//========= 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 "GameEventListener.h" #include "nav_area.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 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 m_missionVector; }; // global singleton extern CTacticalMissionManager &TheTacticalMissions(void); // factory for instantiating the global singleton extern CTacticalMissionManager *TacticalMissionFactory(void); #endif // TACTICAL_MISSION_H