mirror of
https://github.com/UberGames/EF2GameSource.git
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850 lines
23 KiB
C++
850 lines
23 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/Shared/qcommon/gameplaymanager.cpp $
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// $Revision:: 14 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// GameplayManager.cpp: implementation of the GameplayManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "gameplaymanager.h"
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#include <assert.h>
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//#include <qcommon/qcommon.h>
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// The Singleton
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GameplayManager *GameplayManager::_theGameplayManager = 0;
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//--------------------------------------------------------------
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//
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// Name: GameplayManager
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// Class: GameplayManager
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//
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// Description: Constructor
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//
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// Parameters: None
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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GameplayManager::GameplayManager()
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{
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}
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//--------------------------------------------------------------
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//
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// Name: ~GameplayManager
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// Class: GameplayManager
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//
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// Description: Destructor.
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//
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// Parameters: None
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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GameplayManager::~GameplayManager()
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{
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}
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//--------------------------------------------------------------
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// Name: Shutdown (static)
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// Class: GameplayManager
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//
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// Description: Destroys the GPM variable
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//
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// Parameters: None
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void GameplayManager::shutdown()
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{
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if ( _theGameplayManager )
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{
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delete _theGameplayManager;
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_theGameplayManager = 0;
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}
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}
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//--------------------------------------------------------------
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// Name: IsReady (static)
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// Class: GameplayManager
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//
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// Description: Determines if the GPM variable has been created yet
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//
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// Parameters: None
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//
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// Returns: bool -- Is ready or not
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//
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//--------------------------------------------------------------
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bool GameplayManager::isReady()
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{
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if ( _theGameplayManager )
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return true;
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return false;
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}
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//--------------------------------------------------------------
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// Name: getTheGameplayManager (static)
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// Class: GameplayManager
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//
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// Description: Interface function to the GameplayManager singleton
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//
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// Parameters: None
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//
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// Returns: Pointer to the GameplayManager singleton
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//
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//--------------------------------------------------------------
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GameplayManager* GameplayManager::getTheGameplayManager()
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{
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if ( _theGameplayManager )
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return _theGameplayManager;
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assert(0); // Something called this function before create();
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return 0;
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}
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//--------------------------------------------------------------
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// Name: Create (static)
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// Class: GameplayManager
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//
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// Description: Creates the GPM singleton.
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//
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// Parameters: None
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void GameplayManager::create()
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{
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if ( _theGameplayManager )
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shutdown();
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_theGameplayManager = new GameplayManager;
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if (!_theGameplayManager)
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{
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// This probably won't happen unless we're out of memory
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assert(0);
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}
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if ( !_theGameplayManager->_gameplayDatabase.parseFile("global/gameplay.gdb") )
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{
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// Parsing the database file failed!
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assert(0);
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Com_Error (ERR_DROP, "GameplayDatabase: Parsing failed. Contact programmer regarding this error.");
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}
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#ifdef GAME_DLL
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if ( !_theGameplayManager->_gameplayFormulaManager.parseFile("global/gameplay.gpf") )
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{
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// Parsing the formula file failed!
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assert(0);
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gi.Error(ERR_DROP, "GameplayFormulas: Parsing failed. Contact programmer regarding this error.");
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}
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#endif // GAME_DLL
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}
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//--------------------------------------------------------------
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//
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// Name: hasObject
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// Class: GameplayManager
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//
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// Description: Checks to see if an object is in the database
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//
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// Parameters: const str& objname -- Name of the object
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//
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// Returns: bool
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//
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//--------------------------------------------------------------
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bool GameplayManager::hasObject(const str& objname)
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{
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if ( !objname.length() )
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return false;
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return _gameplayDatabase.hasObject(objname);
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}
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//--------------------------------------------------------------
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//
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// Name: isDefined
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// Class: GameplayManager
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//
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// Description: Checks to see if the specified property
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// exists as a define in the database.
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//
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// Parameters: const str& propname -- Property to find
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//
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// Returns: bool -- True if exists
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//
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//--------------------------------------------------------------
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bool GameplayManager::isDefined(const str& propname)
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{
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GameplayObject *gpobject = _gameplayDatabase.getObject(propname);
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if ( !gpobject )
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return false;
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if ( gpobject->hasProperty("value") )
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return true;
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return false;
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}
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//--------------------------------------------------------------
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//
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// Name: getDefine
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// Class: GameplayManager
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//
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// Description: Returns the define as a string
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//
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// Parameters: const str& propname -- Property to find
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//
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// Returns: const str& -- the define as a string
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//
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//--------------------------------------------------------------
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const str GameplayManager::getDefine(const str& propname)
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{
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GameplayObject *gpobject = _gameplayDatabase.getObject(propname);
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if ( !gpobject )
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return ""; // Should never happen since we go through isDefined first
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str value = gpobject->getPropertyStringValue("value");
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if ( value == "" )
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{
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float floatval;
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char tmpstr[16];
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floatval = gpobject->getPropertyFloatValue("value");
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sprintf(tmpstr, "%g", floatval);
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value = tmpstr;
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}
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return value;
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}
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//--------------------------------------------------------------
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//
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// Name: setFloatValue
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// Class: GameplayManager
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//
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// Description: Sets float value of a property.
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//
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// Parameters: const str& objname -- Object name
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// const str& propname -- Property name
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// float value -- value
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// bool create -- whether or not to create properties that are not found
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void GameplayManager::setFloatValue(const str& objname, const str& propname, float value, bool create)
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{
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#ifdef GAME_DLL
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bool valueChanged = _gameplayDatabase.setFloatValue(objname, propname, value, create);
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if ( valueChanged )
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{
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char message[256] ;
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sprintf( message, "gdb_setfloatproperty %s %s %g\n", objname.c_str(), propname.c_str(), value );
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G_SendCommandToAllPlayers( message );
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}
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#else
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_gameplayDatabase.setFloatValue(objname, propname, value, create);
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#endif // GAME_DLL
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}
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//--------------------------------------------------------------
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//
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// Name: setStringValue
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// Class: GameplayManager
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//
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// Description: Sets float value of a property.
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//
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// Parameters: const str& objname -- Object name
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// const str& propname -- Property name
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// const str& value -- string value
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// bool create -- whether or not to create properties that are not found
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void GameplayManager::setStringValue(const str& objname, const str& propname, const str& valuestr, bool create)
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{
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#ifdef GAME_DLL
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bool valueChanged = _gameplayDatabase.setStringValue(objname, propname, valuestr, create);
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if ( valueChanged )
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{
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char message[256] ;
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sprintf( message, "gdb_setstringproperty %s %s %s\n", objname.c_str(), propname.c_str(), valuestr.c_str() );
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G_SendCommandToAllPlayers( message );
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}
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#else
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_gameplayDatabase.setStringValue(objname, propname, valuestr, create);
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#endif // GAME_DLL
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}
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//--------------------------------------------------------------
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//
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// Name: getFloatValue
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// Class: GameplayManager
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//
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// Description: Gets the float value of the property.
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//
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// Parameters: const str& objname -- Object to retrieve the property from, supports scoping
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// via the . symbol, example: "Object1.SubObject"
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//
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// Returns: float -- Float value of the property or 1.0
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//
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//--------------------------------------------------------------
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float GameplayManager::getFloatValue(const str& objname, const str& propname)
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{
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if ( !hasObject(objname) )
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return 1.0f;
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GameplayObject *gpobject = 0;
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gpobject = _gameplayDatabase.getObject(objname);
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return gpobject->getPropertyFloatValue(propname);
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}
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//--------------------------------------------------------------
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//
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// Name: getStringValue
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// Class: GameplayManager
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//
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// Description: Gets the string value of the property.
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//
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// Parameters: const str& objname -- Object to retrieve the property from, supports scoping
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// via the . symbol, example: "Object1.SubObject"
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//
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// Returns: const str -- String value of the property or ""
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//
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//--------------------------------------------------------------
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const str GameplayManager::getStringValue(const str& objname, const str& propname)
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{
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if ( !hasObject(objname) )
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return "";
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GameplayObject *gpobject = 0;
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gpobject = _gameplayDatabase.getObject(objname);
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return gpobject->getPropertyStringValue(propname);
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}
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//--------------------------------------------------------------
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//
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// Name: hasProperty
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// Class: GameplayManager
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//
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// Description: Checks to see if the property exists in the object
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//
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// Parameters: const str& objname -- Object to find
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// const str& propname -- Property name to check for
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//
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// Returns: bool
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//
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//--------------------------------------------------------------
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bool GameplayManager::hasProperty(const str& objname, const str& propname)
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{
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if ( !hasObject(objname) )
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return false;
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GameplayObject *gpobject = _gameplayDatabase.getObject(objname);
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return gpobject->hasProperty(propname);
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}
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//--------------------------------------------------------------
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//
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// Name: hasSubObject
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// Class: GameplayManager
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//
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// Description: Checks to see if the specified object has the subobject
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//
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// Parameters: const str& objname -- Object name
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// const str& subobject -- Subobject to look for
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//
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// Returns: bool
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//
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//--------------------------------------------------------------
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bool GameplayManager::hasSubObject(const str& objname, const str& subobject)
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{
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if ( !objname.length() || !subobject.length())
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return false;
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GameplayObject *gpobject = 0;
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gpobject = _gameplayDatabase.getObject(objname);
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if ( !gpobject )
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return false;
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if ( !gpobject->getSubObject(subobject) )
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return false;
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return true;
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}
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#ifdef GAME_DLL
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//--------------------------------------------------------------
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// F O R M U L A S T U F F
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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//
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// Name: hasFormula
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// Class: GameplayManager
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//
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// Description: Checks to see if the formula is in the database
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//
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// Parameters: const str& formulaName -- Formula to check for
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//
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// Returns: bool
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//
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//--------------------------------------------------------------
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bool GameplayManager::hasFormula(const str& formulaName)
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{
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return _gameplayFormulaManager.hasFormula(formulaName);
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}
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//--------------------------------------------------------------
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//
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// Name: calculate
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// Class: GameplayManager
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//
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// Description: Queries the FormulaManager for the result given the formula
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// name and some data.
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//
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// Parameters: const str& formulaName -- Name of the formula
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// const GameplayFormulaData& formulaData -- Formula Data
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// float multiplier -- optional multiplier that defaults to 1.0
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//
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// Returns: flaot
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//
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//--------------------------------------------------------------
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float GameplayManager::calculate(const str& formulaName, const GameplayFormulaData& formulaData, float multiplier)
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{
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float result = _gameplayFormulaManager.getFormulaResult(formulaName, formulaData) * multiplier;
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return result;
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}
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//--------------------------------------------------------------
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//
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// Name: setBase
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// Class: GameplayManager
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//
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// Description: Sets the base object of objname to be baseobj.
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//
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// Parameters: const str& objname -- Object on which to set the base
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// const str& baseobj -- Base object to reference
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//
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// Returns: bool
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//
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//--------------------------------------------------------------
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bool GameplayManager::setBase(const str& objname, const str& baseobj)
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{
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return _gameplayDatabase.setBase(objname, baseobj);
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}
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//--------------------------------------------------------------
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//
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// Name: clearPropertyOverrides
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// Class: GameplayManager
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//
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// Description: Clears all properties in this object that override
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// properties in the base object.
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//
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// Parameters: const str& objname -- Object to clear the properties for
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//
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// Returns: bool - successful or not
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//
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//--------------------------------------------------------------
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bool GameplayManager::clearPropertyOverrides(const str& objname)
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{
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return _gameplayDatabase.clearPropertyOverrides(objname);
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}
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//===============================================================
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// Name: processPendingMessages
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// Class: GameplayManager
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//
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// Description: Sends all messages that haven't been sent about
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// deltas in the database to the client.
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//
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// Parameters: None
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//
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// Returns: None
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//
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//===============================================================
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void GameplayManager::processPendingMessages( void )
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{
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char message[256] ;
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Container<PendingDelta> &pendingDeltaList = _gameplayDatabase.getPendingDeltaList();
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for ( int pendingDeltaIdx = 1; pendingDeltaIdx <= pendingDeltaList.NumObjects(); pendingDeltaIdx++ )
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{
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PendingDelta pendingDelta = pendingDeltaList.ObjectAt( pendingDeltaIdx );
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Vector vectorValue ;
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float floatValue = 0.0f ;
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str objName = pendingDelta.getObjectName();
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str propName = pendingDelta.getPropertyName();
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str stringValue ;
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switch ( pendingDelta.getGameplayValueType() )
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{
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case VALUE_FLOAT:
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floatValue = pendingDelta.getFloatValue();
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sprintf( message, "gdb_setfloatproperty %s %s %g\n", objName.c_str(), propName.c_str(), floatValue );
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break ;
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case VALUE_STRING:
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stringValue = pendingDelta.getStringValue();
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sprintf( message, "gdb_setstringproperty %s %s %s\n", objName.c_str(), propName.c_str(), stringValue.c_str() );
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break ;
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case VALUE_VECTOR:
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vectorValue = pendingDelta.getVectorValue();
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sprintf( message, "gdb_setvectorproperty %s %s %g %g %g\n", objName.c_str(), propName.c_str(), vectorValue.x, vectorValue.y, vectorValue.z );
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break ;
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default:
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break ;
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}
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G_SendCommandToAllPlayers( message );
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}
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_gameplayDatabase.clearPendingDeltaList();
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}
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//--------------------------------------------------------------
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//
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// Name: Archive
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// Class: GameplayDatabase
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//
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// Description: Archive function.
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//
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// Parameters: Archiver &arc -- Archive reference
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void GameplayManager::Archive(Archiver &arc)
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{
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_gameplayDatabase.Archive(arc);
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}
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#else
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//----------------------------------------------------------------
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// E X T E R N A L "C" A P I
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//----------------------------------------------------------------
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//-----------------------------------------------------
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//
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// Name: HasProperty
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// Class: None
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//
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// Description: Checks if a property exists.
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//
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// Parameters: objectName - The object name
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// propertyName - The property name
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//
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// Returns: If found, true is returned, otherwise false.
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//-----------------------------------------------------
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extern "C" qboolean HasGameplayProperty(const char* objectName, const char* propertyName)
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{
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GameplayManager* gpm = GameplayManager::getTheGameplayManager();
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if(gpm == 0)
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return 0;
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if(gpm->hasProperty(objectName, propertyName))
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return qtrue;
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return qfalse;
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}
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//-----------------------------------------------------
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//
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// Name: GetGameplayStringProperty
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// Class: None
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//
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// Description: Gets the string property in the gameplay database
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//
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// Parameters: objectName - The object name
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// propertyName - The property name
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//
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// Returns: If found, the property string is returned, otherwise 0
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//-----------------------------------------------------
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extern "C" void GetGameplayStringProperty(const char* objectName, const char* propertyName, char* buffer, int length)
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{
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if(buffer == 0 || length <= 0)
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return;
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GameplayManager* gpm = GameplayManager::getTheGameplayManager();
|
|
if(gpm == 0)
|
|
return;
|
|
|
|
str stringValue = gpm->getStringValue(objectName, propertyName);
|
|
|
|
strncpy(buffer, stringValue.c_str(), length);
|
|
}
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name: SetGameplayStringProperty
|
|
// Class: None
|
|
//
|
|
// Description: Sets the string property in the gameplay database
|
|
//
|
|
// Parameters: objname - The object name
|
|
// propname - The property name
|
|
// valuestr - The value of the property.
|
|
// create - If true, it creates the property if the property does not exist
|
|
//
|
|
// Returns: None
|
|
//-----------------------------------------------------
|
|
extern "C" void SetGameplayStringProperty(const char* objectName, const char* propertyName, const char* stringValue, qboolean create)
|
|
{
|
|
GameplayManager* gpm = GameplayManager::getTheGameplayManager();
|
|
if(gpm == 0)
|
|
return;
|
|
|
|
//Convert the qboolean to boolean
|
|
bool createProperty = false;
|
|
|
|
if(create)
|
|
createProperty = true;
|
|
|
|
gpm->setStringValue(objectName, propertyName, stringValue, createProperty);
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name: GetGameplayFloatProperty
|
|
// Class: None
|
|
//
|
|
// Description: Gets a float property from the gameplay datbase
|
|
//
|
|
// Parameters: objectName - the object name
|
|
// propertyName - the property name
|
|
//
|
|
// Returns: The found value.
|
|
//-----------------------------------------------------
|
|
extern "C" float GetGameplayFloatProperty(const char* objectName, const char* propertyName)
|
|
{
|
|
GameplayManager* gpm = GameplayManager::getTheGameplayManager();
|
|
if(gpm == 0)
|
|
return 1.0f;
|
|
|
|
return gpm->getFloatValue(objectName, propertyName);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name: GetGameplayFloatPropertyCmd
|
|
// Class: None
|
|
//
|
|
// Description: Gets a float property from the gameplay datbase
|
|
// and prints it to the console.
|
|
//
|
|
// Parameters:
|
|
//
|
|
// Returns: The found value.
|
|
//-----------------------------------------------------
|
|
void GetGameplayFloatPropertyCmd( void )
|
|
{
|
|
GameplayManager* gpm = GameplayManager::getTheGameplayManager();
|
|
|
|
if ( gpm )
|
|
{
|
|
const char *objectName = Cmd_Argv( 1 );
|
|
const char *propertyName = Cmd_Argv( 2 );
|
|
float floatValue = gpm->getFloatValue( objectName, propertyName );
|
|
Com_Printf( "%s.%s: %g\n", objectName, propertyName, floatValue );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name: GetGameplayStringPropertyCmd
|
|
// Class: None
|
|
//
|
|
// Description: Gets a string property from the gameplay datbase
|
|
// and prints it to the console.
|
|
//
|
|
// Parameters:
|
|
//
|
|
// Returns: The found value.
|
|
//-----------------------------------------------------
|
|
void GetGameplayStringPropertyCmd( void )
|
|
{
|
|
GameplayManager* gpm = GameplayManager::getTheGameplayManager();
|
|
if( gpm )
|
|
{
|
|
const char *objectName = Cmd_Argv( 1 );
|
|
const char *propertyName = Cmd_Argv( 2 );
|
|
str stringValue = gpm->getStringValue( objectName, propertyName );
|
|
Com_Printf( "%s.%s: %s\n", objectName, propertyName, stringValue.c_str() );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name: SetGameplayFloatProperty
|
|
// Class: None
|
|
//
|
|
// Description: Sets a float property in the gameplay database
|
|
//
|
|
// Parameters: objectName - the object name
|
|
// propertyName - the property name
|
|
// value - the new float value
|
|
// create - If true, the value is created, otherwise the value is set.
|
|
//
|
|
// Returns: None
|
|
//-----------------------------------------------------
|
|
extern "C" void SetGameplayFloatProperty(const char* objectName, const char* propertyName, float value, qboolean create)
|
|
{
|
|
GameplayManager* gpm = GameplayManager::getTheGameplayManager();
|
|
if(gpm == 0)
|
|
return;
|
|
|
|
//Convert the qboolean to boolean.
|
|
bool createProperty = false;
|
|
|
|
if(create)
|
|
createProperty = true;
|
|
|
|
gpm->setFloatValue(objectName, propertyName, value, createProperty);
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: SetGameplayStringProperty
|
|
// Class: None
|
|
//
|
|
// Description: Sets a string property in the gameplay database.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//===============================================================
|
|
void SetGameplayStringProperty( void )
|
|
{
|
|
if ( Cmd_Argc() != 4 )
|
|
{
|
|
Com_Printf( "Syntax: gdb_setstringproperty <objname> <propname> <stringvalue>\n" );
|
|
return ;
|
|
}
|
|
|
|
const char *objectName = Cmd_Argv( 1 );
|
|
const char *propertyName = Cmd_Argv( 2 );
|
|
const char *stringValue = Cmd_Argv( 3 );
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( !gpm ) return ;
|
|
|
|
gpm->setStringValue( objectName, propertyName, stringValue, true );
|
|
}
|
|
|
|
//===============================================================
|
|
// Name: SetGameplayFloatProperty
|
|
// Class: None
|
|
//
|
|
// Description: Sets a float property in the gameplay database.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//===============================================================
|
|
void SetGameplayFloatProperty( void )
|
|
{
|
|
if ( Cmd_Argc() != 4 )
|
|
{
|
|
Com_Printf( "Syntax: gdb_setfloatproperty <objname> <propname> <floatvalue>\n" );
|
|
return ;
|
|
}
|
|
|
|
const char *objectName = Cmd_Argv( 1 );
|
|
const char *propertyName = Cmd_Argv( 2 );
|
|
const char *floatStringValue = Cmd_Argv( 3 );
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( !gpm ) return ;
|
|
|
|
float floatValue = atof( floatStringValue );
|
|
gpm->setFloatValue( objectName, propertyName, floatValue, true );
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: CreateGameplayManager
|
|
// Class: None
|
|
//
|
|
// Description: Creates the GameplayManager. This loads the
|
|
// Gameplay Database from disk.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//===============================================================
|
|
extern "C" void CreateGameplayManager( void )
|
|
{
|
|
GameplayManager::create();
|
|
Cmd_AddCommand( "gdb_setfloatproperty", SetGameplayFloatProperty );
|
|
Cmd_AddCommand( "gdb_setstringproperty", SetGameplayStringProperty );
|
|
Cmd_AddCommand( "gdb_getfloatproperty", GetGameplayFloatPropertyCmd );
|
|
Cmd_AddCommand( "gdb_getstringproperty", GetGameplayStringPropertyCmd );
|
|
}
|
|
|
|
//===============================================================
|
|
// Name: ShutdownGameplayManager
|
|
// Class: None
|
|
//
|
|
// Description: Shuts down (destroys) the GameplayManager.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//===============================================================
|
|
extern "C" void ShutdownGameplayManager( void )
|
|
{
|
|
Cmd_RemoveCommand( "gdb_setfloatproperty" );
|
|
Cmd_RemoveCommand( "gdb_setstringproperty" );
|
|
Cmd_RemoveCommand( "gdb_getfloatproperty" );
|
|
Cmd_RemoveCommand( "gdb_getstringproperty" );
|
|
GameplayManager::shutdown();
|
|
}
|
|
|
|
#endif // GAME_DLL
|