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