Team Fortress 2 Source Code as on 22/4/2020
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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
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