Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "asw_random_missions.h"
#include "MapLayout.h"
#include "LevelTheme.h"
#include "TileGenDialog.h"
#include "filesystem.h"
#include "Room.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CASW_Random_Missions::CASW_Random_Missions() :
m_pCurrentMapLayout( NULL ),
m_bDirtyLayoutForMinimap( false )
{
}
CASW_Random_Missions::~CASW_Random_Missions()
{
delete m_pCurrentMapLayout;
}
vgui::Panel* CASW_Random_Missions::CreateTileGenFrame( vgui::Panel *parent )
{
if ( g_pTileGenDialog == NULL )
{
// add our main window
new CTileGenDialog( parent, "TileGenDialog" );
}
return g_pTileGenDialog;
}
void CASW_Random_Missions::LevelInitPostEntity( const char *pszMapName )
{
delete m_pCurrentMapLayout;
// try to load the layout for this map
char filename[128];
Q_snprintf( filename, sizeof( filename ), "maps/%s", pszMapName );
Q_SetExtension( filename, "layout", sizeof( filename ) );
char fullpath[MAX_PATH];
g_pFullFileSystem->RelativePathToFullPath( filename, "GAME", fullpath, sizeof( fullpath ) );
if ( g_pFullFileSystem->FileExists( filename ) )
{
CLevelTheme::LoadLevelThemes();
m_pCurrentMapLayout = new CMapLayout();
if ( !m_pCurrentMapLayout->LoadMapLayout( filename ) )
{
delete m_pCurrentMapLayout;
m_pCurrentMapLayout = NULL;
}
}
else
{
m_pCurrentMapLayout = NULL;
}
m_bDirtyLayoutForMinimap = true;
}
bool CASW_Random_Missions::ValidMapLayout()
{
return m_pCurrentMapLayout != NULL;
}
KeyValues* CASW_Random_Missions::GetGenerationOptions()
{
if ( !m_pCurrentMapLayout || !m_pCurrentMapLayout->GetGenerationOptions() )
return NULL;
return m_pCurrentMapLayout->GetGenerationOptions();
}
IASW_Room_Details* CASW_Random_Missions::GetRoomDetails( const Vector &vecPos )
{
if ( !m_pCurrentMapLayout )
return NULL;
// convert vecPos to a tile
int half_map_size = MAP_LAYOUT_TILES_WIDE * 0.5f; // shift back so the middle of our grid is the origin
int iTileX = vecPos.x / ASW_TILE_SIZE + half_map_size;
int iTileY = vecPos.y / ASW_TILE_SIZE + half_map_size;
if ( iTileX < 0 || iTileY < 0 || iTileX >= MAP_LAYOUT_TILES_WIDE || iTileY >= MAP_LAYOUT_TILES_WIDE )
return NULL;
return (IASW_Room_Details*) m_pCurrentMapLayout->m_pRoomGrid[ iTileX ][ iTileY ];
}
IASW_Room_Details* CASW_Random_Missions::GetStartRoomDetails()
{
if ( m_pCurrentMapLayout == NULL )
return NULL;
int iRooms = m_pCurrentMapLayout->m_PlacedRooms.Count();
for ( int i = 0; i < iRooms; i++ )
{
CRoom *pRoom = m_pCurrentMapLayout->m_PlacedRooms[ i ];
if ( !pRoom || !pRoom->m_pRoomTemplate->IsStartRoom() )
continue;
return (IASW_Room_Details*) pRoom;
}
return NULL;
}
IASW_Room_Details* CASW_Random_Missions::GetRoomDetails( int iRoomIndex )
{
if ( iRoomIndex < 0 || iRoomIndex >= m_pCurrentMapLayout->m_PlacedRooms.Count() )
return NULL;
return (IASW_Room_Details*) m_pCurrentMapLayout->m_PlacedRooms[ iRoomIndex ];
}
int CASW_Random_Missions::GetNumRooms()
{
return m_pCurrentMapLayout->m_PlacedRooms.Count();
}
int CASW_Random_Missions::GetNumEncounters()
{
return m_pCurrentMapLayout->m_Encounters.Count();
}
IASW_Encounter* CASW_Random_Missions::GetEncounter( int i )
{
if ( i < 0 || i >= m_pCurrentMapLayout->m_Encounters.Count() )
return NULL;
return (IASW_Encounter*) m_pCurrentMapLayout->m_Encounters[ i ];
}
void CASW_Random_Missions::GetMapBounds( Vector *vecWorldMins, Vector *vecWorldMaxs )
{
if ( !m_pCurrentMapLayout )
return;
// find world bounds
vecWorldMins->x = 65535;
vecWorldMins->y = 65535;
vecWorldMins->z = 65535;
vecWorldMaxs->x = -65535;
vecWorldMaxs->y = -65535;
vecWorldMaxs->z = -65535;
Vector vecRoomMins = vec3_origin, vecRoomMaxs = vec3_origin;
int iNumRooms = GetNumRooms();
for ( int i = 0 ; i < iNumRooms ; i++ )
{
IASW_Room_Details* pRoom = GetRoomDetails( i );
if ( !pRoom )
continue;
pRoom->GetWorldBounds( &vecRoomMins, &vecRoomMaxs );
vecWorldMins->x = MIN( vecWorldMins->x, vecRoomMins.x );
vecWorldMins->y = MIN( vecWorldMins->y, vecRoomMins.y );
vecWorldMins->z = MIN( vecWorldMins->z, vecRoomMins.z );
vecWorldMaxs->x = MAX( vecWorldMaxs->x, vecRoomMaxs.x );
vecWorldMaxs->y = MAX( vecWorldMaxs->y, vecRoomMaxs.y );
vecWorldMaxs->z = MAX( vecWorldMaxs->z, vecRoomMaxs.z );
}
}
bool CASW_Random_Missions::CheckAndCleanDirtyLayout( void )
{
bool bDirty = m_bDirtyLayoutForMinimap;
m_bDirtyLayoutForMinimap = false;
return bDirty;
}