136 lines
4.4 KiB
C
136 lines
4.4 KiB
C
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#ifndef MISSION_CHOOSER_INT_H
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#define MISSION_CHOOSER_INT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "appframework/IAppSystem.h"
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#include "utlvector.h"
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class IASW_Random_Missions;
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class IASW_Mission_Chooser_Source;
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class IASW_Map_Builder;
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class KeyValues;
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class CUniformRandomStream;
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class Color;
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class IASWSpawnSelection;
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class IASW_Location;
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class IASW_Location_Group
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{
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public:
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virtual const char* GetGroupName() = 0;
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virtual const char* GetTitleText() = 0;
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virtual const char* GetDescriptionText() = 0;
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virtual const char* GetImageName() = 0;
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virtual Color& GetColor() = 0;
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virtual bool IsGroupLocked( CUtlVector<int> &completedMissions ) = 0;
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virtual int GetHighestUnlockMissionID() = 0;
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virtual int GetNumLocations() = 0;
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virtual IASW_Location* GetLocation( int iIndex ) = 0;
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};
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enum ASW_Reward_Type
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{
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ASW_REWARD_MONEY=0,
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ASW_REWARD_XP,
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ASW_REWARD_ITEM,
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ASW_REWARD_SKILL_SLOT,
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};
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class IASW_Reward
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{
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public:
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virtual ASW_Reward_Type GetRewardType() = 0;
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virtual int GetRewardAmount() = 0;
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// for item rewards
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virtual const char* GetRewardName() = 0;
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virtual int GetRewardLevel() = 0;
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virtual int GetRewardQuality() = 0;
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};
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class IASW_Location
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{
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public:
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virtual int GetID() = 0;
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virtual IASW_Location_Group* GetGroup() = 0;
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virtual int GetDifficulty() = 0;
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virtual bool GetCompleted() = 0;
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virtual int GetXPos() = 0;
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virtual int GetYPos() = 0;
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// Mission Settings are settings not directly related to the level layout, but which have other effects on the mission.
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// (This is the "mission_settings" sub-node of the mission definition).
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virtual KeyValues* GetMissionSettings() = 0;
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// Mission Definition is the key-values block fed to the layout system.
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virtual KeyValues* GetMissionDefinition() = 0;
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virtual const char* GetMapName() = 0;
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virtual const char* GetStoryScene() = 0;
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virtual const char* GetImageName() = 0;
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virtual const char* GetCompanyName() = 0;
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virtual const char* GetCompanyImage() = 0;
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virtual int GetNumRewards() = 0;
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virtual IASW_Reward* GetReward( int iRewardIndex ) = 0;
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virtual int GetMoneyReward() = 0;
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virtual int GetXPReward() = 0;
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virtual int IsMissionOptional() = 0;
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virtual bool IsLocationLocked( CUtlVector<int> &completedMissions ) = 0;
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virtual void SetPos( int x, int y ) = 0;
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};
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class IASW_Location_Grid
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{
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public:
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virtual int GetNumGroups() = 0;
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virtual IASW_Location_Group* GetGroup( int iIndex ) = 0;
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virtual IASW_Location_Group* GetGroupByName( const char *szName ) = 0;
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virtual IASW_Location* GetLocationByID( int iLocationID ) = 0;
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virtual void SetLocationComplete( int iLocationID ) = 0;
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};
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class IASW_Mission_Text_Database
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{
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public:
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virtual const char *GetShortDescriptionByID( unsigned int id ) = 0;
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virtual const char *GetLongDescriptionByID( unsigned int id ) = 0;
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/// a unique identifier for each mission spec.
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/// if they're loaded from the same files in the same
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/// order by the database on both server and client,
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/// we can refer to specs by this id across the network.
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// if you change the size of this, also update the m_nObjectiveTextIdx
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// datatable field in asw_objective.cpp.
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typedef uint16 ID_t;
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enum { INVALID_INDEX = ((ID_t)(~0)) };
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static inline bool IsIDValid( ID_t idx ) { return idx != INVALID_INDEX; }
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/// find the mission text id for a given entity name, mission filename, other criteria.
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/// you can resolve the ID to textual descriptions with GetShortDescriptionByID() etc.
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virtual ID_t FindMissionTextID( const char *pEntityName, const char *pMissionName ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface exposed from the mission chooser .dll (to the game dlls and tilegen.exe)
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//-----------------------------------------------------------------------------
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abstract_class IASW_Mission_Chooser : public IAppSystem
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{
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public:
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virtual bool GetCurrentTimeAndDate(int *year, int *month, int *dayOfWeek, int *day, int *hour, int *minute, int *second) = 0;
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virtual IASW_Random_Missions *RandomMissions() = 0;
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virtual IASW_Mission_Chooser_Source *LocalMissionSource() = 0;
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virtual IASW_Location_Grid *LocationGrid() = 0;
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virtual IASW_Mission_Text_Database *MissionTextDatabase() = 0;
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virtual IASW_Map_Builder *MapBuilder() = 0;
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virtual IASWSpawnSelection *SpawnSelection() = 0;
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};
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#define ASW_MISSION_CHOOSER_VERSION "VASWMissionChooser001"
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#endif // MISSION_CHOOSER_INT_H
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