/* * * 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 #include class CCareerTask { public: CCareerTask() {}; CCareerTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete); virtual ~CCareerTask() {} public: virtual void OnEvent(GameEventType event, CBasePlayer *pAttacker, CBasePlayer *pVictim); virtual void Reset(); virtual bool IsTaskCompletableThisRound() { return true; } public: static CCareerTask *NewTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete); void OnWeaponKill(int weaponId, int weaponClassId, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim); void OnWeaponInjury(int weaponId, int weaponClassId, bool attackerHasShield, CBasePlayer *pAttacker); bool IsComplete() { return m_isComplete; } const char *GetTaskName() { return m_name; } int GetWeaponId() { return m_weaponId; } int GetWeaponClassId() { return m_weaponClassId; } bool IsValidFor(CBasePlayer *pPlayer) { return true; } void SendPartialNotification(); private: bool m_isComplete; const char *m_name; int m_id; GameEventType m_event; int m_eventsNeeded; int m_eventsSeen; bool m_mustLive; bool m_crossRounds; bool m_diedThisRound; int m_weaponId; int m_weaponClassId; bool m_rescuer; bool m_defuser; bool m_vip; }; typedef std::list CareerTaskList; typedef CareerTaskList::iterator CareerTaskListIt; using TaskFactoryFunction = CCareerTask *(*)(const char *taskName, GameEventType event, const char *weaponName, int eventCount, bool mustLive, bool crossRounds, int nextId, bool isComplete); struct TaskInfo { const char *taskName; GameEventType event; TaskFactoryFunction factory; }; class CPreventDefuseTask: public CCareerTask { public: CPreventDefuseTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete); public: virtual void OnEvent(GameEventType event, CBasePlayer *pAttacker, CBasePlayer *pVictim); virtual void Reset(); virtual bool IsTaskCompletableThisRound() { return m_bombPlantedThisRound && !m_defuseStartedThisRound; } public: static CCareerTask *NewTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete); protected: bool m_bombPlantedThisRound; bool m_defuseStartedThisRound; }; class CCareerTaskManager { public: CCareerTaskManager(); public: static void Create(); void Reset(bool deleteTasks = true); void AddTask(const char *taskName, const char *weaponName, int eventCount, bool mustLive, bool crossRounds, bool isComplete); void HandleEvent(GameEventType event, CBasePlayer *pAttacker = nullptr, CBasePlayer *pVictim = nullptr); void HandleEnemyKill(bool wasBlind, const char *weaponName, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim); void HandleWeaponKill(int weaponId, int weaponClassId, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim); void HandleDeath(int team, CBasePlayer *pAttacker = nullptr); void HandleWeaponInjury(int weaponId, int weaponClassId, bool attackerHasShield, CBasePlayer *pAttacker); void HandleEnemyInjury(const char *weaponName, bool attackerHasShield, CBasePlayer *pAttacker); bool AreAllTasksComplete(); int GetNumRemainingTasks(); float GetRoundElapsedTime(); int GetTaskTime() { return m_taskTime; } void SetFinishedTaskTime(int val); int GetFinishedTaskTime() { return m_finishedTaskTime; } int GetFinishedTaskRound() { return m_finishedTaskRound; } CareerTaskList *GetTasks() { return &m_tasks; } void LatchRoundEndMessage(); void UnlatchRoundEndMessage(); private: static const TaskInfo m_taskInfo[]; CareerTaskList m_tasks; int m_nextId; float m_roundStartTime; int m_taskTime; int m_finishedTaskTime; int m_finishedTaskRound; GameEventType m_roundEndMessage; bool m_shouldLatchRoundEndMessage; }; extern CCareerTaskManager *TheCareerTasks;