mirror of
https://github.com/UberGames/EF2GameSource.git
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330 lines
No EOL
8 KiB
C++
330 lines
No EOL
8 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/teammateroster.cpp $
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// $Revision:: 10 $
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// $Author:: Steven $
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// $Date:: 10/10/02 1:13p $
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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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#include "teammateroster.hpp"
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#include "GameplayManager.h"
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TeammateRoster* TeammateRoster::_instance = 0;
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//-----------------------------------------------------
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//
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// Name: TeammateRoster
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// Class: TeammateRoster
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//
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// Description: Initializes data members
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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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TeammateRoster::TeammateRoster()
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{
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GameplayManager* gpm = GameplayManager::getTheGameplayManager();
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if(gpm == 0)
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return;
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_healthyShader = gpm->getStringValue("TeammateData", "HealthyShader");
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_injuredShader = gpm->getStringValue("TeammateData", "InjuredShader");
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_criticalShader = gpm->getStringValue("TeammateData", "CriticalShader");
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_defaultShader = gpm->getStringValue("TeammateData", "DefaultShader");
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_healthyAnimation = gpm->getStringValue("TeammateData", "HealthyAnimation");
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_injuredAnimation = gpm->getStringValue("TeammateData", "InjuredAnimation");
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_criticalAnimation = gpm->getStringValue("TeammateData", "CriticalAnimation");
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for(int i = 0; i < MAX_TEAMMATES; i++)
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{
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_teammateList[i].active = false;
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_teammateList[i].entNum = ENTITYNUM_NONE;
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}
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}
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//-----------------------------------------------------
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//
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// Name: ~TeammateRoster
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// Class: TeammateRoster
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//
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// Description: Uninitializes data members
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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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TeammateRoster::~TeammateRoster()
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{
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for(int i = 0; i < MAX_TEAMMATES; i++)
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{
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removeTeammate(i);
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}
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}
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//-----------------------------------------------------
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//
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// Name: createInstance
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// Class: TeammateRoster
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//
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// Description: Creates an instance of the teammate roster system
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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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void TeammateRoster::createInstance(void)
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{
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if(_instance == 0)
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_instance = new TeammateRoster;
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}
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//-----------------------------------------------------
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//
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// Name: deleteInstance
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// Class: TeammateRoster
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//
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// Description: Deletes the instance of the teammate roster.
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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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void TeammateRoster::deleteInstance(void)
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{
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delete _instance;
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_instance = 0;
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}
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//-----------------------------------------------------
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//
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// Name: addTeammate
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// Class: TeammateRoster
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//
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// Description: Adds a teammate to the roster. If a teammate already exists
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// in that current position, the new teammate replaces the old
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// teammate.
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//
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// Parameters: entity - the entity to add as a teammate.
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// index - the position on the roster to add the teammate to.
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//
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// Returns:
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//-----------------------------------------------------
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void TeammateRoster::addTeammate( const Entity* entity, int index)
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{
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if(index > MAX_TEAMMATES - 1 || index < 0 )
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{
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return;
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}
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if(entity == 0)
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return;
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TeammateData& teammateData = _teammateList[index];
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teammateData.entNum = entity->edict->s.number;
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teammateData.injuredHealthLevel = entity->max_health - (entity->max_health * 0.33f); //injured health level is below 2/3 of their health
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teammateData.criticalHealthLevel = entity->max_health - (entity->max_health * 0.66f); //critical health level is below 1/3 of their health
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//get the archetype
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teammateData.archeType = entity->getArchetype();
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teammateData.active = true;
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}
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//-----------------------------------------------------
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//
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// Name: removeTeammate
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// Class: TeammateRoster
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//
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// Description: Removes a teammate from the list.
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//
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// Parameters: index - the index of the teammate data.
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//
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// Returns: None
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//-----------------------------------------------------
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void TeammateRoster::removeTeammate(int index)
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{
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if(index > MAX_TEAMMATES - 1 || index < 0 )
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return;
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TeammateData& teammateData = _teammateList[index];
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teammateData.entNum = ENTITYNUM_NONE;
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teammateData.criticalHealthLevel = 0;
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teammateData.injuredHealthLevel = 0;
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teammateData.active = false;
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removeTeammateDataFromDatabase(index);
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}
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//-----------------------------------------------------
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//
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// Name: removeTeammateDataFromDatabase
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// Class: TeammateRoster
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//
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// Description: Removes the teammate data from the database
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//
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// Parameters: index - the index of the teammate data
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//
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// Returns: None
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//-----------------------------------------------------
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void TeammateRoster::removeTeammateDataFromDatabase(int index)
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{
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GameplayManager* gpm = GameplayManager::getTheGameplayManager();
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if(gpm == 0)
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return;
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str objectName = "Teammate";
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objectName += (index + 1);
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gpm->setStringValue(objectName,"Archetype","EMPTY");
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gpm->setStringValue(objectName, "StatusShader", _defaultShader);
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}
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//-----------------------------------------------------
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//
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// Name: getTeammateStatus
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// Class: TeammateRoster
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//
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// Description: Retrieves the teammates status based upon their current health.
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//
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// Parameters: index - index into the list for the teammate data.
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//
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// Returns: TeammateStatus
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//-----------------------------------------------------
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TeammateStatus TeammateRoster::getTeammateStatus(int index)
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{
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if(index > MAX_TEAMMATES - 1 || index < 0 )
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return HEALTHY_STATUS;
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TeammateData& teammateData = _teammateList[index];
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// Make sure we are referencing an actual entity
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if ( teammateData.entNum == ENTITYNUM_NONE )
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return HEALTHY_STATUS;
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gentity_t* gentity = &g_entities[teammateData.entNum];
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if(gentity == 0 || gentity->entity == 0)
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return HEALTHY_STATUS;
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if(gentity->entity->health > teammateData.injuredHealthLevel)
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{
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return HEALTHY_STATUS;
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}
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else if(gentity->entity->health <= teammateData.injuredHealthLevel &&
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gentity->entity->health > teammateData.criticalHealthLevel)
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{
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return INJURED_STATUS;
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}
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else if(gentity->entity->health <= teammateData.criticalHealthLevel)
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{
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return CRITICAL_STATUS;
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}
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return HEALTHY_STATUS;
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}
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//-----------------------------------------------------
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//
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// Name: update
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// Class: TeammateRoster
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//
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// Description: Updates the teammates status via the database.
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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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void TeammateRoster::update(void)
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{
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GameplayManager* gpm;
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str objectName;
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TeammateStatus status;
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str shader;
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str animation;
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gpm = GameplayManager::getTheGameplayManager();
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if(gpm == 0)
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return;
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for(int i = 0; i < MAX_TEAMMATES; i++)
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{
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if(_teammateList[i].active == false)
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continue;
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//update the teammates status.
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objectName = "Teammate";
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objectName += (i + 1);
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status = getTeammateStatus(i);
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switch (status)
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{
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case HEALTHY_STATUS:
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shader = _healthyShader;
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animation = _healthyAnimation;
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break;
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case INJURED_STATUS:
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shader = _injuredShader;
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animation = _injuredAnimation;
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break;
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case CRITICAL_STATUS:
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shader = _criticalShader;
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animation = _criticalAnimation;
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break;
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}
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gpm->setStringValue(objectName, "Archetype", _teammateList[i].archeType, true);
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str objectRenderName = _teammateList[i].archeType;
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objectRenderName += ".ModelRendering";
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gpm->setStringValue(objectRenderName, "animation", animation, true);
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gpm->setStringValue(objectName, "StatusShader", shader, true);
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}
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}
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//-----------------------------------------------------
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//
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// Name: clearTeammates
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// Class: TeammateRoster
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//
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// Description: Clears the teammates from the roster.
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//
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// Parameters:
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//
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// Returns:
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//-----------------------------------------------------
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void TeammateRoster::clearTeammates( void )
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{
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for( int i = 0; i < MAX_TEAMMATES; i++)
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{
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removeTeammate(i);
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}
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} |