source-engine/game/server/tactical_mission.cpp

189 lines
4.5 KiB
C++
Raw Permalink Normal View History

2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
// tactical_mission.cpp
// Interface for managing player "missions"
// Michael Booth, June 2009
#include "cbase.h"
#include "tactical_mission.h"
/**
* Global singleton accessor.
*/
CTacticalMissionManager &TheTacticalMissions( void )
{
static CTacticalMissionManager *manager = g_pGameRules->TacticalMissionManagerFactory();
return *manager;
}
//---------------------------------------------------------------------------------------------
class CListMissions : public CTacticalMissionManager::IForEachMission
{
public:
virtual bool Inspect( const CTacticalMission &mission )
{
Msg( "%s\n", mission.GetName() );
return true;
}
};
CON_COMMAND_F( mission_list, "List all available tactical missions", FCVAR_GAMEDLL )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CListMissions list;
TheTacticalMissions().ForEachMission( list );
}
//---------------------------------------------------------------------------------------------
class CShowZone : public IForEachNavArea
{
public:
virtual bool Inspect( const CNavArea *area )
{
#ifdef NEXT_BOT
2020-04-22 16:56:21 +00:00
area->DrawFilled( 255, 255, 0, 255, 9999.9f );
#endif
2020-04-22 16:56:21 +00:00
return true;
}
};
CON_COMMAND_F( mission_show, "Show the given mission", FCVAR_GAMEDLL )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if ( args.ArgC() < 2 )
{
Msg( "%s <name of mission>\n", args.Arg(0) );
return;
}
const CTacticalMission *mission = TheTacticalMissions().GetMission( args.Arg(1) );
if ( mission )
{
const CTacticalMissionZone *zone = mission->GetDeployZone( NULL );
if ( zone )
{
CShowZone show;
zone->ForEachArea( show );
}
else
{
Msg( "No deploy zone\n" );
}
}
else
{
Msg( "Unknown mission '%s'\n", args.Arg(1) );
}
}
//---------------------------------------------------------------------------------------------
CNavArea *CTacticalMissionZone::SelectArea( CBasePlayer *who ) const
{
if ( m_areaVector.Count() == 0 )
return NULL;
int which = RandomInt( 0, m_areaVector.Count()-1 );
return m_areaVector[ which ];
}
//---------------------------------------------------------------------------------------------
/**
* Iterate each area in this zone.
* If functor returns false, stop iterating and return false.
*/
bool CTacticalMissionZone::ForEachArea( IForEachNavArea &func ) const
{
int i;
for( i=0; i<m_areaVector.Count(); ++i )
{
if ( func.Inspect( m_areaVector[i] ) == false )
break;
}
bool wasCompleteIteration = ( i == m_areaVector.Count() );
func.PostIteration( wasCompleteIteration );
return wasCompleteIteration;
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CTacticalMissionManager::CTacticalMissionManager( void )
{
ListenForGameEvent( "round_start" );
ListenForGameEvent( "teamplay_round_start" );
}
//---------------------------------------------------------------------------------------------
void CTacticalMissionManager::FireGameEvent( IGameEvent *gameEvent )
{
if ( FStrEq( gameEvent->GetName(), "round_start" ) || FStrEq( gameEvent->GetName(), "teamplay_round_start" ) )
{
OnRoundRestart();
}
}
//---------------------------------------------------------------------------------------------
void CTacticalMissionManager::Register( CTacticalMission *mission )
{
if ( m_missionVector.Find( mission ) == m_missionVector.InvalidIndex() )
{
m_missionVector.AddToTail( mission );
}
}
//---------------------------------------------------------------------------------------------
void CTacticalMissionManager::Unregister( CTacticalMission *mission )
{
m_missionVector.FindAndRemove( mission );
}
//---------------------------------------------------------------------------------------------
/**
* Given a mission name, return the mission (or NULL)
*/
const CTacticalMission *CTacticalMissionManager::GetMission( const char *name )
{
FOR_EACH_VEC( m_missionVector, it )
{
if ( FStrEq( m_missionVector[it]->GetName(), name ) )
return m_missionVector[it];
}
return NULL;
}
//---------------------------------------------------------------------------------------------
/**
* Iterate each mission.
* If functor returns false, stop iterating and return false.
*/
bool CTacticalMissionManager::ForEachMission( CTacticalMissionManager::IForEachMission &func )
{
FOR_EACH_VEC( m_missionVector, it )
{
if ( !func.Inspect( *m_missionVector[it] ) )
return false;
}
return true;
}