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GameState.cpp
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GameState.cpp
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// GameState.cpp: implementation of the CGameState class.
//
// Pandora Bot v2.0
// By Darrin W. Cullop (dcullop@arizona.edu)
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "Pandora.h"
#include "GameState.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Defines
//////////////////////////////////////////////////////////////////////
#define NAME_SKIN_DIVIDER "\\"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CGameState::CGameState()
{
CEntity::SetGameState( this );
CPlayerInfo::SetBot( &m_botClient );
Clear();
}
CGameState::~CGameState()
{
Reset();
}
//////////////////////////////////////////////////////////////////////
// Data Manipulation
//////////////////////////////////////////////////////////////////////
void CGameState::SetConfigString( const WORD& nIndex, const CString& strConfig )
{
ASSERT( nIndex < MAX_CONFIGSTRINGS );
m_arrConfigStrings[nIndex] = strConfig;
// If it is a player info string, parse it for the name and skin
// and update the appropriate player object
if ( (nIndex >= CS_PLAYERSKINS) && (m_bReady) )
{
ParsePlayerInfo( nIndex-CS_PLAYERSKINS );
}
}
const CString& CGameState::GetConfigString( const WORD& nIndex ) const
{
// This generates a warning, but as far as I can tell, it works just fine.
ASSERT( nIndex < MAX_CONFIGSTRINGS );
return m_arrConfigStrings.GetAt(nIndex);
}
const CString& CGameState::GetModelName( const BYTE& nModel ) const
{
ASSERT( nModel < MAX_MODELS );
return m_arrConfigStrings.GetAt( CS_MODELS + nModel );
}
const CString& CGameState::GetSoundName( const BYTE& nSound ) const
{
ASSERT( nSound < MAX_SOUNDS );
return m_arrConfigStrings.GetAt( CS_SOUNDS + nSound );
}
const CString& CGameState::GetImageName( const BYTE& nImage ) const
{
ASSERT( nImage < MAX_IMAGES );
return m_arrConfigStrings.GetAt( CS_IMAGES + nImage );
}
const CString& CGameState::GetLightStyle( const BYTE& nStyle ) const
{
ASSERT( nStyle < MAX_LIGHTSTYLES );
return m_arrConfigStrings.GetAt( CS_LIGHTS + nStyle );
}
const CString& CGameState::GetItemName( const BYTE& nItem ) const
{
ASSERT( nItem < MAX_ITEMS );
return m_arrConfigStrings.GetAt( CS_ITEMS + nItem );
}
const CString& CGameState::GetPlayerSkin( const BYTE& nPlayer ) const
{
ASSERT( nPlayer < MAX_CLIENTS );
return m_arrConfigStrings.GetAt( CS_PLAYERSKINS + nPlayer );
}
void CGameState::GetConfigString( const WORD& nIndex, CString& strTarget ) const
{
ASSERT( nIndex < MAX_CONFIGSTRINGS );
strTarget = m_arrConfigStrings.GetAt(nIndex);
}
void CGameState::GetModelName( const BYTE& nModel, CString& strTarget ) const
{
ASSERT( nModel < MAX_MODELS );
strTarget = m_arrConfigStrings.GetAt( CS_MODELS + nModel );
}
void CGameState::GetSoundName( const BYTE& nSound, CString& strTarget ) const
{
ASSERT( nSound < MAX_SOUNDS );
strTarget = m_arrConfigStrings.GetAt( CS_SOUNDS + nSound );
}
void CGameState::GetImageName( const BYTE& nImage, CString& strTarget ) const
{
ASSERT( nImage < MAX_IMAGES );
strTarget = m_arrConfigStrings.GetAt( CS_IMAGES + nImage );
}
void CGameState::GetLightStyle( const BYTE& nStyle, CString& strTarget ) const
{
ASSERT( nStyle < MAX_LIGHTSTYLES );
strTarget = m_arrConfigStrings.GetAt( CS_LIGHTS + nStyle );
}
void CGameState::GetItemName( const BYTE& nItem, CString& strTarget ) const
{
ASSERT( nItem < MAX_ITEMS );
strTarget = m_arrConfigStrings.GetAt( CS_ITEMS + nItem );
}
void CGameState::GetPlayerSkin( const BYTE& nPlayer, CString& strTarget ) const
{
ASSERT( nPlayer < MAX_CLIENTS );
strTarget = m_arrConfigStrings.GetAt( CS_PLAYERSKINS + nPlayer );
}
CEntity* CGameState::GetEntity( const WORD nEntity )
{
ASSERT( nEntity < MAX_EDICTS );
if ( m_pEdicts[nEntity] == NULL )
{
//m_pEdicts[nEntity] = new CEntity;
BeginLevel();
}
return (m_pEdicts[nEntity]);
}
CPlayer* CGameState::GetPlayer( const WORD nPlayer )
{
ASSERT( nPlayer <= m_nClients );
if ( m_bReady )
{
return ((CPlayer*)(m_pEdicts[nPlayer+1]));
}
return NULL;
}
CBot* CGameState::GetBot()
{
return &m_botClient;
}
//////////////////////////////////////////////////////////////////////
// Reverse Lookup Operations
//////////////////////////////////////////////////////////////////////
BOOL CGameState::FindImageName( const CString& strFindMe, BYTE& nIndex ) const
{
register int nCount;
for (nCount = 0; nCount < MAX_IMAGES; nCount++)
{
const CString& strCurrent = m_arrConfigStrings.GetAt( CS_IMAGES + nCount );
if ( strCurrent == strFindMe )
{
nIndex = nCount;
return TRUE;
}
}
return FALSE;
}
BOOL CGameState::FindItemName( const CString& strFindMe, BYTE& nIndex ) const
{
register int nCount;
for (nCount = 0; nCount < MAX_ITEMS; nCount++)
{
const CString& strCurrent = m_arrConfigStrings.GetAt( CS_ITEMS + nCount );
if ( strCurrent == strFindMe )
{
nIndex = nCount;
return TRUE;
}
}
return FALSE;
}
BOOL CGameState::FindModelName( const CString& strFindMe, BYTE& nIndex ) const
{
register int nCount;
for (nCount = 0; nCount < MAX_MODELS; nCount++)
{
const CString& strCurrent = m_arrConfigStrings.GetAt( CS_MODELS + nCount );
if ( strCurrent == strFindMe )
{
nIndex = nCount;
return TRUE;
}
}
return FALSE;
}
BOOL CGameState::FindSoundName( const CString& strFindMe, BYTE& nIndex ) const
{
register int nCount;
for (nCount = 0; nCount < MAX_SOUNDS; nCount++)
{
const CString& strCurrent = m_arrConfigStrings.GetAt( CS_SOUNDS + nCount );
if ( strCurrent == strFindMe )
{
nIndex = nCount;
return TRUE;
}
}
return FALSE;
}
//////////////////////////////////////////////////////////////////////
// Operations
//////////////////////////////////////////////////////////////////////
void CGameState::ParsePlayerInfo( const BYTE nPlayer )
{
CPlayer* pInfo = GetPlayer( nPlayer );
CString strInfo = m_arrConfigStrings.GetAt( CS_PLAYERSKINS + nPlayer );
ASSERT( pInfo != NULL );
if ( strInfo.GetLength() )
{
CString strTemp = strInfo.SpanExcluding( NAME_SKIN_DIVIDER );
pInfo->SetName( strTemp );
strTemp = strInfo.Right( strInfo.GetLength() - strTemp.GetLength() - strlen(NAME_SKIN_DIVIDER) );
pInfo->SetSkin( strTemp );
}
else
{
pInfo->SetName( _T("") );
pInfo->SetSkin( _T("") );
}
}
BOOL CGameState::NewFrame( const UINT& nFrameNum, const UINT& nOldFrame )
{
if ( !m_bReady )
{
return FALSE;
}
else
{
register int nCount;
for ( nCount = 0 ; nCount < MAX_EDICTS ; nCount++ )
{
(m_pEdicts[nCount])->NewFrame( nFrameNum, nOldFrame );
}
m_nFrameNumber = nFrameNum;
return TRUE;
}
}
void CGameState::Clear()
{
register int nCount;
m_nClients = 0;
m_nBotNumber = 0;
for (nCount = 0; nCount < MAX_EDICTS ; nCount++)
{
m_pEdicts[nCount] = NULL;
}
m_arrConfigStrings.RemoveAll();
m_arrConfigStrings.SetSize( MAX_CONFIGSTRINGS );
m_bReady = FALSE;
}
void CGameState::Reset()
{
register int nCount;
for ( nCount = 0; nCount < MAX_EDICTS ; nCount++ )
{
if ( (m_pEdicts[nCount] != NULL) && (m_pEdicts[nCount] != &m_botClient) )
{
delete m_pEdicts[nCount];
}
}
m_botClient.Reset();
Clear();
}
void CGameState::BeginLevel()
{
register int nCount;
CString strTemp;
CEntity* pTemp = NULL;
ASSERT( m_bReady == FALSE );
// GameState is now ready to be used
m_bReady = TRUE;
// Decode the Max Number of clients
strTemp = m_arrConfigStrings.GetAt( CS_MAXCLIENTS );
m_nClients = ((BYTE)(atoi( strTemp.GetBuffer(strTemp.GetLength()) )));
ASSERT( m_nClients > 0 );
// Create the "world" entity
ASSERT( m_pEdicts[0] == NULL );
m_pEdicts[0] = new CEntity;
(m_pEdicts[0])->SetEntityNumber( 0 );
// Create the player entities
for (nCount = 1; nCount <= m_nClients; nCount++)
{
ASSERT( m_pEdicts[nCount] == NULL );
if ( nCount == m_nBotNumber+1 )
{
m_pEdicts[nCount] = &m_botClient;
}
else
{
m_pEdicts[nCount] = new CPlayer;
}
(m_pEdicts[nCount])->SetEntityNumber( nCount );
((CPlayer*)(m_pEdicts[nCount]))->SetPlayerNumber( nCount-1 );
ParsePlayerInfo( nCount-1 );
}
// Create the rest of the game objects
for (nCount = m_nClients+1; nCount < MAX_EDICTS; nCount++)
{
ASSERT( m_pEdicts[nCount] == NULL );
m_pEdicts[nCount] = new CEntity;
(m_pEdicts[nCount])->SetEntityNumber( nCount );
}
}