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162 lines
5.1 KiB
162 lines
5.1 KiB
1 year ago
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#ifndef _INCLUDED_ASW_LOCATION_GRID_H
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#define _INCLUDED_ASW_LOCATION_GRID_H
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#define ASW_RANDOM_MISSION_GRID_WIDE 16
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#define ASW_RANDOM_MISSION_GRID_TALL 10
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class KeyValues;
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#include "missionchooser/iasw_mission_chooser.h"
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#include "utlvector.h"
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#include "color.h"
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#include "vstdlib/random.h"
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class CASW_KeyValuesDatabase;
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class CASW_Location;
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class CASW_Location_Grid;
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class CTilegenMissionPreprocessor;
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class CASW_Location_Group : public IASW_Location_Group
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{
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public:
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CASW_Location_Group( CASW_Location_Grid *pLocationGrid );
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~CASW_Location_Group();
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virtual const char* GetGroupName() { return m_szGroupName; }
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virtual const char* GetTitleText() { return m_szTitleText; }
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virtual const char* GetDescriptionText() { return m_szDescriptionText; }
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virtual const char* GetImageName() { return m_szImageName; }
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virtual Color& GetColor() { return m_Color; };
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virtual bool IsGroupLocked( CUtlVector<int> &completedMissions );
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KeyValues* GetKeyValuesForEditor();
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void LoadFromKeyValues( KeyValues *pKeys ); // random stream is used to pick difficulty between bounds and specific mission spec
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virtual int GetHighestUnlockMissionID();
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int GetNumLocations() { return m_Locations.Count(); }
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IASW_Location* GetLocation( int iIndex );
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CASW_Location* GetCLocation( int iIndex );
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const char *m_szGroupName;
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const char *m_szTitleText;
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const char *m_szDescriptionText;
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const char *m_szImageName;
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CUtlVector<int> m_UnlockedBy; // IDs of missions that unlock this group
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int m_iRequiredUnlocks;
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Color m_Color; // background color for locations in this group
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CUniformRandomStream m_Random;
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CUtlVector< CASW_Location* > m_Locations;
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CASW_Location_Grid *m_pLocationGrid;
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};
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class CASW_Reward : public IASW_Reward
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{
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public:
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CASW_Reward();
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~CASW_Reward();
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virtual ASW_Reward_Type GetRewardType() { return m_RewardType; }
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virtual int GetRewardAmount() { return m_iRewardAmount; }
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// for item rewards
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virtual const char* GetRewardName() { return m_szRewardName; }
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virtual int GetRewardLevel() { return m_iRewardLevel; }
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virtual int GetRewardQuality() { return m_iRewardQuality; }
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virtual bool LoadFromKeyValues( KeyValues *pKeys, int iMissionDifficulty );
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virtual KeyValues* GetKeyValuesForEditor();
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ASW_Reward_Type m_RewardType;
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int m_iRewardAmount;
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const char *m_szRewardName;
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int m_iRewardLevel;
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int m_iRewardQuality;
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};
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class CASW_Location : public IASW_Location
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{
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public:
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CASW_Location( CASW_Location_Grid *pLocationGrid );
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~CASW_Location();
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virtual int GetID() { return m_iLocationID; }
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virtual IASW_Location_Group* GetGroup() { return m_pGroup; }
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virtual CASW_Location_Group* GetCGroup() { return m_pGroup; }
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virtual int GetDifficulty() { return m_iDifficulty; }
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virtual bool GetCompleted() { return m_bCompleted; }
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virtual int GetXPos() { return m_iXPos; }
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virtual int GetYPos() { return m_iYPos; }
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virtual KeyValues* GetMissionSettings();
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virtual KeyValues* GetMissionDefinition();
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virtual const char* GetMapName() { return m_szMapName; }
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virtual const char* GetStoryScene( void ) { return m_szStoryScene; }
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virtual const char* GetImageName() { return m_szImageName; }
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virtual const char* GetCompanyName( void );
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virtual const char* GetCompanyImage( void );
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virtual int GetNumRewards();
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virtual IASW_Reward* GetReward( int iRewardIndex );
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virtual int GetMoneyReward();
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virtual int GetXPReward();
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virtual int IsMissionOptional() { return m_bIsMissionOptional; }
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virtual bool IsLocationLocked( CUtlVector<int> &completedMissions );
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virtual void SetPos( int x, int y ) { m_iXPos = x; m_iYPos = y; }
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KeyValues* GetKeyValuesForEditor();
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void LoadFromKeyValues( KeyValues *pKeys, CUniformRandomStream* pStream ); // random stream is used to pick difficulty between bounds and specific mission spec
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char m_szMapName[64];
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int m_iLocationID;
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int m_iDifficulty;
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int m_iMinDifficulty; // bounds for randomly picking a mission txt
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int m_iMaxDifficulty;
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const char *m_szStoryScene;
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const char *m_szImageName;
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CASW_Location_Group *m_pGroup;
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bool m_bCompleted;
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int m_iXPos;
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int m_iYPos;
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int m_iCompanyIndex;
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bool m_bIsMissionOptional;
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KeyValues *m_pMissionKV;
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char *m_pszCustomMission;
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CASW_Location_Grid *m_pLocationGrid;
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CUtlVector<CASW_Reward*> m_Rewards;
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};
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// stores a grid of possible missions the players can play
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class CASW_Location_Grid : public IASW_Location_Grid
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{
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public:
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CASW_Location_Grid();
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virtual ~CASW_Location_Grid();
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bool LoadLocationGrid();
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bool SaveLocationGrid();
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virtual int GetNumGroups() { return m_Groups.Count(); }
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virtual IASW_Location_Group* GetGroup( int iIndex );
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virtual CASW_Location_Group* GetCGroup( int iIndex );
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virtual CASW_Location_Group* GetGroupByName( const char *szName );
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void DeleteGroup( int iIndex );
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void CreateNewGroup();
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virtual IASW_Location* GetLocationByID( int iLocationID );
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virtual void SetLocationComplete( int iLocationID );
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int GetFreeLocationID();
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KeyValues *GetMissionData( const char *pMissionName );
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private:
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CUtlVector<CASW_Location_Group*> m_Groups;
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CASW_KeyValuesDatabase *m_pMissionDatabase;
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CTilegenMissionPreprocessor *m_pPreprocessor;
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};
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CASW_Location_Grid *ASWMissionGrid();
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#endif // _INCLUDED_ASW_LOCATION_GRID_H
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