ef2gamesource/dlls/game/GameplayFormulaManager.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

193 lines
4.4 KiB
C++

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