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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: Armor.h /////////////////////////////////////////////////////////////////////////////////
- // Author: Steven Johnson, March 2002
- // Desc: Damage Multiplier Descriptions
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _Armor_H_
- #define _Armor_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/NameKeyGenerator.h"
- #include "Common/STLTypedefs.h"
- #include "GameLogic/Damage.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class ArmorStore;
- //-------------------------------------------------------------------------------------------------
- /**
- An Armor encapsulates the a particular type of actual modifier to damage taken, in order
- to simulate different materials, and to help make game balance easier to adjust.
- */
- //-------------------------------------------------------------------------------------------------
- class ArmorTemplate
- {
- public:
- ArmorTemplate();
- void clear();
- /**
- This is the real "meat" of the class: given a damage type and amount, adjust the damage
- and return the amount that should be dealt.
- */
- Real adjustDamage(DamageType t, Real damage) const;
- static void parseArmorCoefficients( INI* ini, void *instance, void* /* store */, const void* userData );
- protected:
- private:
- Real m_damageCoefficient[DAMAGE_NUM_TYPES]; ///< modifiers to damage
- };
- //-------------------------------------------------------------------------------------------------
- class Armor
- {
- public:
- inline Armor(const ArmorTemplate* tmpl = NULL) : m_template(tmpl)
- {
- }
- inline Real adjustDamage(DamageType t, Real damage) const
- {
- return m_template ? m_template->adjustDamage(t, damage) : damage;
- }
- inline void clear()
- {
- m_template = NULL;
- }
- private:
- const ArmorTemplate* m_template; ///< the kind of armor this is
- };
- //------------------------------------------------------------------------------------------------
- /** Interface class for TheArmorStore, which is just a convenient place for us to
- * store each Armor we read from INI together in a list, with some access
- * methods for finding Armors */
- //-------------------------------------------------------------------------------------------------
- class ArmorStore : public SubsystemInterface
- {
- public:
- ArmorStore();
- ~ArmorStore();
- void init() { }
- void reset() { }
- void update() { }
- /**
- Find the Armor with the given name. If no such Armor exists, return null.
- */
- const ArmorTemplate* findArmorTemplate(AsciiString name) const;
- inline Armor makeArmor(const ArmorTemplate *tmpl) const
- {
- return Armor(tmpl); // my, that was easy
- }
- static void parseArmorDefinition(INI* ini);
- private:
- typedef std::hash_map< NameKeyType, ArmorTemplate, rts::hash<NameKeyType>, rts::equal_to<NameKeyType> > ArmorTemplateMap;
- ArmorTemplateMap m_armorTemplates;
- };
- // EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
- extern ArmorStore *TheArmorStore;
- #endif // _Armor_H_
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