#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 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 ); 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