Example #1
0
CString CDeviceClass::GetReference (CItemCtx &Ctx, int iVariant, DWORD dwFlags)

//	GetReference
//
//	Returns reference string

	{
	CString sReference;
	
	//	For a device we always add power and other properties.
	//	(If iVariant != -1 then it means that we're looking for reference on a
	//	missile or someting).
	
	if (iVariant == -1)
		{
		CInstalledDevice *pDevice = Ctx.GetDevice();

		//	Start with power requirements

		AppendReferenceString(&sReference, GetReferencePower(Ctx));

		//	Non-standard slots

		if (GetSlotsRequired() != 1)
			AppendReferenceString(&sReference, strPatternSubst(CONSTLIT("%d Slots"), GetSlotsRequired()));

		//	External devices

		if (IsExternal() || (pDevice && pDevice->IsExternal()))
			AppendReferenceString(&sReference, CONSTLIT("External"));
		}

	//	Combine with our subclass

	AppendReferenceString(&sReference, OnGetReference(Ctx, iVariant, dwFlags));
	return sReference;
	}
Example #2
0
CString CArmorClass::GetReference (CItemCtx &Ctx, int iVariant)
	
//	GetReference
//
//	Returns a string that describes the basic attributes
//	of this armor.
//
//	Example:
//
//		30 hp; laser-resistant; impact-resistant

	{
	int i;
	CString sReference;

	//	Get modifications

	int iLevel = m_pItemType->GetLevel();
	const CItemEnhancement &Mods = Ctx.GetMods();

	//	Radiation 

	if (m_fRadiationImmune || Mods.IsRadiationImmune())
		{
		if (iLevel < RADIATION_IMMUNE_LEVEL)
			AppendReferenceString(&sReference, CONSTLIT("radiation-immune"));
		}
	else if (iLevel >= RADIATION_IMMUNE_LEVEL)
		AppendReferenceString(&sReference, CONSTLIT("radiation-vulnerable"));

	//	If we're immune to blinding/EMP/device damage, then collapse
	//	it all under a single entry

	bool bCheckedBlind = false;
	bool bCheckedEMP = false;
	bool bCheckedDevice = false;

	if ((m_iBlindingDamageAdj == 0 || Mods.IsBlindingImmune())
			&& (m_iEMPDamageAdj == 0 || Mods.IsEMPImmune())
			&& (m_iDeviceDamageAdj < 100 || Mods.IsDeviceDamageImmune()))
		{
		if (iLevel < DEVICE_DAMAGE_IMMUNE_LEVEL)
			AppendReferenceString(&sReference, CONSTLIT("ion effect-immune"));

		bCheckedBlind = true;
		bCheckedEMP = true;
		bCheckedDevice = true;
		}

	//	Collapse blind and EMP resistance

	else if ((m_iBlindingDamageAdj == 0 || Mods.IsBlindingImmune())
			&& (m_iEMPDamageAdj == 0 || Mods.IsEMPImmune()))
		{
		if (iLevel < EMP_IMMUNE_LEVEL)
			AppendReferenceString(&sReference, CONSTLIT("blind-, EMP-immune"));

		bCheckedBlind = true;
		bCheckedEMP = true;
		}
	else if ((m_iBlindingDamageAdj < 100) && (iLevel < BLIND_IMMUNE_LEVEL)
			&& (m_iEMPDamageAdj < 100))
		{
		AppendReferenceString(&sReference, CONSTLIT("blind-, EMP-resistant"));

		bCheckedBlind = true;
		bCheckedEMP = true;
		}

	//	Otherwise, treat each separate
	//
	//	Blindness

	if (!bCheckedBlind)
		{
		if (m_iBlindingDamageAdj == 0 || Mods.IsBlindingImmune())
			{
			if (iLevel < BLIND_IMMUNE_LEVEL)
				AppendReferenceString(&sReference, CONSTLIT("blind-immune"));
			}
		else if (m_iBlindingDamageAdj < 100)
			{
			if (iLevel < BLIND_IMMUNE_LEVEL)
				AppendReferenceString(&sReference, CONSTLIT("blind-resistant"));
			else
				AppendReferenceString(&sReference, CONSTLIT("blind-vulnerable"));
			}
		else if (iLevel >= BLIND_IMMUNE_LEVEL)
			AppendReferenceString(&sReference, CONSTLIT("blind-vulnerable"));
		}

	//	EMP

	if (!bCheckedEMP)
		{
		if (m_iEMPDamageAdj == 0 || Mods.IsEMPImmune())
			{
			if (iLevel < EMP_IMMUNE_LEVEL)
				AppendReferenceString(&sReference, CONSTLIT("EMP-immune"));
			}
		else if (m_iEMPDamageAdj < 100)
			{
			if (iLevel < EMP_IMMUNE_LEVEL)
				AppendReferenceString(&sReference, CONSTLIT("EMP-resistant"));
			else
				AppendReferenceString(&sReference, CONSTLIT("EMP-vulnerable"));
			}
		else if (iLevel >= EMP_IMMUNE_LEVEL)
			AppendReferenceString(&sReference, CONSTLIT("EMP-vulnerable"));
		}

	//	Device damage

	if (!bCheckedDevice)
		{
		if (m_iDeviceDamageAdj < 100 || Mods.IsDeviceDamageImmune())
			{
			if (iLevel < DEVICE_DAMAGE_IMMUNE_LEVEL)
				AppendReferenceString(&sReference, CONSTLIT("device-protect"));
			}
		else if (iLevel >= DEVICE_DAMAGE_IMMUNE_LEVEL)
			AppendReferenceString(&sReference, CONSTLIT("device-vulnerable"));
		}

	//	Disintegration

	if (m_fDisintegrationImmune || Mods.IsDisintegrationImmune())
		AppendReferenceString(&sReference, CONSTLIT("disintegrate-immune"));

	//	Shatter

	if (IsShatterImmune(Ctx))
		AppendReferenceString(&sReference, CONSTLIT("shatter-immune"));

	//	Shield interference

	if (m_fShieldInterference || Mods.IsShieldInterfering())
		AppendReferenceString(&sReference, CONSTLIT("no-shields"));

	//	Photo repair

	if (m_fPhotoRepair || Mods.IsPhotoRegenerating())
		AppendReferenceString(&sReference, CONSTLIT("photo-repair"));

	//	Solar power

	if (m_fPhotoRecharge || Mods.IsPhotoRecharge())
		AppendReferenceString(&sReference, CONSTLIT("solar"));

	//	Regeneration

	if ((!m_Regen.IsEmpty() && !m_fPhotoRepair) || Mods.IsRegenerating())
		AppendReferenceString(&sReference, CONSTLIT("regenerate"));

	//	Decay

	if (!m_Decay.IsEmpty() || Mods.IsDecaying())
		AppendReferenceString(&sReference, CONSTLIT("decay"));

	//	Reflection

	for (i = 0; i < damageCount; i++)
		{
		if (m_Reflective.InSet((DamageTypes)i)
				|| (Mods.IsReflective() && Mods.GetDamageType() == i))
			AppendReferenceString(&sReference, strPatternSubst(CONSTLIT("%s-reflecting"), GetDamageShortName((DamageTypes)i)));
		}

	//	Done

	return sReference;
	}