# SpatialFear.SFDamageProtection

00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 |
    //=============================================================================
    // Spatial Fear
    // Class: SFDamageProtection
    // Description: Subclass of SFPickup, implements an intellegent damage protection
    //              item. Subclasses of SFDamageProtection should do the model and
    //              sound loading/importing.
    //
    // Created by: Markus Nuebel
    //=============================================================================

    class SFDamageProtection extends SFPickup;

    var (SpatialFear) int	HealingAmount; // Health reservoir of the vest. Default: 20
    var (SpatialFear) int	MaxHealing; // Maximum health, the vest can carry. Default: 20
    var float m_fFireProtection; // Amount of fire protection (in percent), lowers any fire damage by this value. Default: 0.2 (20 percent)
    var float m_fChemicalProtection; // Amount of chemical protection (in percent), lowers any chemical damage by this value. Default: 0.2 (20 percent)
    var float m_fBallisticProtection; // Amount of shot protection (in percent), lowers any shot by this value. Default: 0.2 (20 percent)
    var float m_fRadioactiveProtection; // Amount of radioactive protection (in percent), lowers any radioactive damage by this value. Default: 0.2 (20 percent)
    var float m_fMaxProtection; // Maximum amount of protection that a type can provide. Default: 0.5

    // Refills the vest. Called from a MedStation
    function int refill(int nAmout)
    {
    	local int nRest;

    	// Item is again available
    	if(0 >= HealingAmount)
    		SFHUD(SFPlayer(Owner).myHUD).InsertIntoBelt(Self);

    	// Refill
    	HealingAmount += nAmout;

    	// Do not give more than the maximum
    	if(MaxHealing < HealingAmount)
    	{
    		nRest = HealingAmount-MaxHealing;
    		HealingAmount = MaxHealing;
    	}
    	else
    		nRest = 0;

    	return nRest;
    }

    // Calculates the current damage based on the current protection settings
    function float calcDamage(float fDamage, string damageType)
    {
    	local float fResult;

    	// Some inits
    	fResult = fDamage;

    	//class'SFUtils'.static.sfLogEx(5, "SFDamageProtection - calcDamage: Damage " $ fDamage $ " Type" $ damageType);

    	if("shot" == DamageType)
    		fDamage *= (1.0f-m_fBallisticProtection);
    	if("Burned" == DamageType)
    		fDamage *= (1.0f-m_fFireProtection);
    	if("Corroded" == DamageType)
    		fDamage *= (1.0f-m_fChemicalProtection);
    	if("Radiation" == DamageType)
    		fDamage *= (1.0f-m_fRadioactiveProtection);

    	//class'SFUtils'.static.sfLogEx(15, "SFDamageProtection - calcDamage: newDamage " $ fDamage);

    	return fDamage;
    }

    // Upgrade the vest, returns true, if upgrade was sucessful,
    // false, if maximum is already reached
    function bool upgrade(float fProtection, string DamageType)
    {
    	local SFPlayer	oPlayer;
    	local SFHUD		oHUD;

    	// Get access to player
    	oPlayer	= SFPlayer(Owner);
    	if(None == oPlayer)
    		return false;
    	// Get access to our HUD
    	oHUD	= SFHUD(oPlayer.myHUD);
    	if(None == oHUD)
    		return false;

    	if("shot" == DamageType)
    	{
    		if(m_fBallisticProtection+fProtection <= m_fMaxProtection)
    		{
    			m_fBallisticProtection+=fProtection;
    			return true;
    		}
    		else
    	}
    	if("Burned" == DamageType)
    	{
    		if(m_fFireProtection+fProtection <= m_fMaxProtection)
    		{
    			m_fFireProtection+=fProtection;
    			oHUD.m_winFireUpgrade.show();
    			return true;
    		}
    	}
    	if("Corroded" == DamageType)
    	{
    		if(m_fChemicalProtection+fProtection <= m_fMaxProtection)
    		{
    			m_fChemicalProtection+=fProtection;
    			oHUD.m_winChemicalUpgrade.show();
    			return true;
    		}
    	}
    	if("Radiation" == DamageType)
    	{
    		if(m_fRadioactiveProtection+fProtection <= m_fMaxProtection)
    		{
    			m_fRadioactiveProtection+=fProtection;
    			oHUD.m_winRAdUpgrade.show();
    			return true;
    		}
    	}

    	return false;
    }

    // Checks, if the upgrade needs a refillment
    function bool needRefill()
    {
    	return (HealingAmount < MaxHealing);
    }

    // Calculates the necessary health refill amount
    function int getRefillAmount()
    {
    	return (MaxHealing-HealingAmount);
    }

    function Activate()
    {
    	// Call to base class
    	Super.Activate();

    	// Remove from item belt
    	SFHUD(SFPlayer(Owner).myHUD).removeFromActiveItemBelt(Self);

    }

    defaultproperties
    {
         HealingAmount=20
         MaxHealing=20
         m_fFireProtection=0.200000
         m_fChemicalProtection=0.200000
         m_fBallisticProtection=0.200000
         m_fRadioactiveProtection=0.200000
         m_fMaxProtection=0.750000
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX