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

//	GetReference
//
//	Returns a string that describes the basic attributes
//	of this shield
//
//	Example:
//
//		20 hp (average regen); 100MW

	{
	int i;

	CString sReference;
	CString sRegeneration;
	const CItemEnhancement &Mods = Ctx.GetMods();

	//	Compute the strength string

	int iMin, iMax;
	CalcMinMaxHP(Ctx, m_iMaxCharges, 0, 0, &iMin, &iMax);

	//	Compute the regeneration

	if (m_iRegenHP > 0)
		{
		int iRate = (int)((10.0 * g_TicksPerSecond * m_iRegenHP / m_iRegenRate) + 0.5);
		if (iRate == 0)
			sRegeneration = CONSTLIT("<0.1 hp/sec");
		else if ((iRate % 10) == 0)
			sRegeneration = strPatternSubst(CONSTLIT("%d hp/sec"), iRate / 10);
		else
			sRegeneration = strPatternSubst(CONSTLIT("%d.%d hp/sec"), iRate / 10, iRate % 10);
		}
	else
		sRegeneration = CONSTLIT("none");

	sReference = strPatternSubst("%s — regen @ %s", 
			GetReferencePower(Ctx),
			sRegeneration);

	//	Reflection

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

	return sReference;
	}
Example #2
0
CString CMissile::GetName (DWORD *retdwFlags)

//	GetName
//
//	This is only used if the source has been destroyed

{
    if (retdwFlags)
        *retdwFlags = nounNoArticle;

    return strPatternSubst(CONSTLIT("%s damage"), GetDamageShortName(m_pDesc->m_Damage.GetDamageType()));
}
Example #3
0
bool CWeaponFireDesc::FireOnDamageOverlay (SDamageCtx &Ctx, CEnergyField *pOverlay)

//	FireOnDamageOverlay
//
//	Fire OnDamageOverlay event. Returns TRUE if we should skip further overlay damage

	{
	SEventHandlerDesc Event;
	if (FindEventHandler(evtOnDamageOverlay, &Event))
		{
		//	Setup arguments

		CCodeChainCtx CCCtx;

		CCCtx.SaveAndDefineSourceVar(Ctx.pObj);
		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineInteger(CONSTLIT("aOverlayID"), pOverlay->GetID());
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj());
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL));
		CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos);
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection);
		CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage);
		CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType()));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType());

		ICCItem *pResult = CCCtx.Run(Event);
		if (pResult->IsError())
			Ctx.pObj->ReportEventError(ON_DAMAGE_OVERLAY_EVENT, pResult);

		//	If we return Nil, then we continue processing

		bool bResult;
		if (pResult->IsNil())
			bResult = false;

		//	Otherwise, the result is the damage left

		else
			{
			Ctx.iDamage = pResult->GetIntegerValue();
			bResult = true;
			}

		CCCtx.Discard(pResult);

		return bResult;
		}
	else
		return false;
	}
Example #4
0
void CArmorClass::FireOnArmorDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	FireOnArmorDamage
//
//	Fires OnArmorDamage event

	{
	SEventHandlerDesc Event;
	if (FindEventHandlerArmorClass(evtOnArmorDamage, &Event))
		{
		//	Setup arguments

		CCodeChainCtx CCCtx;
		CCCtx.SaveAndDefineSourceVar(ItemCtx.GetSource());
		CCCtx.SaveAndDefineItemVar(ItemCtx);

		CCCtx.DefineInteger(CONSTLIT("aArmorHP"), Ctx.iHPLeft);
		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj());
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause);
		CCCtx.DefineDamageEffects(CONSTLIT("aDamageEffects"), Ctx);
		CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage);
		CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType()));
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection);
		CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos);
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType());

		ICCItem *pResult = CCCtx.Run(Event);

		//	If we return Nil, then nothing

		if (pResult->IsNil())
			NULL;

		//	If we return an integer, then this is the damage that armor should take

		else if (pResult->IsInteger())
			Ctx.iDamage = pResult->GetIntegerValue();

		//	If we return a list, then we it to be a DamageEffects list (modifications to
		//	aDamageEffects)

		else if (pResult->IsList())
			LoadDamageEffectsFromItem(pResult, Ctx);

		CCCtx.Discard(pResult);
		}
	}
Example #5
0
CString CShieldClass::GetReference (CItemCtx &Ctx, int iVariant, DWORD dwFlags)

//	GetReference
//
//	Returns a string that describes the basic attributes
//	of this shield
//
//	Example:
//
//		20 hp (average regen); 100MW

	{
	int i;

	CString sReference;
	const CItemEnhancement &Mods = Ctx.GetMods();

	//	Compute the strength string

	int iMin, iMax;
	CalcMinMaxHP(Ctx, m_iMaxCharges, 0, 0, &iMin, &iMax);

	//	Compute the regeneration

	sReference = strPatternSubst("%s — regen @ %s", 
			GetReferencePower(Ctx),
			m_Regen.GetReferenceRate(CONSTLIT("hp/sec")));

	//	Reflection

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

	return sReference;
	}
Example #6
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;
	}
Example #7
0
bool CWeaponFireDesc::FireOnDamageShields (SDamageCtx &Ctx, int iDevice)

//	FireOnDamageShields
//
//	Fire OnDamageShields event. Returns TRUE if we should skip further shields damage

	{
	SEventHandlerDesc Event;
	if (FindEventHandler(evtOnDamageShields, &Event))
		{
		//	Setup arguments

		CCodeChainCtx CCCtx;

		CItemListManipulator ItemList(Ctx.pObj->GetItemList());
		CShip *pShip = Ctx.pObj->AsShip();
		if (pShip)
			pShip->SetCursorAtDevice(ItemList, iDevice);

		CCCtx.SaveAndDefineSourceVar(Ctx.pObj);
		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineInteger(CONSTLIT("aDevice"), iDevice);
		CCCtx.DefineItem(CONSTLIT("aDeviceItem"), ItemList.GetItemAtCursor());
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj());
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL));
		CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos);
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection);
		CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage);
		CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType()));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType());

		CCCtx.DefineInteger(CONSTLIT("aShieldHP"), Ctx.iHPLeft);
		CCCtx.DefineInteger(CONSTLIT("aShieldDamageHP"), Ctx.iShieldDamage);
		CCCtx.DefineInteger(CONSTLIT("aArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb);
		if (Ctx.bReflect)
			{
			CCCtx.DefineString(CONSTLIT("aShieldReflect"), STR_SHIELD_REFLECT);
			CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iOriginalShieldDamage);
			CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iOriginalAbsorb);
			}
		else
			{
			CCCtx.DefineNil(CONSTLIT("aShieldReflect"));
			CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iShieldDamage);
			CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb);
			}

		ICCItem *pResult = CCCtx.Run(Event);

		//	If we return Nil, then we continue processing

		bool bResult;
		if (pResult->IsNil())
			bResult = false;

		//	If this is an integer, we pass damage to armor

		else if (pResult->IsInteger())
			{
			Ctx.iDamage = pResult->GetIntegerValue();
			bResult = true;
			}

		//	If we return a list, then modify variables

		else if (pResult->IsList())
			{
			//	A single value means we modified the damage to armor

			if (pResult->GetCount() == 1)
				{
				if (strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT))
					{
					Ctx.bReflect = true;
					Ctx.iAbsorb = Ctx.iDamage;
					Ctx.iShieldDamage = 0;
					}
				else
					{
					Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft));
					if (Ctx.bReflect)
						{
						Ctx.bReflect = false;
						Ctx.iAbsorb = Ctx.iOriginalAbsorb;
						}
					}
				}

			//	Two values mean we modified both damage to armor and shield damage

			else if (pResult->GetCount() == 2)
				{
				Ctx.bReflect = false;
				Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft));
				Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(1)->GetIntegerValue()));
				}

			//	Otherwise, we deal with reflection

			else
				{
				Ctx.bReflect = strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT);
				Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(1)->GetIntegerValue(), Ctx.iHPLeft));
				Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(2)->GetIntegerValue()));
				}

			//	Proceed with processing

			bResult = false;
			}

		//	If this is the string "reflect" then we reflect

		else if (strEquals(pResult->GetStringValue(), STR_SHIELD_REFLECT))
			{
			Ctx.bReflect = true;
			Ctx.iAbsorb = Ctx.iDamage;
			Ctx.iShieldDamage = 0;
			bResult = false;
			}

		//	Otherwise, error

		else
			{
			Ctx.pObj->ReportEventError(ON_DAMAGE_OVERLAY_EVENT, pResult);
			bResult = true;
			}

		CCCtx.Discard(pResult);

		return bResult;
		}
	else
		return false;
	}
Example #8
0
void CShieldClass::FireOnShieldDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	FireOnShieldDamage
//
//	Fire OnShieldDamage

	{
	SEventHandlerDesc Event;
	if (FindEventHandlerShieldClass(evtOnShieldDamage, &Event))
		{
		//	Setup arguments

		CCodeChainCtx CCCtx;
		CCCtx.SaveAndDefineSourceVar(ItemCtx.GetSource());
		CCCtx.SaveAndDefineItemVar(ItemCtx);

		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj());
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL));
		CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos);
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection);
		CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage);
		CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType()));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType());

		CCCtx.DefineInteger(CONSTLIT("aShieldHP"), Ctx.iHPLeft);
		CCCtx.DefineInteger(CONSTLIT("aShieldDamageHP"), Ctx.iShieldDamage);
		CCCtx.DefineInteger(CONSTLIT("aArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb);
		if (Ctx.bReflect)
			{
			CCCtx.DefineString(CONSTLIT("aShieldReflect"), STR_SHIELD_REFLECT);
			CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iOriginalShieldDamage);
			CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iOriginalAbsorb);
			}
		else
			{
			CCCtx.DefineNil(CONSTLIT("aShieldReflect"));
			CCCtx.DefineInteger(CONSTLIT("aOriginalShieldDamageHP"), Ctx.iShieldDamage);
			CCCtx.DefineInteger(CONSTLIT("aOriginalArmorDamageHP"), Ctx.iDamage - Ctx.iAbsorb);
			}

		ICCItem *pResult = CCCtx.Run(Event);

		//	If we return Nil, then nothing

		if (pResult->IsNil())
			NULL;

		//	If an error, report it

		else if (pResult->IsError())
			ItemCtx.GetSource()->ReportEventError(ON_SHIELD_DAMAGE_EVENT, pResult);

		//	If we return a list, then modify variables

		else if (pResult->IsList())
			{
			//	A single value means we modified the damage to armor

			if (pResult->GetCount() == 1)
				{
				if (strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT))
					{
					Ctx.bReflect = true;
					Ctx.iAbsorb = Ctx.iDamage;
					Ctx.iShieldDamage = 0;
					}
				else
					{
					Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft));
					if (Ctx.bReflect)
						{
						Ctx.bReflect = false;
						Ctx.iAbsorb = Ctx.iOriginalAbsorb;
						}
					}
				}

			//	Two values mean we modified both damage to armor and shield damage

			else if (pResult->GetCount() == 2)
				{
				Ctx.bReflect = false;
				Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(0)->GetIntegerValue(), Ctx.iHPLeft));
				Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(1)->GetIntegerValue()));
				}

			//	Otherwise, we deal with reflection

			else
				{
				Ctx.bReflect = strEquals(pResult->GetElement(0)->GetStringValue(), STR_SHIELD_REFLECT);
				Ctx.iShieldDamage = Max(0, Min(pResult->GetElement(1)->GetIntegerValue(), Ctx.iHPLeft));
				Ctx.iAbsorb = Max(0, Ctx.iDamage - Max(0, pResult->GetElement(2)->GetIntegerValue()));
				}
			}

		CCCtx.Discard(pResult);
		}
	}