181 lines
7.6 KiB
C++
181 lines
7.6 KiB
C++
/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: CampaignManager.h /////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Electronic Arts Pacific.
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//
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// Confidential Information
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// Copyright (C) 2002 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// created: Jul 2002
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//
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// Filename: CampaignManager.h
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//
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// author: Chris Huybregts
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//
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// purpose:
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __CAMPAIGN_MANAGER_H_
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#define __CAMPAIGN_MANAGER_H_
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//-----------------------------------------------------------------------------
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// USER INCLUDES //////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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#include "Common/Snapshot.h"
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#include "Common/AudioEventRTS.h"
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//-----------------------------------------------------------------------------
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class AsciiString;
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class Image;
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enum{ MAX_OBJECTIVE_LINES = 5 };
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enum{ MAX_DISPLAYED_UNITS = 3 };
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//-----------------------------------------------------------------------------
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class Mission : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( Mission, "Mission" )
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public:
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Mission( void );
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//~Mission( void );
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public:
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AsciiString m_name;
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AsciiString m_mapName;
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AsciiString m_nextMission;
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AsciiString m_movieLabel;
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AsciiString m_missionObjectivesLabel[MAX_OBJECTIVE_LINES];
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AudioEventRTS m_briefingVoice;
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AsciiString m_locationNameLabel;
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AsciiString m_unitNames[MAX_DISPLAYED_UNITS];
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Int m_voiceLength;
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AsciiString m_generalName;
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};
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class Campaign : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( Campaign, "Campaign" )
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public:
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Campaign( void );
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//~Campaign( void );
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Mission *newMission( AsciiString name );
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Mission *getNextMission( Mission *current);
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Mission *getMission( AsciiString missionName);
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AsciiString getFinalVictoryMovie( void );
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Bool isChallengeCampaign( void ) { return m_isChallengeCampaign; }
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public:
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typedef std::list< Mission* > MissionList; ///< list of Shell Menu schemes
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typedef MissionList::iterator MissionListIt;
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AsciiString m_name;
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AsciiString m_firstMission;
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AsciiString m_campaignNameLabel; ///< campaign name label from string manager
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MissionList m_missions;
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AsciiString m_finalMovieName;
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Bool m_isChallengeCampaign;
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AsciiString m_playerFactionName;
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};
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class CampaignManager : public Snapshot
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{
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public:
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CampaignManager( void );
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~CampaignManager( void );
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// snapshot methods
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virtual void crc( Xfer *xfer ) { }
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virtual void xfer( Xfer *xfer );
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virtual void loadPostProcess( void );
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void init( void );
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Campaign *getCurrentCampaign( void ); ///< Returns a point to the current Campaign
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Mission *getCurrentMission( void ); ///< Returns a point to the current mission
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Mission *gotoNextMission( void ); ///< Set the next mission as the current Mission, and returns a point to it
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void setCampaignAndMission( AsciiString campaign, AsciiString mission ); ///< Sets the campaing and Mission we're on
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void setCampaign( AsciiString campaign ); ///< sets the campaign and set's it's first mission
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AsciiString getCurrentMap( void ); ///< Get the map located in m_currentMission;
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enum { INVALID_MISSION_NUMBER = -1 };
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Int getCurrentMissionNumber( void ); ///< get mission number for the currently loaded level if we are in a campaign
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const FieldParse *getFieldParse( void ) const { return m_campaignFieldParseTable; } ///< returns the parsing fields
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static const FieldParse m_campaignFieldParseTable[]; ///< the parse table
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static void parseMissionPart( INI* ini, void *instance, void *store, const void *userData ); ///< Parse the Mission Part
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Campaign *newCampaign(AsciiString name);
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Bool isVictorious( void ) { return m_victorious; }
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void SetVictorious( Bool victory ) { m_victorious = victory; }
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void setRankPoints( Int rankPoints ) { m_currentRankPoints = rankPoints; }
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Int getRankPoints() const {
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// All campaign missions, regular and generals' challenge now start each map at rank 0.
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// This is because they weren't designed with rank persistence in mind, and were primarily
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// tested in a debug context, with no notion of previous rank.
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// NOTE: the assumption is being made that this method will never be used for any purpose
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// other than setting initial starting rank on map load, as it is currently. 08/09/03
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return 0;
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}
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GameDifficulty getGameDifficulty() const { return m_difficulty; }
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void setGameDifficulty(GameDifficulty d) { m_difficulty = d; }
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private:
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typedef std::list< Campaign* > CampaignList; ///< list of Shell Menu schemes
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typedef CampaignList::iterator CampaignListIt;
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CampaignList m_campaignList; ///< Our List of Campaigns
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Campaign *m_currentCampaign; ///< Our current Campaign
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Mission *m_currentMission; ///< our Current Mission
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Bool m_victorious;
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Int m_currentRankPoints;
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GameDifficulty m_difficulty;
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Int m_xferChallengeGeneralsPlayerTemplateNum; ///< Need a place to stick this naughty singleton's important bit.
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};
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//-----------------------------------------------------------------------------
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// INLINING ///////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// EXTERNALS //////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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extern CampaignManager *TheCampaignManager;
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#endif // __CAMPAIGN_MANAGER_H_
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