189 lines
4.5 KiB
C++
189 lines
4.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// tactical_mission.cpp
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// Interface for managing player "missions"
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// Michael Booth, June 2009
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#include "cbase.h"
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#include "tactical_mission.h"
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/**
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* Global singleton accessor.
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*/
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CTacticalMissionManager &TheTacticalMissions( void )
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{
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static CTacticalMissionManager *manager = g_pGameRules->TacticalMissionManagerFactory();
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return *manager;
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}
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//---------------------------------------------------------------------------------------------
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class CListMissions : public CTacticalMissionManager::IForEachMission
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{
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public:
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virtual bool Inspect( const CTacticalMission &mission )
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{
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Msg( "%s\n", mission.GetName() );
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return true;
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}
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};
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CON_COMMAND_F( mission_list, "List all available tactical missions", FCVAR_GAMEDLL )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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CListMissions list;
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TheTacticalMissions().ForEachMission( list );
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}
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//---------------------------------------------------------------------------------------------
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class CShowZone : public IForEachNavArea
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{
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public:
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virtual bool Inspect( const CNavArea *area )
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{
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#ifdef NEXT_BOT
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area->DrawFilled( 255, 255, 0, 255, 9999.9f );
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#endif
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return true;
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}
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};
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CON_COMMAND_F( mission_show, "Show the given mission", FCVAR_GAMEDLL )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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if ( args.ArgC() < 2 )
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{
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Msg( "%s <name of mission>\n", args.Arg(0) );
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return;
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}
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const CTacticalMission *mission = TheTacticalMissions().GetMission( args.Arg(1) );
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if ( mission )
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{
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const CTacticalMissionZone *zone = mission->GetDeployZone( NULL );
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if ( zone )
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{
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CShowZone show;
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zone->ForEachArea( show );
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}
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else
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{
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Msg( "No deploy zone\n" );
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}
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}
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else
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{
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Msg( "Unknown mission '%s'\n", args.Arg(1) );
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}
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}
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//---------------------------------------------------------------------------------------------
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CNavArea *CTacticalMissionZone::SelectArea( CBasePlayer *who ) const
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{
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if ( m_areaVector.Count() == 0 )
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return NULL;
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int which = RandomInt( 0, m_areaVector.Count()-1 );
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return m_areaVector[ which ];
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}
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//---------------------------------------------------------------------------------------------
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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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bool CTacticalMissionZone::ForEachArea( IForEachNavArea &func ) const
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{
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int i;
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for( i=0; i<m_areaVector.Count(); ++i )
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{
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if ( func.Inspect( m_areaVector[i] ) == false )
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break;
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}
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bool wasCompleteIteration = ( i == m_areaVector.Count() );
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func.PostIteration( wasCompleteIteration );
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return wasCompleteIteration;
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}
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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CTacticalMissionManager::CTacticalMissionManager( void )
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{
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ListenForGameEvent( "round_start" );
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ListenForGameEvent( "teamplay_round_start" );
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}
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//---------------------------------------------------------------------------------------------
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void CTacticalMissionManager::FireGameEvent( IGameEvent *gameEvent )
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{
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if ( FStrEq( gameEvent->GetName(), "round_start" ) || FStrEq( gameEvent->GetName(), "teamplay_round_start" ) )
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{
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OnRoundRestart();
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}
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}
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//---------------------------------------------------------------------------------------------
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void CTacticalMissionManager::Register( CTacticalMission *mission )
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{
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if ( m_missionVector.Find( mission ) == m_missionVector.InvalidIndex() )
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{
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m_missionVector.AddToTail( mission );
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}
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}
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//---------------------------------------------------------------------------------------------
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void CTacticalMissionManager::Unregister( CTacticalMission *mission )
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{
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m_missionVector.FindAndRemove( mission );
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}
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//---------------------------------------------------------------------------------------------
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/**
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* Given a mission name, return the mission (or NULL)
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*/
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const CTacticalMission *CTacticalMissionManager::GetMission( const char *name )
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{
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FOR_EACH_VEC( m_missionVector, it )
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{
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if ( FStrEq( m_missionVector[it]->GetName(), name ) )
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return m_missionVector[it];
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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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* Iterate each mission.
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* If functor returns false, stop iterating and return false.
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*/
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bool CTacticalMissionManager::ForEachMission( CTacticalMissionManager::IForEachMission &func )
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{
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FOR_EACH_VEC( m_missionVector, it )
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{
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if ( !func.Inspect( *m_missionVector[it] ) )
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return false;
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}
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return true;
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}
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