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