jedi-academy/code/RMG/RM_Objective.cpp

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2013-04-19 02:52:48 +00:00
/************************************************************************************************
*
* RM_Objective.cpp
*
* Implements the CRMObjective class. This class is reponsible for parsing an objective
* from the mission file as well as linking the objective into the world.
*
************************************************************************************************/
#include "../server/exe_headers.h"
#include "RM_Headers.h"
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/************************************************************************************************
* CRMObjective::CRMObjective
* Constructs a random mission objective and fills in the default properties
*
* inputs:
* none
*
* return:
* none
*
************************************************************************************************/
CRMObjective::CRMObjective ( CGPGroup* group )
{
SetPriority(atoi(group->FindPairValue("priority", "0")));
SetMessage( group->FindPairValue("message",va("Objective %i Completed", GetPriority()) ) );
SetDescription(group->FindPairValue("description",va("Objective %i", GetPriority()) ) );
SetInfo(group->FindPairValue("info",va("Info %i", GetPriority()) ) );
SetTrigger(group->FindPairValue("trigger",""));
SetName(group->GetName());
/* const char * soundPath = group->FindPairValue("completed_sound", "" );
if (soundPath)
mCompleteSoundID = G_SoundIndex(soundPath);
*/
mCompleted = false;
mOrderIndex = -1;
// If no priority was specified for this objective then its active by default.
if ( GetPriority ( ) )
{
mActive = false;
}
else
{
mActive = true;
}
}
/************************************************************************************************
* CRMObjective::FindRandomTrigger
* Searches the entitySystem form a random arioche trigger that matches the objective name
*
* inputs:
* none
*
* return:
* trigger: a random trigger or NULL if one couldnt be found
*
************************************************************************************************/
/*CTriggerAriocheObjective* CRMObjective::FindRandomTrigger ( )
{
CEntity* search;
CEntity* triggers[20];
int numTriggers;
// Start off the first trigger
numTriggers = 0;
search = entitySystem->GetEntityFromClassname ( NULL, "trigger_arioche_objective" );
// Make a list of triggers
while ( numTriggers < 20 && search )
{
CTriggerAriocheObjective* trigger = (CTriggerAriocheObjective*) search;
// Move on to the next trigger
search = entitySystem->GetEntityFromClassname ( search, "trigger_arioche_objective" );
// See if this trigger is already in use
if ( trigger->GetObjective ( ) )
{
continue;
}
// If the objective names dont match then ignore this trigger
if ( Q_stricmp ( trigger->GetObjectiveName ( ), GetTrigger() ) )
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{
continue;
}
// Add the trigger to the list
triggers[numTriggers++] = trigger;
}
// If no matching triggers then just return NULL
if ( 0 == numTriggers )
{
return NULL;
}
// Return a random choice from the trigger list
return (CTriggerAriocheObjective*)triggers[TheRandomMissionManager->GetLandScape()->irand(0,numTriggers-1)];
}
*/
/************************************************************************************************
* CRMObjective::Link
* Links the objective into the world using the current state of the world to determine
* where it should link
*
* inputs:
* none
*
* return:
* true: objective successfully linked
* false: objective failed to link
*
************************************************************************************************/
bool CRMObjective::Link ( )
{
/* CTriggerAriocheObjective* trigger;
// Look for a random trigger to associate this objective to.
trigger = FindRandomTrigger ( );
if ( NULL != trigger )
{
trigger->SetObjective ( this );
}
*/
return true;
}