Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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