//========= Copyright Valve Corporation, All rights reserved. ============// // tactical_mission.h // Interface for managing player "missions" // Michael Booth, June 2009 #ifndef TACTICAL_MISSION_H #define TACTICAL_MISSION_H #include "nav_area.h" #include "GameEventListener.h" class CBasePlayer; //--------------------------------------------------------------------------------------------- /** * A mission zone defines a region of space where something tactically interesting occurs. */ class CTacticalMissionZone { public: virtual CNavArea *SelectArea( CBasePlayer *who ) const; /** * Iterate each area in this zone. * If functor returns false, stop iterating and return false. */ virtual bool ForEachArea( IForEachNavArea &func ) const; protected: CUtlVector< CNavArea * > m_areaVector; }; //--------------------------------------------------------------------------------------------- /** * A mission encapsulates an important task or set of tasks, such as capturing an enemy point */ class CTacticalMission { public: virtual ~CTacticalMission() { } virtual const CTacticalMissionZone *GetDeployZone( CBasePlayer *who ) const; // where give player should be during this mission virtual const CTacticalMissionZone *GetObjectiveZone( void ) const; // control points, setup gates, sections of cart path, etc. virtual const CTacticalMissionZone *GetEnemyZone( void ) const; // where we expect enemies to be during this mission virtual const char *GetName( void ) const = 0; // return name of this mission }; inline const CTacticalMissionZone *CTacticalMission::GetDeployZone( CBasePlayer *who ) const { return NULL; } inline const CTacticalMissionZone *CTacticalMission::GetObjectiveZone( void ) const { return NULL; } inline const CTacticalMissionZone *CTacticalMission::GetEnemyZone( void ) const { return NULL; } //--------------------------------------------------------------------------------------------- /** * The mission manager provides access to all available missions */ class CTacticalMissionManager : public CGameEventListener { public: CTacticalMissionManager( void ); virtual ~CTacticalMissionManager() { } virtual void FireGameEvent( IGameEvent *event ); // incoming event processing virtual void OnServerActivate( void ) { } // invoked when server loads a new map, after everything has been created/spawned virtual void OnRoundRestart( void ) { } // invoked when a game round restarts virtual void Register( CTacticalMission *mission ); virtual void Unregister( CTacticalMission *mission ); virtual const CTacticalMission *GetMission( const char *name ); // given a mission name, return the mission (or NULL) /** * Iterate each mission. * If functor returns false, stop iterating and return false. */ class IForEachMission { public: virtual bool Inspect( const CTacticalMission &mission ) = 0; }; virtual bool ForEachMission( IForEachMission &func ); protected: CUtlVector< CTacticalMission * > m_missionVector; }; // global singleton extern CTacticalMissionManager &TheTacticalMissions( void ); // factory for instantiating the global singleton extern CTacticalMissionManager *TacticalMissionFactory( void ); #endif // TACTICAL_MISSION_H