Code
enum MissionState
{
MISSION_RUNNING, // läuft
MISSION_SUCCEEDED, // gewonnen
MISSION_FAILED // verloren
};
Code
enum MoveCollCheck
{
MCC_HALT_CONTINUE, // default: on collision stop moving the object, but don't stop action
MCC_IGNORE_CONTINUE, // ignore collision (move on) and continue action
MCC_HALT_DONE, // stop moving and remove action
MCC_IGNORE_DONE, // continue moving (for this step) and remove action
MCC_HALT_CLEARLIST, // stop moving and clear action list
MCC_IGNORE_CLEARLIST // continue moving (for this step) and clear action list
};
Code
namespace Mission
{
struct MissionScoring
{
float PersonResult;
float ThingsResult;
float BudgetResult;
float TimeResult;
float Efficiency;
};
void AddObjective(const char *Name_, const char *OpenComment_ = NULL, const char *AccomplishedComment_ = NULL);
void AddObjectivePlayComment(const char *Name_, const char *OpenComment_ = NULL, const char *AccomplishedComment_ = NULL);
void RemoveObjective(const char *Name_);
void RemoveAllObjectives();
bool HasObjective(const char *Name_);
void SetObjectiveAccomplished(const char *Name_, bool State_);
bool IsObjectiveAccomplished(const char *Name_);
bool AllObjectivesAccomplished();
int GetNumObjectivesAccomplished();
int GetNumObjectivesNotAccomplished();
bool IsDefaultLogicPositive();
bool IsDefaultLogicNegative();
bool StartSingleTimer(const char *Name_, float TimeOut_, bool usePhysicsTicks_ = false);
bool StartIntervalTimer(const char *Name_, float TimeOut_, bool usePhysicsTicks_ = false);
bool StopTimer(const char *Name_);
bool PauseTimer(const char *Name_);
bool ResumeTimer(const char *Name_);
float ModifyTimeOut(const char *TimerName_, float TimeDifference_);
bool TimerIsStarted(const char* name);
int GetCounter(const char *Counter_);
int IncCounter(const char *Counter_, int Amount_=1);
int DecCounter(const char *Counter_, int Amount_=1);
int SetCounter(const char *Counter_, int Value_);
void ResetCounters();
void StartCutScene(bool useCamLimitsForTransition_ = true);
void EndCutScene(bool restoreOldCamLocation_ = false, float restoreTransitionDuration_ = 0.0f);
bool IsCutSceneRunning();
void ShowBlackBars(float duration_ = 0.0f);
void HideBlackBars(float duration_ = 0.0f);
void CloseBlackBars(float duration_ = 0.0f, float blackDuration_ = 3.0f);
void PlayHint(const char *HintText, const char *SoundFile = NULL);
void ShowMessageTickerText(const char *Text_, float Red_=1.0f, float Green_=1.0f, float Blue_=1.0f);
void PlayComment(const char *commentFile_);
bool IsCommentPlaying();
int GetMissionTime();
int GetMoneyLeft();
void SetMoney(int Amount_);
const char *GetDefaultCommentForEfficiency(float efficiency_);
void StartCountDown(int Seconds_);
void PauseCountDown();
void ResumeCountDown();
void StopCountDown();
int GetCountDownSeconds();
void SetCountDownColor(float red_, float green_, float blue_);
};
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