ReGameDLL_CS/regamedll/dlls/career_tasks.h
2017-11-23 00:43:30 +07:00

151 lines
5.4 KiB
C++

/*
*
* 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 <list>
class CCareerTask
{
public:
CCareerTask() {};
CCareerTask(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 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<CCareerTask *> 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;