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