mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
32df585edc
Refactoring & cleanup code
191 lines
4.2 KiB
C++
191 lines
4.2 KiB
C++
#include "precompiled.h"
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CCSTutorStateSystem::CCSTutorStateSystem()
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{
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m_currentState = new CCSTutorUndefinedState;
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}
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CCSTutorStateSystem::~CCSTutorStateSystem()
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{
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if (m_currentState)
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{
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delete m_currentState;
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m_currentState = nullptr;
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}
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}
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bool CCSTutorStateSystem::UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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if (!m_currentState)
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{
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m_currentState = new CCSTutorUndefinedState;
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}
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if (m_currentState)
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{
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TutorStateType nextStateType = m_currentState->CheckForStateTransition(event, entity, other);
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if (nextStateType != TUTORSTATE_UNDEFINED)
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{
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delete m_currentState;
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m_currentState = ConstructNewState(nextStateType);
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return true;
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}
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}
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return false;
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}
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const char *CCSTutorStateSystem::GetCurrentStateString()
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{
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if (m_currentState)
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{
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return m_currentState->GetStateString();
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}
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return nullptr;
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}
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CBaseTutorState *CCSTutorStateSystem::ConstructNewState(TutorStateType stateType)
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{
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switch (stateType)
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{
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case TUTORSTATE_BUYTIME: return new CCSTutorBuyMenuState;
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case TUTORSTATE_WAITING_FOR_START: return new CCSTutorWaitingForStartState;
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case TUTORSTATE_UNDEFINED: return new CCSTutorUndefinedState;
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}
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return nullptr;
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}
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CCSTutorUndefinedState::CCSTutorUndefinedState()
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{
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m_type = TUTORSTATE_UNDEFINED;
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}
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CCSTutorUndefinedState::~CCSTutorUndefinedState()
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{
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;
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}
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TutorStateType CCSTutorUndefinedState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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if (event == EVENT_PLAYER_SPAWNED)
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{
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return HandlePlayerSpawned(entity, other);
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}
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return TUTORSTATE_UNDEFINED;
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}
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TutorStateType CCSTutorUndefinedState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
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if (pLocalPlayer)
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{
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(entity);
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if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer)
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{
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return TUTORSTATE_WAITING_FOR_START;
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}
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}
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return TUTORSTATE_UNDEFINED;
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}
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const char *CCSTutorUndefinedState::GetStateString()
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{
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return nullptr;
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}
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CCSTutorWaitingForStartState::CCSTutorWaitingForStartState()
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{
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m_type = TUTORSTATE_WAITING_FOR_START;
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}
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CCSTutorWaitingForStartState::~CCSTutorWaitingForStartState()
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{
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;
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}
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TutorStateType CCSTutorWaitingForStartState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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switch (event)
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{
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case EVENT_PLAYER_SPAWNED:
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return HandlePlayerSpawned(entity, other);
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case EVENT_BUY_TIME_START:
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return HandleBuyTimeStart(entity, other);
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}
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return TUTORSTATE_UNDEFINED;
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}
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const char *CCSTutorWaitingForStartState::GetStateString()
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{
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#ifdef REGAMEDLL_FIXES
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if (m_type < TUTORSTATE_UNDEFINED || m_type > TUTORSTATE_WAITING_FOR_START)
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{
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return nullptr;
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}
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#endif
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return m_TutorStateStrings[m_type];
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}
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TutorStateType CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
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if (pLocalPlayer)
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{
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(entity);
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if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer)
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{
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return TUTORSTATE_WAITING_FOR_START;
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}
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}
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return TUTORSTATE_UNDEFINED;
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}
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TutorStateType CCSTutorWaitingForStartState::HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other)
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{
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return TUTORSTATE_BUYTIME;
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}
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CCSTutorBuyMenuState::CCSTutorBuyMenuState()
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{
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m_type = TUTORSTATE_BUYTIME;
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}
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CCSTutorBuyMenuState::~CCSTutorBuyMenuState()
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{
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;
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}
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TutorStateType CCSTutorBuyMenuState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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if (event == EVENT_ROUND_START)
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{
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return HandleRoundStart(entity, other);
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}
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return TUTORSTATE_UNDEFINED;
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}
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const char *CCSTutorBuyMenuState::GetStateString()
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{
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#ifdef REGAMEDLL_FIXES
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if (m_type < TUTORSTATE_UNDEFINED || m_type > TUTORSTATE_WAITING_FOR_START)
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{
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return nullptr;
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}
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#endif
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return m_TutorStateStrings[m_type];
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}
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TutorStateType CCSTutorBuyMenuState::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other)
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{
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return TUTORSTATE_WAITING_FOR_START;
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}
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