Mission (EM4)

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  • Namespace / class 'Mission'

    List of MissionStates

    Source Code

    1. enum MissionState
    2. {
    3. MISSION_RUNNING, // running
    4. MISSION_SUCCEEDED, // succeeded
    5. MISSION_FAILED, // failed
    6. };


    List of ActionCallbackResults

    Source Code

    1. enum ActionCallbackResult
    2. {
    3. ACTION_CONTINUE,
    4. ACTION_SKIP,
    5. ACTION_CLEAR,
    6. };


    List of PathFinishedActions

    Source Code

    1. enum PathFinishedAction
    2. {
    3. PATH_DEFAULT,
    4. PATH_DELETE,
    5. PATH_RESTART,
    6. PATH_STOP
    7. };


    List of MoveCollChecks

    Source Code

    1. enum MoveCollCheck
    2. {
    3. MCC_HALT_CONTINUE, // default: on collision stop moving the object, but don't stop action
    4. MCC_IGNORE_CONTINUE, // ignore collision (move on) and continue action
    5. MCC_HALT_DONE, // stop moving and remove action
    6. MCC_IGNORE_DONE, // continue moving (for this step) and remove action
    7. MCC_HALT_CLEARLIST, // stop moving and clear action list
    8. MCC_IGNORE_CLEARLIST, // continue moving (for this step) and clear action list
    9. };


    Defnied functions

    Source Code

    1. namespace Mission
    2. {
    3. struct MissionScoring
    4. {
    5. float PersonResult;
    6. float ThingsResult;
    7. float BudgetResult;
    8. float TimeResult;
    9. float Efficiency;
    10. };
    11. void AddObjective(const char *Name_, const char *OpenComment_ = NULL, const char *AccomplishedComment_ = NULL);
    12. void AddObjectivePlayComment(const char *Name_, const char *OpenComment_ = NULL, const char *AccomplishedComment_ = NULL);
    13. void RemoveObjective(const char *Name_);
    14. void RemoveAllObjectives();
    15. bool HasObjective(const char *Name_);
    16. void SetObjectiveAccomplished(const char *Name_, bool State_);
    17. bool IsObjectiveAccomplished(const char *Name_);
    18. bool AllObjectivesAccomplished();
    19. int GetNumObjectivesAccomplished();
    20. int GetNumObjectivesNotAccomplished();
    21. bool IsDefaultLogicPositive();
    22. bool IsDefaultLogicNegative();
    23. bool StartSingleTimer(const char *Name_, float TimeOut_, bool usePhysicsTicks_ = false);
    24. bool StartIntervalTimer(const char *Name_, float TimeOut_, bool usePhysicsTicks_ = false);
    25. bool StopTimer(const char *Name_);
    26. bool PauseTimer(const char *Name_);
    27. bool ResumeTimer(const char *Name_);
    28. float ModifyTimeOut(const char *TimerName_, float TimeDifference_);
    29. bool TimerIsStarted(const char* name);
    30. int GetCounter(const char *Counter_);
    31. int IncCounter(const char *Counter_, int Amount_=1);
    32. int DecCounter(const char *Counter_, int Amount_=1);
    33. int SetCounter(const char *Counter_, int Value_);
    34. void ResetCounters();
    35. void StartCutScene(bool useCamLimitsForTransition_ = true);
    36. void EndCutScene(bool restoreOldCamLocation_ = false, float restoreTransitionDuration_ = 0.0f);
    37. bool IsCutSceneRunning();
    38. void ShowBlackBars(float duration_ = 0.0f);
    39. void HideBlackBars(float duration_ = 0.0f);
    40. void CloseBlackBars(float duration_ = 0.0f, float blackDuration_ = 3.0f);
    41. void PlayHint(const char *HintText, const char *SoundFile = NULL);
    42. void ShowMessageTickerText(const char *Text_, float Red_=1.0f, float Green_=1.0f, float Blue_=1.0f);
    43. void PlayComment(const char *commentFile_);
    44. bool IsCommentPlaying();
    45. int GetMissionTime();
    46. int GetMoneyLeft();
    47. void SetMoney(int Amount_);
    48. const char *GetDefaultCommentForEfficiency(float efficiency_);
    49. void StartCountDown(int Seconds_);
    50. void PauseCountDown();
    51. void ResumeCountDown();
    52. void StopCountDown();
    53. int GetCountDownSeconds();
    54. void SetCountDownColor(float red_, float green_, float blue_);
    55. };
    Display All


    Source Code

    1. class MissionScript
    2. {
    3. public :
    4. MissionScript(const char *Class_, const char *Object_);
    5. virtual ~MissionScript();
    6. };

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