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