/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once enum TutorStateType { TUTORSTATE_UNDEFINED = 0, TUTORSTATE_LOOKING_FOR_HOSTAGE, TUTORSTATE_ESCORTING_HOSTAGE, //TUTORSTATE_LOOKING_FOR_LOST_HOSTAGE, TUTORSTATE_FOLLOWING_HOSTAGE_ESCORT, TUTORSTATE_MOVING_TO_BOMBSITE, TUTORSTATE_LOOKING_FOR_BOMB_CARRIER, TUTORSTATE_GUARDING_LOOSE_BOMB, TUTORSTATE_DEFUSING_BOMB, TUTORSTATE_GUARDING_HOSTAGE, TUTORSTATE_MOVING_TO_INTERCEPT_ENEMY, TUTORSTATE_LOOKING_FOR_HOSTAGE_ESCORT, TUTORSTATE_ATTACKING_HOSTAGE_ESCORT, TUTORSTATE_ESCORTING_BOMB_CARRIER, TUTORSTATE_MOVING_TO_BOMB_SITE, TUTORSTATE_PLANTING_BOMB, TUTORSTATE_GUARDING_BOMB, TUTORSTATE_LOOKING_FOR_LOOSE_BOMB, TUTORSTATE_RUNNING_AWAY_FROM_TICKING_BOMB, TUTORSTATE_BUYTIME, TUTORSTATE_WAITING_FOR_START, }; class CBaseTutorState { public: CBaseTutorState(); virtual ~CBaseTutorState(); virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; virtual const char *GetStateString() = 0; public: TutorStateType GetType() const; protected: static const char *m_TutorStateStrings[]; TutorStateType m_type; }; class CBaseTutorStateSystem { public: CBaseTutorStateSystem(); virtual ~CBaseTutorStateSystem(); virtual bool UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; virtual const char *GetCurrentStateString() = 0; virtual CBaseTutorState *ConstructNewState(TutorStateType stateType) = 0; public: TutorStateType GetCurrentStateType() const; protected: CBaseTutorState *m_currentState; };