ReGameDLL_CS/regamedll/dlls/tutor_cs_states.cpp
2019-09-23 04:09:58 +07:00

191 lines
4.0 KiB
C++

#include "precompiled.h"
CCSTutorStateSystem::CCSTutorStateSystem()
{
m_currentState = new CCSTutorUndefinedState;
}
CCSTutorStateSystem::~CCSTutorStateSystem()
{
if (m_currentState)
{
delete m_currentState;
m_currentState = nullptr;
}
}
bool CCSTutorStateSystem::UpdateState(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther)
{
if (!m_currentState)
{
m_currentState = new CCSTutorUndefinedState;
}
if (m_currentState)
{
TutorStateType nextStateType = m_currentState->CheckForStateTransition(event, pEntity, pOther);
if (nextStateType != TUTORSTATE_UNDEFINED)
{
delete m_currentState;
m_currentState = ConstructNewState(nextStateType);
return true;
}
}
return false;
}
const char *CCSTutorStateSystem::GetCurrentStateString()
{
if (m_currentState)
{
return m_currentState->GetStateString();
}
return nullptr;
}
CBaseTutorState *CCSTutorStateSystem::ConstructNewState(TutorStateType stateType)
{
switch (stateType)
{
case TUTORSTATE_BUYTIME: return new CCSTutorBuyMenuState;
case TUTORSTATE_WAITING_FOR_START: return new CCSTutorWaitingForStartState;
case TUTORSTATE_UNDEFINED: return new CCSTutorUndefinedState;
}
return nullptr;
}
CCSTutorUndefinedState::CCSTutorUndefinedState()
{
m_type = TUTORSTATE_UNDEFINED;
}
CCSTutorUndefinedState::~CCSTutorUndefinedState()
{
;
}
TutorStateType CCSTutorUndefinedState::CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther)
{
if (event == EVENT_PLAYER_SPAWNED)
{
return HandlePlayerSpawned(pEntity, pOther);
}
return TUTORSTATE_UNDEFINED;
}
TutorStateType CCSTutorUndefinedState::HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther)
{
CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
if (pLocalPlayer)
{
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pEntity);
if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer)
{
return TUTORSTATE_WAITING_FOR_START;
}
}
return TUTORSTATE_UNDEFINED;
}
const char *CCSTutorUndefinedState::GetStateString()
{
return nullptr;
}
CCSTutorWaitingForStartState::CCSTutorWaitingForStartState()
{
m_type = TUTORSTATE_WAITING_FOR_START;
}
CCSTutorWaitingForStartState::~CCSTutorWaitingForStartState()
{
;
}
TutorStateType CCSTutorWaitingForStartState::CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther)
{
switch (event)
{
case EVENT_PLAYER_SPAWNED:
return HandlePlayerSpawned(pEntity, pOther);
case EVENT_BUY_TIME_START:
return HandleBuyTimeStart(pEntity, pOther);
}
return TUTORSTATE_UNDEFINED;
}
const char *CCSTutorWaitingForStartState::GetStateString()
{
#ifdef REGAMEDLL_FIXES
if (m_type < TUTORSTATE_UNDEFINED || m_type > TUTORSTATE_WAITING_FOR_START)
{
return nullptr;
}
#endif
return m_TutorStateStrings[m_type];
}
TutorStateType CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther)
{
CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
if (pLocalPlayer)
{
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pEntity);
if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer)
{
return TUTORSTATE_WAITING_FOR_START;
}
}
return TUTORSTATE_UNDEFINED;
}
TutorStateType CCSTutorWaitingForStartState::HandleBuyTimeStart(CBaseEntity *pEntity, CBaseEntity *pOther)
{
return TUTORSTATE_BUYTIME;
}
CCSTutorBuyMenuState::CCSTutorBuyMenuState()
{
m_type = TUTORSTATE_BUYTIME;
}
CCSTutorBuyMenuState::~CCSTutorBuyMenuState()
{
;
}
TutorStateType CCSTutorBuyMenuState::CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther)
{
if (event == EVENT_ROUND_START)
{
return HandleRoundStart(pEntity, pOther);
}
return TUTORSTATE_UNDEFINED;
}
const char *CCSTutorBuyMenuState::GetStateString()
{
#ifdef REGAMEDLL_FIXES
if (m_type < TUTORSTATE_UNDEFINED || m_type > TUTORSTATE_WAITING_FOR_START)
{
return nullptr;
}
#endif
return m_TutorStateStrings[m_type];
}
TutorStateType CCSTutorBuyMenuState::HandleRoundStart(CBaseEntity *pEntity, CBaseEntity *pOther)
{
return TUTORSTATE_WAITING_FOR_START;
}