605 lines
19 KiB
C++
605 lines
19 KiB
C++
#include "cbase.h"
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#include "asw_game_resource.h"
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#include "asw_objective.h"
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#include "asw_marine_resource.h"
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#include "asw_scanner_info.h"
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#include "asw_player.h"
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#include "asw_campaign_save.h"
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#include "asw_campaign_info.h"
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#include "asw_marine_profile.h"
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#include "asw_gamerules.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static char s_szLastLeaderNetworkID[ASW_LEADERID_LEN] = {0};
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LINK_ENTITY_TO_CLASS( asw_game_resource, CASW_Game_Resource );
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extern void SendProxy_String_tToString( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
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IMPLEMENT_SERVERCLASS_ST(CASW_Game_Resource, DT_ASW_Game_Resource)
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//SendPropArray( SendPropEHandle( SENDINFO_ARRAY(m_MarineResources) ), m_MarineResources ),
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SendPropArray3( SENDINFO_ARRAY3(m_MarineResources), SendPropEHandle( SENDINFO_ARRAY(m_MarineResources) ) ),
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//SendPropArray( SendPropEHandle( SENDINFO_ARRAY(m_Objectives) ), m_Objectives ),
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SendPropArray3( SENDINFO_ARRAY3(m_Objectives), SendPropEHandle( SENDINFO_ARRAY(m_Objectives) ) ),
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//SendPropArray( SendPropBool( SENDINFO_ARRAY(m_bRosterSelected) ), m_bRosterSelected ),
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SendPropArray3 ( SENDINFO_ARRAY3(m_iRosterSelected), SendPropInt( SENDINFO_ARRAY(m_iRosterSelected) ) ),
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SendPropArray3 ( SENDINFO_ARRAY3(m_bPlayerReady), SendPropBool( SENDINFO_ARRAY(m_bPlayerReady) ) ),
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SendPropEHandle (SENDINFO(m_Leader) ),
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SendPropInt(SENDINFO(m_iLeaderIndex), 8),
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SendPropEHandle (SENDINFO(m_hScannerInfo) ),
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SendPropInt(SENDINFO(m_iCampaignGame), 4),
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SendPropEHandle (SENDINFO(m_hCampaignSave) ),
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SendPropBool (SENDINFO(m_bOneMarineEach)),
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SendPropInt(SENDINFO(m_iMaxMarines)),
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SendPropBool (SENDINFO(m_bOfflineGame)),
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// marine skills
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SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot0 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot0 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot1 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot1 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot2 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot2 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot3 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot3 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot4 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot4 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlotSpare ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlotSpare ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
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// player specific medals
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SendPropArray( SendPropString( SENDINFO_ARRAY( m_iszPlayerMedals ), 0, SendProxy_String_tToString ), m_iszPlayerMedals ),
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SendPropArray3( SENDINFO_ARRAY3( m_iKickVotes ), SendPropInt( SENDINFO_ARRAY( m_iKickVotes ), ASW_MAX_READY_PLAYERS, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iLeaderVotes ), SendPropInt( SENDINFO_ARRAY( m_iLeaderVotes ), ASW_MAX_READY_PLAYERS, SPROP_UNSIGNED ) ),
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SendPropInt(SENDINFO(m_iMoney)),
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SendPropInt(SENDINFO(m_iNextCampaignMission)),
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SendPropInt(SENDINFO(m_nDifficultySuggestion)),
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SendPropFloat( SENDINFO(m_fMapGenerationProgress) ),
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SendPropString( SENDINFO(m_szMapGenerationStatus) ),
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SendPropInt( SENDINFO(m_iRandomMapSeed) ),
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END_SEND_TABLE()
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CASW_Game_Resource )
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DEFINE_AUTO_ARRAY( m_MarineResources, FIELD_EHANDLE ),
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DEFINE_AUTO_ARRAY( m_Objectives, FIELD_EHANDLE ),
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DEFINE_AUTO_ARRAY( m_iRosterSelected, FIELD_INTEGER ),
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DEFINE_AUTO_ARRAY( m_bPlayerReady, FIELD_BOOLEAN ),
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DEFINE_AUTO_ARRAY( m_iCampaignVote, FIELD_INTEGER ),
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DEFINE_FIELD( m_Leader, FIELD_EHANDLE ),
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DEFINE_FIELD( m_iLeaderIndex, FIELD_INTEGER ),
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DEFINE_FIELD( m_hScannerInfo, FIELD_EHANDLE ),
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DEFINE_FIELD( m_NumObjectives, FIELD_INTEGER ),
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DEFINE_FIELD( m_iCampaignGame, FIELD_INTEGER ),
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DEFINE_FIELD( m_hCampaignSave, FIELD_EHANDLE ),
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DEFINE_FIELD( m_iNumMarinesSelected, FIELD_INTEGER ),
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DEFINE_FIELD( m_iszPlayerMedals[0], FIELD_STRING ),
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DEFINE_FIELD( m_iszPlayerMedals[1], FIELD_STRING ),
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DEFINE_FIELD( m_iszPlayerMedals[2], FIELD_STRING ),
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DEFINE_FIELD( m_iszPlayerMedals[3], FIELD_STRING ),
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DEFINE_FIELD( m_iszPlayerMedals[4], FIELD_STRING ),
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DEFINE_FIELD( m_iszPlayerMedals[5], FIELD_STRING ),
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DEFINE_FIELD( m_iszPlayerMedals[6], FIELD_STRING ),
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DEFINE_FIELD( m_iszPlayerMedals[7], FIELD_STRING ),
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END_DATADESC()
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CASW_Game_Resource *g_pASWGameResource = NULL;
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extern bool g_bOfflineGame;
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int CASW_Game_Resource::s_nNumConsecutiveFailures = 0;
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bool CASW_Game_Resource::s_bLeaderGivenDifficultySuggestion = false;
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CASW_Game_Resource::CASW_Game_Resource()
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{
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g_pASWGameResource = this;
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m_iNumEnumeratedMarines = NULL;
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m_pCampaignInfo = NULL;
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m_iMaxMarines = 4;
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m_bOneMarineEach = false;
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m_iNumMarinesSelected = 0;
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m_iRandomMapSeed = 0;
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m_iNextCampaignMission = -1;
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m_iEggsHatched = 0;
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m_iEggsKilled = 0;
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m_iStartingEggsInMap = 0;
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m_bAwardedDamageAmpAchievement = false;
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m_iAliensKilledWithDamageAmp = 0;
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m_iElectroStunnedAliens = 0;
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for (int i=0;i<ASW_MAX_READY_PLAYERS;i++)
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{
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m_bPlayerReady.Set(i, false);
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m_iKickVotes.Set(i, 0);
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m_iLeaderVotes.Set(i, 0);
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m_iCampaignVote[i] = -1;
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}
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for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
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{
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m_MarineResources.Set(i, NULL);
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}
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for (int i=0;i<ASW_MAX_OBJECTIVES;i++)
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{
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m_Objectives.Set(i, NULL);
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}
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CASW_Scanner_Info* pScanner = (CASW_Scanner_Info*)CreateEntityByName("asw_scanner_info");
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if (pScanner)
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{
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pScanner->Spawn();
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m_hScannerInfo = pScanner;
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}
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m_bOfflineGame = g_bOfflineGame;
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m_iCampaignGame = 0;
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m_szCampaignSaveName[0] = '\0';
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// query map's launch options to see if we're in campaign mode
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KeyValues *pLaunchOptions = engine->GetLaunchOptions();
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if (pLaunchOptions)
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{
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KeyValues *pKey = pLaunchOptions->GetFirstSubKey();
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while ( pKey )
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{
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if ( !Q_stricmp( pKey->GetString(), "campaign" ) )
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{
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m_iCampaignGame = 1;
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KeyValues *pCampaignSaveName = pKey->GetNextKey();
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if (pCampaignSaveName)
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Q_snprintf(m_szCampaignSaveName, sizeof(m_szCampaignSaveName), "%s", pCampaignSaveName->GetString());
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break;
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}
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pKey = pKey->GetNextKey();
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}
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}
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// make skills default for single mission
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UpdateMarineSkills(NULL);
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}
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CASW_Game_Resource::~CASW_Game_Resource()
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{
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if (m_hScannerInfo.Get())
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delete m_hScannerInfo.Get();
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if ( g_pASWGameResource == this )
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{
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g_pASWGameResource = NULL;
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}
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}
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// always send this info to players
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int CASW_Game_Resource::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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return FL_EDICT_ALWAYS;
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}
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CASW_Objective* CASW_Game_Resource::GetObjective(int i)
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{
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if (i<0 || i>=ASW_MAX_OBJECTIVES)
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return NULL;
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if (m_Objectives[i] == NULL)
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return NULL;
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CBaseEntity* c = m_Objectives[i].Get();
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return static_cast<CASW_Objective*>(c);
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}
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void CASW_Game_Resource::FindObjectivesOfClass(const char *szClass)
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{
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CBaseEntity* pEntity = NULL;
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while ((pEntity = gEntList.FindEntityByClassname( pEntity, szClass )) != NULL)
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{
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//CASW_Objective* pObjective = dynamic_cast<CASW_Objective*>(pEntity);
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m_Objectives.Set(m_NumObjectives, pEntity); //pObjective;
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m_NumObjectives++;
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}
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}
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void CASW_Game_Resource::FindObjectives()
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{
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// search through all entities and populate the objectives array
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m_NumObjectives = 0;
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FindObjectivesOfClass("asw_objective_dummy");
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FindObjectivesOfClass("asw_objective_kill_eggs");
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FindObjectivesOfClass("asw_objective_destroy_goo");
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FindObjectivesOfClass("asw_objective_triggered");
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FindObjectivesOfClass("asw_objective_escape");
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FindObjectivesOfClass("asw_objective_survive");
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FindObjectivesOfClass("asw_objective_countdown");
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FindObjectivesOfClass("asw_objective_kill_aliens");
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// bubble sort objectives by their Y coord
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CASW_Objective* pObjective;
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//for (int k=0;k<m_NumObjectives-1;k++)
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//{
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//Msg("Objective %d has coord %f and title %s\n", k, GetObjective(k)->GetAbsOrigin().y,
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//GetObjective(k)->m_ObjectiveTitle);
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//}
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for (int i=0;i<m_NumObjectives;i++)
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{
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for (int j=i+1; j<m_NumObjectives; j++)
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{
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if (GetObjective(j)->GetAbsOrigin().y > GetObjective(i)->GetAbsOrigin().y)
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{
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//Msg("Swapping %d (%f) with %d (%f)\n", i, GetObjective(i)->GetAbsOrigin().y,
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//j, GetObjective(j)->GetAbsOrigin().y);
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pObjective = GetObjective(j);
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m_Objectives.Set(j, GetObjective(i));
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m_Objectives.Set(i, pObjective);
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}
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}
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}
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}
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bool CASW_Game_Resource::IsRosterSelected(int i)
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{
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if (i<0 || i>=ASW_NUM_MARINE_PROFILES)
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return false;
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return m_iRosterSelected[i] == 1;
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}
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bool CASW_Game_Resource::IsRosterReserved(int i)
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{
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if (i<0 || i>=ASW_NUM_MARINE_PROFILES)
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return false;
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return m_iRosterSelected[i] == 2;
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}
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void CASW_Game_Resource::SetRosterSelected(int i, int iSelected)
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{
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if (i<0 || i>=ASW_NUM_MARINE_PROFILES)
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return;
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if (iSelected != m_iRosterSelected[i])
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{
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// update num selected
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if (iSelected == 1 && m_iRosterSelected[i] != 1)
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{
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m_iNumMarinesSelected++;
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}
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else if (iSelected != 1 && m_iRosterSelected[i] == 1)
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{
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m_iNumMarinesSelected--;
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}
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m_iRosterSelected.Set(i, iSelected);
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}
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}
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// unselects a single marine
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// tries to pick the player with the most marines selected
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void CASW_Game_Resource::RemoveAMarine()
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{
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int iHighest = 0;
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CASW_Player *pChosen = NULL;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CASW_Player* pOtherPlayer = dynamic_cast<CASW_Player*>(UTIL_PlayerByIndex(i));
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if ( pOtherPlayer && pOtherPlayer->IsConnected() )
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{
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int iMarines = GetNumMarines(pOtherPlayer);
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if (iHighest == 0 || iMarines > iHighest)
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{
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iHighest = iMarines;
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pChosen = pOtherPlayer;
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}
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}
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}
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RemoveAMarineFor(pChosen);
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}
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void CASW_Game_Resource::RemoveAMarineFor(CASW_Player *pPlayer)
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{
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if (!pPlayer || !ASWGameRules())
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return;
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// find this player's first marine and remove it
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int m = GetMaxMarineResources();
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for (int i=0;i<m;i++)
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{
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if (GetMarineResource(i) && GetMarineResource(i)->GetCommander() == pPlayer)
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{
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ASWGameRules()->RosterDeselect(pPlayer, GetMarineResource(i)->GetProfileIndex());
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return;
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}
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}
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}
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bool CASW_Game_Resource::AddMarineResource( CASW_Marine_Resource *m, int nPreferredSlot )
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{
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if ( nPreferredSlot != -1 )
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{
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CASW_Marine_Resource *pExisting = static_cast<CASW_Marine_Resource*>( m_MarineResources[ nPreferredSlot ].Get() );
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if ( pExisting != NULL )
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{
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// if the existing is owned by someone else, then we abort
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if ( pExisting->GetCommander() != m->GetCommander() )
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return false;
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SetRosterSelected( pExisting->GetProfileIndex(), 0 );
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UTIL_Remove( pExisting );
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}
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m_MarineResources.Set( nPreferredSlot, m );
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// the above causes strange cases where the client copy of this networked array is incorrect
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// so we flag each element dirty to cause a complete update, which seems to fix the problem
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for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++)
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{
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m_MarineResources.GetForModify(k);
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}
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return true;
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}
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for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
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{
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if (m_MarineResources[i] == NULL) // found a free slot
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{
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m_MarineResources.Set(i, m);
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// the above causes strange cases where the client copy of this networked array is incorrect
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// so we flag each element dirty to cause a complete update, which seems to fix the problem
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for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++)
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{
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m_MarineResources.GetForModify(k);
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}
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return true;
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}
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}
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Msg("Couldn't add new marine resource to list as no free slots\n");
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return false;
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}
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void CASW_Game_Resource::DeleteMarineResource(CASW_Marine_Resource *m)
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{
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for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
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{
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if (GetMarineResource(i) == m)
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{
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m_MarineResources.Set(i, NULL);
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UTIL_Remove(m);
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// need to shuffle all others up
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for (int k=i;k<(ASW_MAX_MARINE_RESOURCES-1);k++)
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{
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CASW_Marine_Resource *other = GetMarineResource(k+1);
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m_MarineResources.Set(k, other);
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m_MarineResources.Set(k+1, NULL);
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}
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}
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}
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// the above causes strange cases where the client copy of this networked array is incorrect
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// so we flag each element dirty to cause a complete update, which seems to fix the problem
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for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
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{
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m_MarineResources.GetForModify(i);
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}
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}
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CASW_Marine_Resource* CASW_Game_Resource::GetMarineResource(int i)
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{
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if (i<0 || i>=ASW_MAX_MARINE_RESOURCES || m_MarineResources[i] == NULL)
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return NULL;
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CBaseEntity* c = m_MarineResources[i].Get();
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return static_cast<CASW_Marine_Resource*>(c);
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}
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CASW_Scanner_Info* CASW_Game_Resource::GetScannerInfo()
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{
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CASW_Scanner_Info* pScanner = dynamic_cast<CASW_Scanner_Info*>(m_hScannerInfo.Get());
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return pScanner;
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}
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void CASW_Game_Resource::SetLeader(CASW_Player *pPlayer)
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{
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// check for auto-readying our old leader
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if (m_Leader.Get() && m_Leader.Get() != pPlayer && ASWGameRules() && m_Leader->m_bRequestedSpectator)
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{
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int iPlayerIndex = m_Leader->entindex() - 1;
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if (ASWGameRules()->GetGameState() == ASW_GS_BRIEFING || ASWGameRules()->GetGameState()==ASW_GS_DEBRIEF)
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{
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// player index is out of range
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if (iPlayerIndex >= 0 && iPlayerIndex < ASW_MAX_READY_PLAYERS)
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{
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Msg("Autoreadying old leader, who wanted to be a spectator\n");
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m_bPlayerReady.Set(iPlayerIndex, true);
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}
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}
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else if (ASWGameRules()->GetGameState() == ASW_GS_CAMPAIGNMAP && ASWGameRules()->GetCampaignSave())
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{
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Msg(" old leader telling campaign save that we're spectating\n", iPlayerIndex);
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ASWGameRules()->GetCampaignSave()->PlayerSpectating(m_Leader.Get());
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}
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}
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if (!pPlayer)
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{
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m_Leader = NULL;
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m_iLeaderIndex = -1;
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return;
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}
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m_Leader = pPlayer;
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m_iLeaderIndex = pPlayer->entindex();
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if (ASWGameRules()->GetGameState() == ASW_GS_BRIEFING || ASWGameRules()->GetGameState()==ASW_GS_DEBRIEF)
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{
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// unready leader
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int iPlayerIndex = m_iLeaderIndex - 1;
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// player index is out of range
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if (iPlayerIndex >= 0 && iPlayerIndex < ASW_MAX_READY_PLAYERS)
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{
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m_bPlayerReady.Set(iPlayerIndex, false);
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}
|
|
}
|
|
}
|
|
|
|
CASW_Campaign_Save* CASW_Game_Resource::GetCampaignSave()
|
|
{
|
|
CASW_Campaign_Save* pSave = dynamic_cast<CASW_Campaign_Save*>(m_hCampaignSave.Get());
|
|
return pSave;
|
|
}
|
|
|
|
CASW_Campaign_Save* CASW_Game_Resource::CreateCampaignSave()
|
|
{
|
|
CASW_Campaign_Save* pSave = (CASW_Campaign_Save*)CreateEntityByName("asw_campaign_save");
|
|
if (pSave)
|
|
{
|
|
pSave->Spawn();
|
|
m_hCampaignSave = pSave;
|
|
}
|
|
m_hCampaignSave = pSave;
|
|
pSave = GetCampaignSave();
|
|
return pSave;
|
|
}
|
|
|
|
void CASW_Game_Resource::UpdateMarineSkills( CASW_Campaign_Save *pCampaign )
|
|
{
|
|
if ( !pCampaign || pCampaign->UsingFixedSkillPoints() )
|
|
{
|
|
// update skills with defaults
|
|
for (int iProfileIndex=0;iProfileIndex<ASW_NUM_MARINE_PROFILES;iProfileIndex++)
|
|
{
|
|
CASW_Marine_Profile *pProfile = MarineProfileList()->m_Profiles[iProfileIndex];
|
|
if (pProfile)
|
|
{
|
|
m_iSkillSlot0.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_0 ] );
|
|
m_iSkillSlot1.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_1 ] );
|
|
m_iSkillSlot2.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_2 ] );
|
|
m_iSkillSlot3.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_3 ] );
|
|
m_iSkillSlot4.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_4 ] );
|
|
m_iSkillSlotSpare.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_SPARE ] );
|
|
}
|
|
else
|
|
{
|
|
m_iSkillSlot0.Set( iProfileIndex, 0 );
|
|
m_iSkillSlot1.Set( iProfileIndex, 0 );
|
|
m_iSkillSlot2.Set( iProfileIndex, 0 );
|
|
m_iSkillSlot3.Set( iProfileIndex, 0 );
|
|
m_iSkillSlot4.Set( iProfileIndex, 0 );
|
|
m_iSkillSlotSpare.Set( iProfileIndex, 0 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// get skills from the campaign save
|
|
for (int iProfileIndex=0;iProfileIndex<ASW_NUM_MARINE_PROFILES;iProfileIndex++)
|
|
{
|
|
m_iSkillSlot0.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_0] );
|
|
m_iSkillSlot1.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_1] );
|
|
m_iSkillSlot2.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_2] );
|
|
m_iSkillSlot3.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_3] );
|
|
m_iSkillSlot4.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_4] );
|
|
m_iSkillSlotSpare.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_SPARE] );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CASW_Game_Resource::SetMarineSkill( int nProfileIndex, int nSkillSlot, int nValue )
|
|
{
|
|
if ( nProfileIndex < 0 || nProfileIndex > ASW_NUM_MARINE_PROFILES )
|
|
return false;
|
|
if ( nValue < 0 || nValue > 5 )
|
|
return false;
|
|
|
|
switch ( nSkillSlot )
|
|
{
|
|
case ASW_SKILL_SLOT_0: m_iSkillSlot0.Set( nProfileIndex, nValue ); break;
|
|
case ASW_SKILL_SLOT_1: m_iSkillSlot1.Set( nProfileIndex, nValue ); break;
|
|
case ASW_SKILL_SLOT_2: m_iSkillSlot2.Set( nProfileIndex, nValue ); break;
|
|
case ASW_SKILL_SLOT_3: m_iSkillSlot3.Set( nProfileIndex, nValue ); break;
|
|
case ASW_SKILL_SLOT_4: m_iSkillSlot4.Set( nProfileIndex, nValue ); break;
|
|
case ASW_SKILL_SLOT_SPARE: m_iSkillSlotSpare.Set( nProfileIndex, nValue ); break;
|
|
default: return false; break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CASW_Player* CASW_Game_Resource::GetLeader()
|
|
{
|
|
return dynamic_cast<CASW_Player*>(m_Leader.Get());
|
|
}
|
|
|
|
CASW_Marine* CASW_Game_Resource::FindMarineByVoiceType( ASW_Voice_Type voice )
|
|
{
|
|
int m = GetMaxMarineResources();
|
|
for (int i=0;i<m;i++)
|
|
{
|
|
if (GetMarineResource(i) && GetMarineResource(i)->GetProfile() && GetMarineResource(i)->GetProfile()->m_VoiceType == voice)
|
|
{
|
|
return GetMarineResource(i)->GetMarineEntity();
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void CASW_Game_Resource::RememberLeaderID()
|
|
{
|
|
if (GetLeader())
|
|
{
|
|
SetLastLeaderNetworkID(GetLeader()->GetASWNetworkID());
|
|
}
|
|
}
|
|
|
|
const char* CASW_Game_Resource::GetLastLeaderNetworkID()
|
|
{
|
|
return s_szLastLeaderNetworkID;
|
|
}
|
|
|
|
void CASW_Game_Resource::SetLastLeaderNetworkID(const char* szID)
|
|
{
|
|
Q_snprintf(s_szLastLeaderNetworkID, sizeof(s_szLastLeaderNetworkID), "%s", szID);
|
|
}
|
|
|
|
int CASW_Game_Resource::GetAliensKilledInThisMission()
|
|
{
|
|
int nCount = 0;
|
|
int m = GetMaxMarineResources();
|
|
for ( int i = 0; i < m; i++ )
|
|
{
|
|
CASW_Marine_Resource *pMR = GetMarineResource( i );
|
|
if ( !pMR )
|
|
continue;
|
|
|
|
nCount += pMR->m_iAliensKilled.Get();
|
|
}
|
|
return nCount;
|
|
}
|
|
|
|
void CASW_Game_Resource::OnMissionFailed( void )
|
|
{
|
|
s_nNumConsecutiveFailures++;
|
|
|
|
if ( !s_bLeaderGivenDifficultySuggestion && s_nNumConsecutiveFailures >= 4 )
|
|
{
|
|
s_bLeaderGivenDifficultySuggestion = true;
|
|
m_nDifficultySuggestion = 2;
|
|
}
|
|
}
|
|
|
|
void CASW_Game_Resource::OnMissionCompleted( bool bWellDone )
|
|
{
|
|
if ( !s_bLeaderGivenDifficultySuggestion && s_nNumConsecutiveFailures == 0 && bWellDone )
|
|
{
|
|
s_bLeaderGivenDifficultySuggestion = true;
|
|
m_nDifficultySuggestion = 1;
|
|
}
|
|
else
|
|
{
|
|
m_nDifficultySuggestion = 0;
|
|
}
|
|
|
|
s_nNumConsecutiveFailures = 0;
|
|
}
|