sqwarmed/sdk_src/public/missionchooser/iasw_mission_chooser.h

136 lines
4.4 KiB
C++

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