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