jedi-academy/codemp/RMG/RM_Manager.cpp

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2013-04-19 02:52:48 +00:00
//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
/************************************************************************************************
*
* RM_Manager.cpp
*
* Implements the CRMManager class. The CRMManager class manages the arioche system.
*
************************************************************************************************/
#include "RM_Headers.h"
#include "../server/server.h"
#include "../qcommon/qcommon.h"
CRMObjective *CRMManager::mCurObjective=0;
/************************************************************************************************
* TheRandomMissionManager
* Pointer to only active CRMManager class
*
************************************************************************************************/
CRMManager *TheRandomMissionManager;
/************************************************************************************************
* CRMManager::CRMManager
* constructor
*
* inputs:
*
* return:
*
************************************************************************************************/
CRMManager::CRMManager(void)
{
mLandScape = NULL;
mTerrain = NULL;
mMission = NULL;
mCurPriority = 1;
mUseTimeLimit = false;
mAutomapSymbolCount = 0;
}
/************************************************************************************************
* CRMManager::~CRMManager
* destructor
*
* inputs:
*
* return:
*
************************************************************************************************/
CRMManager::~CRMManager(void)
{
#ifndef FINAL_BUILD
Com_Printf ("... Shutting down TheRandomMissionManager\n");
#endif
#ifndef DEDICATED
CM_TM_Free();
#endif
if (mMission)
{
delete mMission;
mMission = NULL;
}
}
/************************************************************************************************
* CRMManager::SetLandscape
* Sets the landscape and terrain object used to load a mission
*
* inputs:
* landscape - landscape object
*
* return:
* none
*
************************************************************************************************/
void CRMManager::SetLandScape(CCMLandScape *landscape)
{
mLandScape = landscape;
mTerrain = landscape->GetRandomTerrain();
}
/************************************************************************************************
* CRMManager::LoadMission
* Loads the mission using the mission name stored in the ar_mission cvar
*
* inputs:
* none
*
* return:
* none
*
************************************************************************************************/
bool CRMManager::LoadMission ( qboolean IsServer )
{
#ifndef PRE_RELEASE_DEMO
char instances[MAX_QPATH];
char mission[MAX_QPATH];
char course[MAX_QPATH];
char map[MAX_QPATH];
char temp[MAX_QPATH];
#ifndef FINAL_BUILD
Com_Printf ("--------- Random Mission Manager ---------\n\n");
Com_Printf ("RMG version : 1.01\n\n");
#endif
if (!mTerrain)
{
return false;
}
// Grab the arioche variables
Cvar_VariableStringBuffer("rmg_usetimelimit", temp, MAX_QPATH);
if (Q_stricmp(temp, "yes") == 0)
{
mUseTimeLimit = true;
}
Cvar_VariableStringBuffer("rmg_instances", instances, MAX_QPATH);
Cvar_VariableStringBuffer("RMG_mission", temp, MAX_QPATH);
Cvar_VariableStringBuffer("rmg_map", map, MAX_QPATH);
sprintf(mission, "%s_%s", temp, map);
Cvar_VariableStringBuffer("rmg_course", course, MAX_QPATH);
// dump existing mission, if any
if (mMission)
{
delete mMission;
mMission = NULL;
}
// Create a new mission file
mMission = new CRMMission ( mTerrain );
if ( IsServer )
{
// Load the mission using the arioche variables
if ( !mMission->Load ( mission, instances, course ) )
{
return false;
}
// set the names of the teams
CGenericParser2 parser;
CGPGroup* root;
Cvar_VariableStringBuffer("RMG_terrain", temp, MAX_QPATH);
// Create the parser for the mission file
if(Com_ParseTextFile(va("ext_data/rmg/%s.teams", temp), parser))
{
root = parser.GetBaseParseGroup()->GetSubGroups();
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if (0 == Q_stricmp(root->GetName(), "teams"))
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{
/*
SV_SetConfigstring( CS_GAMETYPE_REDTEAM, root->FindPairValue ( "red", "marine" ));
SV_SetConfigstring( CS_GAMETYPE_BLUETEAM, root->FindPairValue ( "blue", "thug" ));
*/
//rwwFIXMEFIXME: Do we care about this?
}
parser.Clean();
}
}
// Must have a valid landscape before we can spawn the mission
assert ( mLandScape );
#ifndef FINAL_BUILD
Com_Printf ("------------------------------------------\n");
#endif
return true;
#else
return false;
#endif // PRE_RELEASE_DEMO
}
/************************************************************************************************
* CRMManager::IsMissionComplete
* Determines whether or not all the arioche objectives have been met
*
* inputs:
* none
*
* return:
* true: all objectives have been completed
* false: one or more of the objectives has not been met
*
************************************************************************************************/
bool CRMManager::IsMissionComplete(void)
{
if ( NULL == mMission->GetCurrentObjective ( ) )
{
return true;
}
return false;
}
/************************************************************************************************
* CRMManager::HasTimeExpired
* Determines whether or not the time limit (if one) has expired
*
* inputs:
* none
*
* return:
* true: time limit has expired
* false: time limit has not expired
*
************************************************************************************************/
bool CRMManager::HasTimeExpired(void)
{
/* if (mMission->GetTimeLimit() == 0 || !mUseTimeLimit)
{ // no time limit set
return false;
}
if (mMission->GetTimeLimit() * 1000 * 60 > level.time - level.startTime)
{ // we are still under our time limit
return false;
}
// over our time limit!
return true;*/
return false;
}
/************************************************************************************************
* CRMManager::UpdateStatisticCvars
* Updates the statistic cvars with data from the game
*
* inputs:
* none
*
* return:
* none
*
************************************************************************************************/
void CRMManager::UpdateStatisticCvars ( void )
{
/* // No player set then nothing more to do
if ( mPlayer )
{
float accuracy;
// Calculate the accuracy
accuracy = (float)mPlayer->client->ps.persistant[PERS_SHOTS_HIT];
accuracy /= (float)mPlayer->client->ps.persistant[PERS_SHOTS];
accuracy *= 100.0f;
// set the accuracy cvar
gi.Cvar_Set ( "ar_pl_accuracy", va("%d%%",(int)accuracy) );
// Set the # of kills cvar
gi.Cvar_Set ( "ar_kills", va("%d", mPlayer->client->ps.persistant[PERS_SCORE] ) );
int hours;
int mins;
int seconds;
int tens;
int millisec = (level.time - level.startTime);
seconds = millisec / 1000;
hours = seconds / (60 * 60);
seconds -= (hours * 60 * 60);
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
gi.Cvar_Set ( "ar_duration", va("%dhr %dmin %dsec", hours, mins, seconds ) );
WpnID wpnID = TheWpnSysMgr().GetFavoriteWeapon ( );
gi.Cvar_Set ( "ar_fav_wp", CWeaponSystem::GetWpnName ( wpnID ) );
// show difficulty
char difficulty[MAX_QPATH];
gi.Cvar_VariableStringBuffer("g_skill", difficulty, MAX_QPATH);
strupr(difficulty);
gi.Cvar_Set ( "ar_diff", va("&GENERIC_%s&",difficulty) );
// compute rank
float compositeRank = 1;
int rankMax = 3; // max rank less 1
float timeRank = mUseTimeLimit ? (1.0f - (mins / (float)mMission->GetTimeLimit())) : 0;
float killRank = mPlayer->client->ps.persistant[PERS_SCORE] / (float)GetCharacterManager().GetAllSize();
killRank = (killRank > 0) ? killRank : 1.0f;
float accuRank = (accuracy > 0) ? accuracy*0.01f : 1.0f;
float weapRank = 1.0f - CWeaponSystem::GetRank(wpnID);
compositeRank = ((timeRank + killRank + accuRank + weapRank) / 3.0f) * rankMax + 1;
if (compositeRank > 4)
compositeRank = 4;
gi.Cvar_Set ( "ar_rank", va("&RMG_RANK%d&",((int)compositeRank)) );
}*/
}
/************************************************************************************************
* CRMManager::CompleteMission
* Does end-of-mission stuff (pause game, end screen, return to menu)
* <Description> *
* Input *
* <Variable>: <Description> *
* Output / Return *
* <Variable>: <Description> *
************************************************************************************************/
void CRMManager::CompleteMission(void)
{
UpdateStatisticCvars ( );
mMission->CompleteMission();
}
/************************************************************************************************
* CRMManager::FailedMission
* Does end-of-mission stuff (pause game, end screen, return to menu)
* <Description> *
* Input *
* TimeExpired: indicates if the reason failed was because of time
* Output / Return *
* <Variable>: <Description> *
************************************************************************************************/
void CRMManager::FailedMission(bool TimeExpired)
{
UpdateStatisticCvars ( );
mMission->FailedMission(TimeExpired);
}
/************************************************************************************************
* CRMManager::CompleteObjective
* Marks the given objective as completed
*
* inputs:
* obj: objective to set as completed
*
* return:
* none
*
************************************************************************************************/
void CRMManager::CompleteObjective ( CRMObjective *obj )
{
assert ( obj );
mMission->CompleteObjective ( obj );
}
/************************************************************************************************
* CRMManager::Preview
* previews the random mission genration information
*
* inputs:
* from: origin being previed from
*
* return:
* none
*
************************************************************************************************/
void CRMManager::Preview ( const vec3_t from )
{
// Dont bother if we havent reached our timer yet
/* if ( level.time < mPreviewTimer )
{
return;
}
// Let the mission do all the previewing
mMission->Preview ( from );
// Another second
mPreviewTimer = level.time + 1000;*/
}
/************************************************************************************************
* CRMManager::Preview
* previews the random mission genration information
*
* inputs:
* from: origin being previed from
*
* return:
* none
*
************************************************************************************************/
bool CRMManager::SpawnMission ( qboolean IsServer )
{
// Spawn the mission
mMission->Spawn ( mTerrain, IsServer );
return true;
}
void CRMManager::AddAutomapSymbol ( int type, vec3_t origin, int side )
{
if ( !type )
{
return;
}
mAutomapSymbols[mAutomapSymbolCount].mType = type;
mAutomapSymbols[mAutomapSymbolCount].mSide = side;
VectorCopy ( origin, mAutomapSymbols[mAutomapSymbolCount].mOrigin );
mAutomapSymbolCount++;
}
int CRMManager::GetAutomapSymbolCount ( void )
{
return mAutomapSymbolCount;
}
rmAutomapSymbol_t* CRMManager::GetAutomapSymbol ( int index )
{
return &mAutomapSymbols[index];
}
/*
void CRMManager::WriteAutomapSymbols ( msg_t* msg )
{
rmAutomapSymbolIter_t it;
MSG_WriteShort ( msg, (unsigned long)mAutomapSymbols.size() );
for(it = mAutomapSymbols.begin(); it != mAutomapSymbols.end(); it++)
{
CRMAutomapSymbol* symbol = (CRMAutomapSymbol*) *it;
MSG_WriteByte ( msg, (unsigned char) symbol->mType );
MSG_WriteByte ( msg, (unsigned char) symbol->mSide );
MSG_WriteLong ( msg, (long) symbol->mOrigin[0] );
MSG_WriteLong ( msg, (long) symbol->mOrigin[1] );
}
}
*/
void CRMManager::ProcessAutomapSymbols ( int count, rmAutomapSymbol_t* symbols )
{
#ifndef DEDICATED
int i;
for ( i = 0; i < count; i ++ )
{
// draw proper symbol on map for instance
switch (symbols[i].mType)
{
case AUTOMAP_BLD:
CM_TM_AddBuilding(symbols[i].mOrigin[0], symbols[i].mOrigin[1], symbols[i].mSide );
break;
case AUTOMAP_OBJ:
CM_TM_AddObjective(symbols[i].mOrigin[0], symbols[i].mOrigin[1], symbols[i].mSide );
break;
case AUTOMAP_START:
CM_TM_AddStart(symbols[i].mOrigin[0], symbols[i].mOrigin[1], symbols[i].mSide );
break;
case AUTOMAP_END:
CM_TM_AddEnd(symbols[i].mOrigin[0], symbols[i].mOrigin[1], symbols[i].mSide );
break;
case AUTOMAP_ENEMY:
break;
case AUTOMAP_FRIEND:
break;
case AUTOMAP_WALL:
CM_TM_AddWallRect(symbols[i].mOrigin[0], symbols[i].mOrigin[1], symbols[i].mSide );
break;
}
}
#endif
}