Example #1
0
//===============================================================
// Name:		G_PurchaseSkillCmd
// Class:		None
//
// Description: Purchases a skill for the current player.  This
//				goes into the gameplay database and looks for a
//				CurrentPlayer object who has a skillPoints property.
//
//				If its found, we attempt to increment the value
//				of the skill specified in the command's first argument.
//				We also decrement by one the number of available skillPoints.
// 
// Parameters:	gentity_t -- the entity issuing the command. Not used.
//
// Returns:		qboolean -- true if the command was executed.
// 
//===============================================================
qboolean G_PurchaseSkillCmd( const gentity_t *ent )
{
	str propname ;

	if ( gi.argc() < 1 ) return qfalse ;

	propname = gi.argv( 1 );

	GameplayManager *gpm = GameplayManager::getTheGameplayManager();
	if ( !gpm ) return false ;

	float skillPoints = gpm->getFloatValue( "CurrentPlayer", "SkillPoints" );
	if ( skillPoints > 0.0f )
	{
		str objName("CurrentPlayer.");
		objName += propname ;
		float skillValue = gpm->getFloatValue( objName, "value" );
		if ( skillValue < gpm->getFloatValue( objName, "max" ) )
		{
			gpm->setFloatValue( objName, "value", skillValue + 1.0f );
			gpm->setFloatValue( "CurrentPlayer", "SkillPoints", skillPoints - 1.0f );

			if ( ent->entity->isSubclassOf( Player ) )
			{
				Player *player = (Player*)ent->entity;
				player->skillChanged( objName );
			}
		}
	}

	return qtrue ;
}
Example #2
0
void Health::PickupHealth( Event *ev )
{
	Sentient *sen;
	Entity *other;
	
	other = ev->GetEntity( 1 );
	if ( !other || !other->isSubclassOf( Sentient ) )
	{
		return;
	}
	
	sen = ( Sentient * )other;
	
	if ( sen->health >= sen->max_health )
		return;
	
	if ( !ItemPickup( other, false ) )
	{
		return;
	}
	
	GameplayManager *gpm = GameplayManager::getTheGameplayManager();
	if ( gpm->hasObject(getArchetype()) )
	{
		if ( gpm->hasFormula("HealthPotion") )
		{
			GameplayFormulaData fd(this);
			amount = gpm->calculate("HealthPotion", fd, sen->max_health);
		}
		str snd = gpm->getStringValue(getArchetype() + ".Use", "wav");
		if ( snd.length() )
		{
			int channel = CHAN_BODY;
			float volume = -1.0f;
			float mindist = -1.0f;
			if ( gpm->hasProperty(getArchetype() + ".Use","channel") )
				channel = (int)gpm->getFloatValue(getArchetype() + ".Use", "channel");
			if ( gpm->hasProperty(getArchetype() + ".Use","volume") )
				volume = (int)gpm->getFloatValue(getArchetype() + ".Use", "volume");
			if ( gpm->hasProperty(getArchetype() + ".Use","mindist") )
				mindist = (int)gpm->getFloatValue(getArchetype() + ".Use", "mindist");
			Sound(snd, channel, volume, mindist);
		}
	}
	
	sen->health += (float)amount;
	
	if ( sen->health > sen->max_health )
	{
		sen->health = sen->max_health;
	}
	
	// If we are on fire stop it
	
	sen->ProcessEvent( EV_Sentient_StopOnFire );
}
//--------------------------------------------------------------
//
// Name:			getResult
// Class:			GameplayFormulaOperand
//
// Description:		Gets the result of the operand given the data
//
// Parameters:		const GameplayFormulaData& formulaData -- Data to use
//
// Returns:			float -- The result, or 1.0 if there's a problem
//
//--------------------------------------------------------------
float GameplayFormulaOperand::getResult(const GameplayFormulaData& formulaData)
{
	float finalResult = _constant; // Constant is factored in here.
	str name;
	GameplayManager *gpm = GameplayManager::getTheGameplayManager();

	char firstobj[255], *sptr;
	strcpy(firstobj, _object.c_str());
	sptr = strchr(firstobj, '.');
	sptr = 0;

	// Defines are a special case
	if ( !strcmp(firstobj,"Defines") )
	{
		finalResult *= gpm->getFloatValue(_property, "value");
		return finalResult;
	}

	if ( !strcmp(firstobj, "Primary") && formulaData.primary )
		name = formulaData.primary->getArchetype();
	if ( !strcmp(firstobj, "Secondary") && formulaData.secondary )
		name = formulaData.secondary->getArchetype();
	if ( !strcmp(firstobj, "Weapon") && formulaData.weapon )
		name = formulaData.weapon->getArchetype();
	if ( !strcmp(firstobj, "AttackType") )
		name = formulaData.attackType;
	
	// The object was not one of the code-keywords, check the database
	// itself for the object and property.
	if ( !name.length() )
	{
		finalResult *= gpm->getFloatValue(_object, _property);
		return finalResult;
	}

	if ( _inverse )
		finalResult *= (1.0f / gpm->getFloatValue(name, _property));
	else
		finalResult *= gpm->getFloatValue(name, _property);
	
	return finalResult;
}
Example #4
0
void HealthInventoryItem::Use( Event *ev )
{
	Entity      *other;
	Sentient    *sen;
	//Event			*event;
	str			sound_name;
	
	
	other = ev->GetEntity<Entity>( 1 );
	if ( !other || !other->isSubclassOf( Sentient ) )
	{
		return;
	}
	
	sen = ( Sentient * )other;
	
	GameplayManager *gpm = GameplayManager::getTheGameplayManager();
	if ( gpm->hasObject(getArchetype()) )
	{
		if ( gpm->hasFormula("HealthPotion") )
		{
			GameplayFormulaData fd(this);
			amount = gpm->calculate("HealthPotion", fd, sen->max_health);
		}
		str snd = gpm->getStringValue(getArchetype() + ".Use", "wav");
		if ( snd.length() )
		{
			int channel = CHAN_BODY;
			float volume = -1.0f;
			float mindist = -1.0f;
			if ( gpm->hasProperty(getArchetype() + ".Use","channel") )
				channel = (int)gpm->getFloatValue(getArchetype() + ".Use", "channel");
			if ( gpm->hasProperty(getArchetype() + ".Use","volume") )
				volume = (int)gpm->getFloatValue(getArchetype() + ".Use", "volume");
			if ( gpm->hasProperty(getArchetype() + ".Use","mindist") )
				mindist = (int)gpm->getFloatValue(getArchetype() + ".Use", "mindist");
			Sound(snd, channel, volume, mindist);
		}
	}
	
	sen->health += (float)amount;
	
	if ( sen->health > sen->max_health )
	{
		sen->health = sen->max_health;
	}
	
	// If we are on fire stop it
	
	sen->ProcessEvent( EV_Sentient_StopOnFire );
	
	// Spawn special effect around sentient
	
	// Uncomment if we need it
	/*sound_name = GetRandomAlias( "snd_use" );
	
	if ( sound_name )
	other->Sound( sound_name.c_str(), 0 );
	  
	event = new Event( EV_AttachModel );
	event->AddString( "models/fx_tikifx2.tik" );
	event->AddString( "Bip01 Spine" );
	// set scale
	event->AddFloat( 1.0f );
	// set targetname
	event->AddString( "regen" );
	// set detach_at_death
	event->AddInteger( 1 );
	// set remove_time
	event->AddFloat( 2.0f );
	other->ProcessEvent( event );*/
	
	PostEvent( EV_Remove, 0.0f );
}
Example #5
0
//--------------------------------------------------------------
// Name:		init()
// Class:		TorsoAimAndFireWeapon
//
// Description:	Initializes the behavior
//
// Parameters:	Actor &self
//
// Returns:		None
//--------------------------------------------------------------
void TorsoAimAndFireWeapon::init( Actor &self )
{
	_self = &self;

	//Set Our Controller Tag and set up our angles
	self.SetControllerTag( ActorTorsoTag, gi.Tag_NumForName( self.edict->s.modelindex, "Bip01 Spine1" ) );
	_currentTorsoAngles = self.GetControllerAngles( ActorTorsoTag );

	_animDone = false;
	_canAttack = true;

	_aimAnim		= "idle";
	_preFireAnim	= "idle";
	_fireAnim		= "idle";
	_postFireAnim	= "idle";

	GameplayManager *gpm = GameplayManager::getTheGameplayManager();
	if ( !gpm->hasObject(self.getArchetype()) )
		return;
		
	str objname = self.combatSubsystem->GetActiveWeaponArchetype();	
	objname = "Hold" + objname;

	if ( gpm->hasProperty(objname, "Aim") )
		_aimAnim = gpm->getStringValue( objname , "Aim" );
	
	if ( gpm->hasProperty( objname , "PreFire" ) )
		_preFireAnim = gpm->getStringValue( objname , "PreFire" );

	if ( gpm->hasProperty( objname , "Fire" ) )
		_fireAnim = gpm->getStringValue( objname , "Fire" );

	if ( gpm->hasProperty( objname , "PostFire" ) )
		_postFireAnim = gpm->getStringValue( objname , "PostFire" );

	
	if ( gpm->hasProperty( objname , "AimTimeMin" ) )
		_aimTimeMin = gpm->getFloatValue( objname , "AimTimeMin" );

	if ( gpm->hasProperty( objname , "AimTimeMax" ) )
		_aimTimeMax = gpm->getFloatValue( objname , "AimTimeMax" );

	if ( gpm->hasProperty( objname , "FireTimeMin" ) )
		_fireTimeMin = gpm->getFloatValue( objname , "FireTimeMin" );

	if ( gpm->hasProperty( objname , "FireTimeMax" ) )
		_fireTimeMax = gpm->getFloatValue( objname , "FireTimeMax" );


	if ( gpm->hasProperty( objname , "ShotCount" ) )
		_shots = (int)gpm->getFloatValue( objname , "ShotCount" );

	float spreadX, spreadY;
	spreadX = self.combatSubsystem->GetDataForMyWeapon( "spreadx" );
	spreadY = self.combatSubsystem->GetDataForMyWeapon( "spready" );
	self.combatSubsystem->OverrideSpread( spreadX , spreadY );


	//Clear Out Our VolleyCount
	_self->shotsFiredThisVolley = 0;

	updateEnemy();
	
}