jedi-academy/code/RMG/RM_Mission.h

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C
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2013-04-19 02:52:48 +00:00
#pragma once
#if !defined(RM_MISSION_H_INC)
#define RM_MISSION_H_INC
#ifdef DEBUG_LINKING
#pragma message("...including RM_Mission.h")
#endif
// maximum random choices
#define MAX_RANDOM_CHOICES 100
typedef vector<int> rmIntVector_t;
class CRMMission
{
private:
rmObjectiveList_t mObjectives;
rmInstanceList_t mInstances;
CRMInstanceFile mInstanceFile;
CRMObjective* mCurrentObjective;
bool mValidNodes;
bool mValidPaths;
bool mValidRivers;
bool mValidWeapons;
bool mValidAmmo;
bool mValidObjectives;
bool mValidInstances;
int mTimeLimit;
int mMaxInstancePosition;
// npc multipliers
float mAccuracyMultiplier;
float mHealthMultiplier;
// % chance that RMG pickup is actually spawned
float mPickupHealth;
float mPickupArmor;
float mPickupAmmo;
float mPickupWeapon;
float mPickupEquipment;
string mDescription;
string mExitScreen;
string mTimeExpiredScreen;
// symmetric landscape style
symmetry_t mSymmetric;
// if set to 1 in the mission file, adds an extra connecting path in symmetric maps
// to ensure both sides actually do connect
int mBackUpPath;
int mDefaultPadding;
CRMAreaManager* mAreaManager;
CRMPathManager* mPathManager;
CRandomTerrain* mLandScape;
public:
CRMMission ( CRandomTerrain* );
~CRMMission ( );
bool Load ( const char* name, const char* instances, const char* difficulty );
bool Spawn ( CRandomTerrain* terrain, qboolean IsServer );
void Preview ( const vec3_t from );
CRMObjective* FindObjective ( const char* name );
CRMObjective* GetCurrentObjective ( ) { return mCurrentObjective; }
void CompleteMission (void);
void FailedMission (bool TimeExpired);
void CompleteObjective ( CRMObjective* ojective );
int GetTimeLimit (void) { return mTimeLimit; }
int GetMaxInstancePosition (void) { return mMaxInstancePosition; }
const char* GetDescription (void) { return mDescription.c_str(); }
const char* GetExitScreen (void) { return mExitScreen.c_str(); }
int GetSymmetric (void) { return mSymmetric; }
int GetBackUpPath (void) { return mBackUpPath; }
int GetDefaultPadding (void) { return mDefaultPadding; }
// void CreateMap ( void );
bool DenyPickupHealth () {return mLandScape->flrand(0.0f,1.0f) > mPickupHealth;}
bool DenyPickupArmor () {return mLandScape->flrand(0.0f,1.0f) > mPickupArmor;}
bool DenyPickupAmmo () {return mLandScape->flrand(0.0f,1.0f) > mPickupAmmo;}
bool DenyPickupWeapon () {return mLandScape->flrand(0.0f,1.0f) > mPickupWeapon;}
bool DenyPickupEquipment () {return mLandScape->flrand(0.0f,1.0f) > mPickupEquipment;}
private:
// void PurgeUnlinkedTriggers ( );
// void PurgeTrigger ( CEntity* trigger );
void MirrorPos (vec3_t pos);
CGPGroup* ParseRandom ( CGPGroup* random );
bool ParseOrigin ( CGPGroup* originGroup, vec3_t origin, vec3_t lookat, int* flattenHeight );
bool ParseNodes ( CGPGroup* group );
bool ParsePaths ( CGPGroup *paths);
bool ParseRivers ( CGPGroup *rivers);
void PlaceBridges ();
void PlaceWallInstance(CRMInstance* instance, float xpos, float ypos, float zpos, int x, int y, float angle);
bool ParseDifficulty ( CGPGroup* difficulty, CGPGroup *parent );
bool ParseWeapons ( CGPGroup* weapons );
bool ParseAmmo ( CGPGroup* ammo );
bool ParseOutfit ( CGPGroup* outfit );
bool ParseObjectives ( CGPGroup* objectives );
bool ParseInstance ( CGPGroup* instance );
bool ParseInstances ( CGPGroup* instances );
bool ParseInstancesOnPath ( CGPGroup* group );
bool ParseWallRect ( CGPGroup* group, int side);
// void SpawnNPCTriggers ( CCMLandScape* landscape );
// void AttachNPCTriggers ( CCMLandScape* landscape );
};
#endif