2024-08-29 19:18:30 -04:00
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#ifndef _INCLUDED_ASW_CAMPAIGN_INFO_H
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#define _INCLUDED_ASW_CAMPAIGN_INFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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// maximum number of missions that can be in a campaign
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#define ASW_MAX_CAMPAIGN_MISSIONS 255
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class KeyValues;
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// this class contains information about the current campaign
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class CASW_Campaign_Info
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{
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public:
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CASW_Campaign_Info();
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virtual ~CASW_Campaign_Info();
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// Initialises all campaign info from a keyvalues file
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bool LoadCampaign(const char *szCampaignName);
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void ClearCampaign();
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// adds a one way link from start mission to end mission
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void AddMissionLink(int iStartMission, int iEndMission);
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// name given to this campaign
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string_t m_CampaignName;
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// intro/outro map names
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string_t m_IntroMap;
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string_t m_OutroMap;
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// texture used behind the campaign dots and links
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string_t m_CampaignTextureName;
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string_t m_CampaignTextureLayer1;
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string_t m_CampaignTextureLayer2;
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string_t m_CampaignTextureLayer3;
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string_t m_CustomCreditsFile;
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int m_iGalaxyX;
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int m_iGalaxyY;
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int m_iSearchLightX[4];
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int m_iSearchLightY[4];
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int m_iSearchLightAngle[4];
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void GetGalaxyPos(int &x, int &y);
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// details on a particular mission in the campaign
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struct CASW_Campaign_Mission_t
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{
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int m_iMissionIndex;
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string_t m_MissionName; // human readable name for this mission
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string_t m_MapName; // name of the .bsp file to load for this mission
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int m_iLocationX; // it's position on the mission texture (number goes from 0 to 1023)
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int m_iLocationY;
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int m_iDifficultyMod;
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CUtlVector<int> m_Links; // list of mission indices, showing links from this mission to others
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string_t m_LinksString; // temp var holding the m_Links in human readable format (from the campaign script file)
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string_t m_LocationDescription; // short description of the location like, shown in the upper right of the campaign screen
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string_t m_Briefing; // short mission description shown in the briefing box of the campaign screen
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string_t m_ThreatString; // string to describe the overall threat level of this mission
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bool m_bAlwaysVisible;
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bool m_bNeedsMoreThanOneMarine;
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};
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// Array of missions that make up our campaign. Entry [0] is our starting point and isn't a proper mission.
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CASW_Campaign_Mission_t *m_pMission[ASW_MAX_CAMPAIGN_MISSIONS];
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CASW_Campaign_Mission_t* GetMission(int iMissionIndex);
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CASW_Campaign_Mission_t* GetMissionByMissionName(const char *szMissionName);
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CASW_Campaign_Mission_t* GetMissionByMapName(const char *szMissionName);
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int m_iNumMissions;
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int GetNumMissions() { return m_iNumMissions; }
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bool AreMissionsLinked(int i, int j);
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void DebugInfo();
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KeyValues *m_CampaignKeyValues;
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bool IsJacobCampaign();
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char m_szCampaignFilename[64];
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};
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#endif // _INCLUDED_ASW_CAMPAIGN_INFO_H
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