mirror of
https://github.com/UberGames/EF2GameSource.git
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2024236a3f
* reenabled Warning C4100 (expect many warnings during compile) * added Q_UNUSED Macro * fixed C4100 in all listed files
192 lines
4.9 KiB
C++
192 lines
4.9 KiB
C++
// GameplayDatabase.h: interface for the GameplayDatabase class.
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//
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//////////////////////////////////////////////////////////////////////
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class GameplayDatabase;
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class GameplayObject;
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class GameplayProperty;
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#ifndef __GAMEPLAYDATABASE_H__
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#define __GAMEPLAYDATABASE_H__
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#ifdef GAME_DLL
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#include "g_local.h"
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#endif // GAME_DLL
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayProperty
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// Base Class: Class
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//
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// Description: Object that has a key and a value which can be
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// a string or a float
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//
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// Method of Use: Used in GameplayObject's
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//
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//--------------------------------------------------------------
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class GameplayProperty : public Class
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{
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private:
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str _name;
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str _valuestr;
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float _valuefloat;
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bool _modified;
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public:
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GameplayProperty()
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: _name(""),
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_valuestr(""),
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_valuefloat(1.0f),
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_modified(false)
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{}
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virtual ~GameplayProperty() {}
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// Parsing
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bool parseProperty(Script &gameplayFile, const str& name);
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// Accessors -- Gets
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const str& getName() { return _name; }
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const str& getStringValue() { return _valuestr; }
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float getFloatValue() { return _valuefloat; }
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bool getModified() { return _modified; }
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const str getFloatValueStr();
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// Accessors -- Sets
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void setName(const str& name) { _name = name; }
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void setModified(bool modified) { _modified = modified; }
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bool setStringValue(const str& valuestr);
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bool setFloatValue(float valuefloat);
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// Archiving
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void Archive(Archiver &arc);
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};
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inline void GameplayProperty::Archive(Archiver &arc)
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{
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arc.ArchiveString(&_name);
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arc.ArchiveString(&_valuestr);
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arc.ArchiveFloat(&_valuefloat);
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arc.ArchiveBool(&_modified);
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}
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayObject
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// Base Class: Class
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//
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// Description: Object that has a name, and a container of
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// GameplayProperty's.
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//
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// Method of Use: Used in GameplayDatabase
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//
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//--------------------------------------------------------------
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class GameplayObject : public Class
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{
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private:
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str _name;
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str _category;
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int _depth;
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GameplayObject* _baseObject;
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Container<GameplayProperty *> _propertyList;
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Container<GameplayObject *> _subObjectList;
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public:
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GameplayObject();
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GameplayObject(int depth);
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virtual ~GameplayObject();
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// Parsing
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bool parseObject(Script &gameplayFile, const str& name);
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//Queries
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bool hasProperty(const str& propname);
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// Accessors -- Gets
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const str& getName() { return _name; }
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const str& getCategory() { return _category; }
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const Container<GameplayObject *>& getSubObjectList() { return _subObjectList; };
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GameplayObject* getBaseObject() { return _baseObject; }
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GameplayObject* getSubObject(const str& subobjname);
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GameplayProperty* getProperty(const str& propname);
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float getPropertyFloatValue(const str& propname);
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const str getPropertyStringValue(const str& propname);
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bool getModified(const str& propname);
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// Accessors -- Sets
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void setName(const str& name) { _name = name; }
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void setCategory(const str& category) { _category = category; }
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void setBaseObject(GameplayObject* baseObject) { _baseObject = baseObject; }
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bool setFloatValue(const str& propname, float value, bool create = false);
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bool setStringValue(const str& propname, const str& valuestr, bool create = false);
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// Archiving
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void Archive(Archiver &arc);
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};
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inline void GameplayObject::Archive(Archiver &)
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{
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// TODO: Archive the container of GameplayProperties
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// TODO: Archive the container of GameplayObjects
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}
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayDatabase
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// Base Class: Listener
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//
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// Description: Database of GameplayObjects. Queries are made
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// to this database to retrieve the data
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//
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// Method of Use: Used by the GameplayManager
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//
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//--------------------------------------------------------------
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class GameplayDatabase : public Listener
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{
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private:
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Container<GameplayObject *> _objectList;
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GameplayObject *_lastObj;
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str _lastObjName; // Full scope for quick compare
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// Private Functions
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void linkSubObjectsToBase();
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GameplayObject* createFromScope(const str& scope);
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public:
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GameplayDatabase();
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virtual ~GameplayDatabase();
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// Parsing
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bool parseFile(const str& filename);
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// Queries
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bool hasObject(const str& objname);
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// Accessors -- Gets
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GameplayObject* getObject(const str& objname);
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GameplayObject* getRootObject(const str& objname);
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GameplayObject* getSubObject(const str& objname, const str& subobjname);
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float getFloatValue(const str& objname, const str& propname);
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const str getStringValue(const str& objname, const str& propname);
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// Accessors -- Sets
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bool setFloatValue(const str& objname, const str& propname, float value, bool create = false);
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bool setStringValue(const str& objname, const str& propname, const str& valuestr, bool create = false);
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// Archiving
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void Archive(Archiver &arc);
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};
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inline void GameplayDatabase::Archive(Archiver &)
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{
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// TODO: Archive the container of GameplayObjects
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}
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#endif
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