @@ DEFINE_CLASS_PROPERTY(maxfullabsorb, I, Armor)
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PROP_INT_PARM(i, 0);
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// Special case here because this property has to work for 2 unrelated classes
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if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
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if (info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorPickup)) || info->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
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{
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((ABasicArmorPickup*)defaults)->MaxFullAbsorb = i;
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}
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else if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
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{
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((ABasicArmorBonus*)defaults)->MaxFullAbsorb = i;
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defaults->IntVar(NAME_MaxFullAbsorb) = i;
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}
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else
|
||||
{
|
||||
|
|
|
@ -1380,16 +1380,24 @@ bool ZCCCompiler::CompileProperties(PClass *type, TArray<ZCC_Property *> &Proper
|
|||
TArray<PField *> fields;
|
||||
ZCC_Identifier *id = (ZCC_Identifier *)p->Body;
|
||||
|
||||
do
|
||||
if (FName(p->NodeName) == FName("prefix") && Wads.GetLumpFile(Lump) == 0)
|
||||
{
|
||||
auto f = dyn_cast<PField>(type->Symbols.FindSymbol(id->Id, true));
|
||||
if (f == nullptr)
|
||||
// only for internal definitions: Allow setting a prefix. This is only for compatiblity with the old DECORATE property parser, but not for general use.
|
||||
prefix = id->Id;
|
||||
}
|
||||
else
|
||||
{
|
||||
do
|
||||
{
|
||||
Error(id, "Variable %s not found in %s", FName(id->Id).GetChars(), type->TypeName.GetChars());
|
||||
}
|
||||
fields.Push(f);
|
||||
id = (ZCC_Identifier*)id->SiblingNext;
|
||||
} while (id != p->Body);
|
||||
auto f = dyn_cast<PField>(type->Symbols.FindSymbol(id->Id, true));
|
||||
if (f == nullptr)
|
||||
{
|
||||
Error(id, "Variable %s not found in %s", FName(id->Id).GetChars(), type->TypeName.GetChars());
|
||||
}
|
||||
fields.Push(f);
|
||||
id = (ZCC_Identifier*)id->SiblingNext;
|
||||
} while (id != p->Body);
|
||||
}
|
||||
|
||||
FString qualifiedname;
|
||||
// Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen.
|
||||
|
|
|
@ -21,17 +21,55 @@ class BasicArmor : Armor native
|
|||
{
|
||||
+Inventory.KEEPDEPLETED
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmor :: HandlePickup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override bool HandlePickup (Inventory item)
|
||||
{
|
||||
if (item.GetClass() == "BasicArmor")
|
||||
{
|
||||
// You shouldn't be picking up BasicArmor anyway.
|
||||
return true;
|
||||
}
|
||||
if (!item.bIgnoreSkill)
|
||||
{
|
||||
if (item is "BasicArmorBonus")
|
||||
{
|
||||
let armor = BasicArmorBonus(item);
|
||||
armor.SaveAmount = int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
|
||||
}
|
||||
else if (item is "BasicArmorPickup")
|
||||
{
|
||||
let armor = BasicArmorPickup(item);
|
||||
armor.SaveAmount = int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
class BasicArmorBonus : Armor native
|
||||
class BasicArmorBonus : Armor
|
||||
{
|
||||
native double SavePercent; // The default, for when you don't already have armor
|
||||
native int MaxSaveAmount;
|
||||
native int MaxAbsorb;
|
||||
native int MaxFullAbsorb;
|
||||
native int SaveAmount;
|
||||
native int BonusCount;
|
||||
native int BonusMax;
|
||||
double SavePercent; // The default, for when you don't already have armor
|
||||
int MaxSaveAmount;
|
||||
int MaxAbsorb;
|
||||
int MaxFullAbsorb;
|
||||
int SaveAmount;
|
||||
int BonusCount;
|
||||
int BonusMax;
|
||||
|
||||
property prefix: Armor;
|
||||
property MaxSaveAmount: MaxSaveAmount;
|
||||
property SaveAmount : SaveAmount;
|
||||
property SavePercent: SavePercent;
|
||||
property MaxAbsorb: MaxAbsorb;
|
||||
property MaxFullAbsorb: MaxFullAbsorb;
|
||||
property MaxBonus: BonusCount;
|
||||
property MaxBonusMax: BonusMax;
|
||||
|
||||
Default
|
||||
{
|
||||
|
@ -40,6 +78,93 @@ class BasicArmorBonus : Armor native
|
|||
Inventory.MaxAmount 0;
|
||||
Armor.SavePercent 33.335;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorBonus :: CreateCopy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateCopy (Actor other)
|
||||
{
|
||||
let copy = BasicArmorBonus(Super.CreateCopy (other));
|
||||
|
||||
if (!bIgnoreSkill)
|
||||
{
|
||||
SaveAmount = int(SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
|
||||
}
|
||||
|
||||
copy.SavePercent = SavePercent;
|
||||
copy.SaveAmount = SaveAmount;
|
||||
copy.MaxSaveAmount = MaxSaveAmount;
|
||||
copy.BonusCount = BonusCount;
|
||||
copy.BonusMax = BonusMax;
|
||||
copy.MaxAbsorb = MaxAbsorb;
|
||||
copy.MaxFullAbsorb = MaxFullAbsorb;
|
||||
|
||||
return copy;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorBonus :: Use
|
||||
//
|
||||
// Tries to add to the amount of BasicArmor a player has.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override bool Use (bool pickup)
|
||||
{
|
||||
let armor = BasicArmor(Owner.FindInventory("BasicArmor"));
|
||||
bool result = false;
|
||||
|
||||
// This should really never happen but let's be prepared for a broken inventory.
|
||||
if (armor == NULL)
|
||||
{
|
||||
armor = BasicArmor(Spawn("BasicArmor"));
|
||||
armor.BecomeItem ();
|
||||
armor.Amount = 0;
|
||||
armor.MaxAmount = MaxSaveAmount;
|
||||
Owner.AddInventory (armor);
|
||||
}
|
||||
|
||||
if (BonusCount > 0 && armor.BonusCount < BonusMax)
|
||||
{
|
||||
armor.BonusCount = min(armor.BonusCount + BonusCount, BonusMax);
|
||||
result = true;
|
||||
}
|
||||
|
||||
int saveAmount = min(SaveAmount, MaxSaveAmount);
|
||||
|
||||
if (saveAmount <= 0)
|
||||
{ // If it can't give you anything, it's as good as used.
|
||||
return BonusCount > 0 ? result : true;
|
||||
}
|
||||
|
||||
// If you already have more armor than this item can give you, you can't
|
||||
// use it.
|
||||
if (armor.Amount >= MaxSaveAmount + armor.BonusCount)
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
if (armor.Amount <= 0)
|
||||
{ // Should never be less than 0, but might as well check anyway
|
||||
armor.Amount = 0;
|
||||
armor.Icon = Icon;
|
||||
armor.SavePercent = clamp(SavePercent, 0, 100);
|
||||
armor.MaxAbsorb = MaxAbsorb;
|
||||
armor.ArmorType = GetClassName();
|
||||
armor.MaxFullAbsorb = MaxFullAbsorb;
|
||||
armor.ActualSaveAmount = MaxSaveAmount;
|
||||
}
|
||||
|
||||
armor.Amount = min(armor.Amount + saveAmount, MaxSaveAmount + armor.BonusCount);
|
||||
armor.MaxAmount = max(armor.MaxAmount, MaxSaveAmount);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
class BasicArmorPickup : Armor native
|
||||
|
|
|
@ -138,7 +138,7 @@ class PlayerPawn : Actor native
|
|||
native void CheckWeaponSwitch(class<Inventory> item);
|
||||
}
|
||||
|
||||
class PlayerChunk : PlayerPawn native
|
||||
class PlayerChunk : PlayerPawn
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue