mirror of
https://github.com/UberGames/EF2GameSource.git
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194 lines
4.4 KiB
C
194 lines
4.4 KiB
C
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// GameplayFormulaManager.h: interface for the GameplayFormulaManager class.
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//
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//////////////////////////////////////////////////////////////////////
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class GameplayFormulaManager;
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class GameplayFormula;
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class GameplayFormulaVariable;
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class GameplayFormulaData;
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class GameplayFormulaOperand;
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#ifndef __GAMEPLAY_FORMULA_MANAGER_H__
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#define __GAMEPLAY_FORMULA_MANAGER_H__
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#include "g_local.h"
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#include "actor.h"
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#include "weapon.h"
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#include "entity.h"
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#include "player.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayFormulaData
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// Base Class: Class
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//
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// Description: Utility class to the GameplayFormulaManager
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//
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// Method of Use: The user will build on of these objects to pass
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// into the GameplayManager query functions.
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//
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//--------------------------------------------------------------
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class GameplayFormulaData : public Class
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{
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public:
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GameplayFormulaData( Entity *pPrimary = 0,
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Entity *pSecondary = 0,
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Entity *pWeapon = 0,
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const str& pAttackType = "");
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Entity *primary;
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Entity *secondary;
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Entity *weapon;
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str attackType;;
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayFormulaVariable
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// Base Class: Class
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//
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// Description: Variable that contains the list of categories that
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// are specific to a variable type.
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//
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// Method of Use: GameplayFormula uses this class
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//
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//--------------------------------------------------------------
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class GameplayFormulaVariable : public Class
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{
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private:
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str _name;
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Container<str> _categoryList;
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public:
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GameplayFormulaVariable();
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virtual ~GameplayFormulaVariable();
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// Accessors
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const str& getName() { return _name; }
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void setName(const str& name) { _name = name; }
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayFormulaOperand
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// Base Class: Class
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//
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// Description: A operand in a formula
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//
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// Method of Use: GameplayFormula has a list of these to multiply together
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//
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//--------------------------------------------------------------
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class GameplayFormulaOperand : public Class
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{
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private:
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float _constant;
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str _object;
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str _property;
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bool _inverse;
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public:
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GameplayFormulaOperand()
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: _constant(1.0f),
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_inverse(false)
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{}
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virtual ~GameplayFormulaOperand() {}
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// Accessors
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const str& getObjectName() { return _object; }
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void setObjectName(const str& object) { _object = object; }
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const str& getPropertyName() { return _property; }
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void setPropertyName(const str& property) { _property = property; }
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float getConstant() { return _constant; }
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void setConstant(float constant) { _constant = constant; }
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bool getInverseFlag() { return _inverse; }
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void setInverseFlag(bool inverse) { _inverse = inverse; }
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// Queries
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float getResult(const GameplayFormulaData& formulaData);
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// Parsing
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bool parseOperand(Script &formulaFile, const str& constant);
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayFormula
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// Base Class: Class
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//
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// Description: A formula in the for the GameplayManager
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//
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// Method of Use: GameplayFormulaManager requests data from this class
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//
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//--------------------------------------------------------------
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class GameplayFormula : public Class
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{
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private:
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str _name;
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Container<GameplayFormulaOperand *> _operandList;
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public:
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GameplayFormula();
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virtual ~GameplayFormula();
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// Accessors
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const str& getName() { return _name; }
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void setName(const str& name) { _name = name; }
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// Queries
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float getResult(const GameplayFormulaData& formulaData );
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// Parsing
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bool parseFormula(Script &formulaFile, const str& name);
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayFormulaManager
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// Base Class: Class
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//
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// Description: The manager for all the formulas. Accessed
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// by the GameplayManager
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//
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// Method of Use: GameplayManager uses this class to access formulas
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//
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//--------------------------------------------------------------
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class GameplayFormulaManager : public Class
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{
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private:
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Container<GameplayFormulaVariable *> _variableList;
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Container<GameplayFormula *> _formulaList;
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public:
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GameplayFormulaManager();
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virtual ~GameplayFormulaManager();
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// Queries
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float getFormulaResult(const str& formulaName, const GameplayFormulaData& formulaData);
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bool hasFormula(const str& formulaName);
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// Parsing
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bool parseFile(const str& filename);
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};
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#endif
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