int CArmorClass::FireGetMaxHP (CItemCtx &ItemCtx, int iMaxHP) const

//	FireGetMaxHP
//
//	Fire GetMaxHP event

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

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

		Ctx.DefineInteger(CONSTLIT("aMaxHP"), iMaxHP);

		ICCItem *pResult = Ctx.Run(Event);

		if (pResult->IsError())
			ItemCtx.GetSource()->ReportEventError(GET_MAX_HP_EVENT, pResult);
		else if (!pResult->IsNil())
			iMaxHP = Max(0, pResult->GetIntegerValue());

		Ctx.Discard(pResult);
		}

	return iMaxHP;
	}
Exemple #2
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void CShieldClass::CalcMinMaxHP (CItemCtx &Ctx, int iCharges, int iArmorSegs, int iTotalHP, int *retiMin, int *retiMax) const

//	CalcMinMaxHP
//
//	Returns the min and max HP of this shield
//
//	iCharges = m_iMaxCharges or the current charges on item
//	iArmorSegs = count of armor segments on ship (or 0)
//	iTotalHP = current total HP of all armor segments (or 0)

	{
	int iMax = m_iHitPoints;
	int iMin = iMax;

	if (m_iExtraHPPerCharge)
		iMax = Max(0, iMax + (m_iExtraHPPerCharge * iCharges));

	if (m_iArmorShield)
		{
		iMin = m_iArmorShield;

		if (iArmorSegs > 0)
			iMax = Min(iMax, ((m_iArmorShield * iTotalHP / iArmorSegs) + 5) / 10);
		}

	//	If we're installed, fire the custom event to get max HPs

	if (Ctx.GetSource() && Ctx.GetDevice())
		{
		CItemEnhancementStack *pEnhancements = Ctx.GetDevice()->GetEnhancements();

		iMax = FireGetMaxHP(Ctx.GetDevice(), Ctx.GetSource(), iMax);

		//	Apply bonus from device (which includes mods)

		if (pEnhancements)
			iMax += (iMax * pEnhancements->GetBonus() / 100);
		}

	//	Otherwise, we just apply mods

	else
		{
		const CItemEnhancement &Mods = Ctx.GetMods();
		if (Mods.IsNotEmpty())
			iMax = iMax * Mods.GetHPAdj() / 100;
		}

	//	Done

	if (iMin > iMax)
		iMin = iMax;

	if (retiMin)
		*retiMin = iMin;

	if (retiMax)
		*retiMax = iMax;
	}
Exemple #3
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bool CDeviceClass::AccumulateEnhancements (CItemCtx &Device, CInstalledDevice *pTarget, TArray<CString> &EnhancementIDs, CItemEnhancementStack *pEnhancements)

//	AccumulateEnhancements
//
//	If this device can enhance pTarget, then we add to the list of enhancements.

	{
	int i;
	bool bEnhanced = false;

	CInstalledDevice *pDevice = Device.GetDevice();
	CSpaceObject *pSource = Device.GetSource();

	//	See if we can enhance the target device

	if (pDevice == NULL 
			|| (pDevice->IsEnabled() && !pDevice->IsDamaged()))
		{
		for (i = 0; i < m_Enhancements.GetCount(); i++)
			{
			//	If this type of enhancement has already been applied, skip it

			if (!m_Enhancements[i].sType.IsBlank()
					&& EnhancementIDs.Find(m_Enhancements[i].sType))
				continue;

			//	If we don't match the criteria, skip it.

			if (pSource 
					&& pTarget
					&& !pSource->GetItemForDevice(pTarget).MatchesCriteria(m_Enhancements[i].Criteria))
				continue;

			//	Add the enhancement

			pEnhancements->Insert(m_Enhancements[i].Enhancement);
			bEnhanced = true;

			//	Remember that we added this enhancement class

			if (!m_Enhancements[i].sType.IsBlank())
				EnhancementIDs.Insert(m_Enhancements[i].sType);
			}
		}

	//	Let sub-classes add their own

	if (OnAccumulateEnhancements(Device, pTarget, EnhancementIDs, pEnhancements))
		bEnhanced = true;

	//	Done

	return bEnhanced;
	}
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);
		}
	}
int CItemEnhancementStack::CalcActivateDelay (CItemCtx &DeviceCtx) const

//	CalcActivateDelay
//
//	Calculates the activation delay (in ticks) for the given device if we apply
//	this enhancement stack.

	{
	int i;

	CInstalledDevice *pDevice = DeviceCtx.GetDevice();
	if (pDevice == NULL)
		return 0;

	Metric rDelay = -1.0;
	for (i = 0; i < m_Stack.GetCount(); i++)
		{
		int iMin, iMax;
		int iAdj = m_Stack[i].GetActivateRateAdj(&iMin, &iMax);
		if (iAdj != 100)
			{
			if (rDelay < 0.0)
				{
				pDevice->SetActivateDelayAdj(100);
				rDelay = pDevice->GetActivateDelay(DeviceCtx.GetSource());
				}

			rDelay = iAdj * rDelay / 100.0;
			if (rDelay < (Metric)iMin)
				rDelay = (Metric)iMin;
			else if (iMax > 0 && rDelay > (Metric)iMax)
				rDelay = (Metric)iMax;
			}
		}

	return (rDelay < 0.0 ? 100 : (int)(rDelay + 0.5));
	}
int CItemEnhancementStack::CalcActivateDelay (CItemCtx &DeviceCtx) const

//	CalcActivateDelay
//
//	Calculates the activation delay (in ticks) for the given device if we apply
//	this enhancement stack.

	{
	int i;

	CInstalledDevice *pDevice = DeviceCtx.GetDevice();
	if (pDevice == NULL)
		return 0;

	//	Get the raw activation delay. NOTE: This DOES NOT include
	//	any enhancements on the item.

	Metric rDelay = pDevice->GetClass()->GetActivateDelay(pDevice, DeviceCtx.GetSource());

	//	Apply enhancements (including on the item itself)

	for (i = 0; i < m_Stack.GetCount(); i++)
		{
		int iMin, iMax;
		int iAdj = m_Stack[i].GetActivateRateAdj(&iMin, &iMax);
		if (iAdj != 100)
			{
			rDelay = iAdj * rDelay / 100.0;
			if (rDelay < (Metric)iMin)
				rDelay = (Metric)iMin;
			else if (iMax > 0 && rDelay > (Metric)iMax)
				rDelay = (Metric)iMax;
			}
		}

	return (int)(rDelay + 0.5);
	}
void CArmorClass::CalcDamageEffects (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	CalcDamageEffects
//
//	Initialize the damage effects based on the damage and on this armor type.

	{
	CSpaceObject *pSource = ItemCtx.GetSource();
	CInstalledArmor *pArmor = ItemCtx.GetArmor();

	//	Compute all the effects (if we don't have installed armor, then the 
	//	caller is responsible for setting this).

	if (pArmor)
		Ctx.iHPLeft = pArmor->GetHitPoints();

	//	Reflect

	Ctx.bReflect = (IsReflective(ItemCtx, Ctx.Damage) && Ctx.iDamage > 0);

	//	Disintegration

	int iDisintegration = Ctx.Damage.GetDisintegrationDamage();
	Ctx.bDisintegrate = (iDisintegration > 0 && !IsDisintegrationImmune(ItemCtx));

	//	Shatter

	int iShatter = Ctx.Damage.GetShatterDamage();
	if (iShatter)
		{
		//	Compute the threshold mass. Below this size, we shatter the object

		int iMassLimit = 10 * mathPower(5, iShatter);
		Ctx.bShatter = (pSource && pSource->GetMass() < iMassLimit);
		}
	else
		Ctx.bShatter = false;

	//	Blinding

	int iBlinding = Ctx.Damage.GetBlindingDamage();
	if (iBlinding && !IsBlindingDamageImmune(ItemCtx))
		{
		//	The chance of being blinded is dependent
		//	on the rating.

		int iChance = 4 * iBlinding * iBlinding * GetBlindingDamageAdj() / 100;
		Ctx.bBlind = (mathRandom(1, 100) <= iChance);
		Ctx.iBlindTime = Ctx.iDamage * g_TicksPerSecond / 2;
		}
	else
		Ctx.bBlind = false;

	//	EMP

	int iEMP = Ctx.Damage.GetEMPDamage();
	if (iEMP && !IsEMPDamageImmune(ItemCtx))
		{
		//	The chance of being paralyzed is dependent
		//	on the EMP rating.

		int iChance = 4 * iEMP * iEMP * GetEMPDamageAdj() / 100;
		Ctx.bParalyze = (mathRandom(1, 100) <= iChance);
		Ctx.iParalyzeTime = Ctx.iDamage * g_TicksPerSecond / 2;
		}
	else
		Ctx.bParalyze = false;

	//	Device disrupt

	int iDeviceDisrupt = Ctx.Damage.GetDeviceDisruptDamage();
	if (iDeviceDisrupt && !IsDeviceDamageImmune(ItemCtx))
		{
		//	The chance of damaging a device depends on the rating.

		int iChance = 4 * iDeviceDisrupt * iDeviceDisrupt * GetDeviceDamageAdj() / 100;
		Ctx.bDeviceDisrupt = (mathRandom(1, 100) <= iChance);
		Ctx.iDisruptTime = 2 * Ctx.iDamage * g_TicksPerSecond;
		}
	else
		Ctx.bDeviceDisrupt = false;

	//	Device damage

	int iDeviceDamage = Ctx.Damage.GetDeviceDamage();
	if (iDeviceDamage && !IsDeviceDamageImmune(ItemCtx))
		{
		//	The chance of damaging a device depends on the rating.

		int iChance = 4 * iDeviceDamage * iDeviceDamage * GetDeviceDamageAdj() / 100;
		Ctx.bDeviceDamage = (mathRandom(1, 100) <= iChance);
		}
	else
		Ctx.bDeviceDamage = false;

	//	Radiation

	int iRadioactive = Ctx.Damage.GetRadiationDamage();
	Ctx.bRadioactive = (iRadioactive > 0 && !IsRadiationImmune(ItemCtx));

	//	Some effects decrease damage

	if (iBlinding || iEMP)
		Ctx.iDamage = 0;
	else if (iDeviceDamage)
		Ctx.iDamage = Ctx.iDamage / 2;
	}
EDamageResults CArmorClass::AbsorbDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	AbsorbDamage
//
//	Handles getting hit by damage.
//
//	Returns damageNoDamage if all the damage was absorbed and no further processing is necessary
//	Returns damageDestroyed if the source was destroyed
//	Returns damageArmorHit if source was damage and further processing (destroy check) is needed
//
//	Sets Ctx.iDamage to the amount of hit points left after damage absorption.

	{
	CSpaceObject *pSource = ItemCtx.GetSource();
	CInstalledArmor *pArmor = ItemCtx.GetArmor();
	if (pSource == NULL || pArmor == NULL)
		return damageNoDamage;

	//	Compute all the effects (this initializes elements in Ctx).

	CalcDamageEffects(ItemCtx, Ctx);

	//	First give custom weapons a chance

	bool bCustomDamage = Ctx.pDesc->FireOnDamageArmor(Ctx);
	if (pSource->IsDestroyed())
		return damageDestroyed;

	//	Damage adjustment

	CalcAdjustedDamage(ItemCtx, Ctx);

	//	If the armor has custom code to deal with damage, handle it here.

	FireOnArmorDamage(ItemCtx, Ctx);
	if (pSource->IsDestroyed())
		return damageDestroyed;

	//	If this armor section reflects this kind of damage then
	//	send the damage on

	if (Ctx.bReflect)
		{
		if (Ctx.pCause)
			Ctx.pCause->CreateReflection(Ctx.vHitPos, (Ctx.iDirection + 120 + mathRandom(0, 120)) % 360);
		return damageNoDamage;
		}

	//	If this is a disintegration attack, then disintegrate the ship

	if (Ctx.bDisintegrate)
		{
		if (!pSource->OnDestroyCheck(killedByDisintegration, Ctx.Attacker))
			return damageNoDamage;

		pSource->Destroy(killedByDisintegration, Ctx.Attacker);
		return damageDestroyed;
		}

	//	If this is a shatter attack, see if the ship is destroyed

	if (Ctx.bShatter)
		{
		if (!pSource->OnDestroyCheck(killedByShatter, Ctx.Attacker))
			return damageNoDamage;

		pSource->Destroy(killedByShatter, Ctx.Attacker);
		return damageDestroyed;
		}

	//	If this is a paralysis attack and we've gotten past the shields
	//	then freeze the ship.

	if (Ctx.bParalyze)
		pSource->MakeParalyzed(Ctx.iParalyzeTime);

	//	If this is blinding damage then our sensors are disabled

	if (Ctx.bBlind)
		pSource->MakeBlind(Ctx.iBlindTime);

	//	If this attack is radioactive, then contaminate the ship

	if (Ctx.bRadioactive)
		pSource->OnHitByRadioactiveDamage(Ctx);

	//	If this is device damage, then see if any device is damaged

	if (Ctx.bDeviceDamage)
		pSource->OnHitByDeviceDamage();

	if (Ctx.bDeviceDisrupt)
		pSource->OnHitByDeviceDisruptDamage(Ctx.iDisruptTime);

	//	Create a hit effect. (Many weapons show an effect even if no damage was
	//	done.)

	Ctx.pDesc->CreateHitEffect(pSource->GetSystem(), Ctx);

	//	If no damage has reached us, then we're done

	if (Ctx.iDamage == 0 && !bCustomDamage)
		return damageNoDamage;

	//	Give source events a chance to change the damage before we
	//	subtract from armor.

	if (pSource->HasOnDamageEvent())
		{
		pSource->FireOnDamage(Ctx);
		if (pSource->IsDestroyed())
			return damageDestroyed;
		}

	//	Take damage

	if (Ctx.iDamage <= pArmor->GetHitPoints())
		{
		pArmor->IncHitPoints(-Ctx.iDamage);
		Ctx.iDamage = 0;
		}
	else
		{
		Ctx.iDamage -= pArmor->GetHitPoints();
		pArmor->SetHitPoints(0);
		}

	return damageArmorHit;
	}
Exemple #9
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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);
		}
	}