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CnC_Renegade/Code/Combat/bones.cpp

139 lines
4.8 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/bones.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/14/02 10:41a $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "bones.h"
#include "debug.h"
#include "assets.h"
#include "wwstring.h"
#include "stl.h"
static bool _BonesMangerInitted = false;
/*
**
*/
class BoneDataClass {
public:
BoneDataClass( const char * screen_name, float damage_scale ) :
ScreenName( screen_name ), DamageScale( damage_scale ) {}
StringClass ScreenName;
float DamageScale;
};
typedef std::map< StringClass , BoneDataClass * > BoneMapper;
BoneMapper BoneMap;
/*
** Database Loading
*/
#define BONES_INI_FILENAME "BONES.INI"
#define SECTION_LIST "Bones_List"
#define ENTRY_NAME "Name"
#define ENTRY_SCREEN_NAME "ScreenName"
#define ENTRY_DAMAGE_SCALE "DamageScale"
void Load_Bones( void )
{
INIClass * bonesINI = Get_INI( BONES_INI_FILENAME );
if (bonesINI != NULL) {
WWASSERT( bonesINI && bonesINI->Section_Count() > 0 );
int count = bonesINI->Entry_Count( SECTION_LIST ); // Load gang list
for ( int entry = 0; entry < count; entry++ ) {
char name[80];
char screen_name[80];
char section_name[80];
bonesINI->Get_String( SECTION_LIST, bonesINI->Get_Entry( SECTION_LIST, entry),
"", section_name, sizeof( section_name ) );
bonesINI->Get_String( section_name, ENTRY_NAME, "", name, sizeof( name ) );
bonesINI->Get_String( section_name, ENTRY_SCREEN_NAME, "", screen_name, sizeof( screen_name ) );
float damage_scale = bonesINI->Get_Float( section_name, ENTRY_DAMAGE_SCALE, 1.0 );
BoneMap[ name ] = new BoneDataClass( screen_name, damage_scale );
// Debug_Say(( "Add bone %s %s %f\n", name, screen_name, damage_scale ));
}
Release_INI( bonesINI );
} else {
Debug_Say(("Load_Bones - Unable to load %s\n", BONES_INI_FILENAME));
}
}
/*
**
*/
void BonesManager::Init( void )
{
if (_BonesMangerInitted) {
Shutdown();
}
Load_Bones();
_BonesMangerInitted = true;
}
void BonesManager::Shutdown( void )
{
for(BoneMapper::iterator it = BoneMap.begin(); it != BoneMap.end(); it++) {
delete it->second;
}
BoneMap.clear();
_BonesMangerInitted = false;
}
const char * BonesManager::Get_Bone_Screen_Name( const char * bone_name )
{
BoneMapper::iterator i = BoneMap.find( bone_name );
if ( i != BoneMap.end() ) {
return i->second->ScreenName;
}
return "???";
}
float BonesManager::Get_Bone_Damage_Scale( const char * bone_name )
{
StringClass bone_name_string(bone_name,true);
BoneMapper::iterator i = BoneMap.find( bone_name_string );
if ( i != BoneMap.end() ) {
return i->second->DamageScale;
}
return 1.0f;
}