mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
167 lines
5.7 KiB
C++
167 lines
5.7 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef CAREER_TASK_H
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#define CAREER_TASK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <list>
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class CCareerTask
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{
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public:
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CCareerTask() {};
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CCareerTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete);
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public:
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virtual void OnEvent(GameEventType event, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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virtual void Reset();
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virtual bool IsTaskCompletableThisRound() { return true; }
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#ifdef HOOK_GAMEDLL
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void OnEvent_(GameEventType event, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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void Reset_();
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#endif
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public:
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static CCareerTask *NewTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete);
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void OnWeaponKill(int weaponId, int weaponClassId, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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void OnWeaponInjury(int weaponId, int weaponClassId, bool attackerHasShield, CBasePlayer *pAttacker);
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bool IsComplete() { return m_isComplete; }
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const char *GetTaskName() { return m_name; }
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int GetWeaponId() { return m_weaponId; }
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int GetWeaponClassId() { return m_weaponClassId; }
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bool IsValidFor(CBasePlayer *pPlayer) { return true; }
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void SendPartialNotification();
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private:
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bool m_isComplete;
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const char *m_name;
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int m_id;
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GameEventType m_event;
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int m_eventsNeeded;
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int m_eventsSeen;
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bool m_mustLive;
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bool m_crossRounds;
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bool m_diedThisRound;
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int m_weaponId;
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int m_weaponClassId;
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bool m_rescuer;
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bool m_defuser;
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bool m_vip;
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};
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typedef std::STD_LIST<CCareerTask *> CareerTaskList;
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typedef CareerTaskList::iterator CareerTaskListIt;
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typedef CCareerTask *(*TaskFactoryFunction)(const char *taskName, GameEventType event, const char *weaponName, int eventCount, bool mustLive, bool crossRounds, int nextId, bool isComplete);
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class CPreventDefuseTask: public CCareerTask
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{
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public:
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CPreventDefuseTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete);
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public:
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virtual void OnEvent(GameEventType event, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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virtual void Reset();
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virtual bool IsTaskCompletableThisRound() { return m_bombPlantedThisRound && !m_defuseStartedThisRound; }
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#ifdef HOOK_GAMEDLL
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void OnEvent_(GameEventType event, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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void Reset_();
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#endif
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public:
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static CCareerTask *NewTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete);
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protected:
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bool m_bombPlantedThisRound;
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bool m_defuseStartedThisRound;
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};
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class CCareerTaskManager
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{
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public:
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CCareerTaskManager();
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public:
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static void Create();
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void Reset(bool deleteTasks = true);
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void AddTask(const char *taskName, const char *weaponName, int eventCount, bool mustLive, bool crossRounds, bool isComplete);
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void HandleEvent(GameEventType event, CBasePlayer *pAttacker = NULL, CBasePlayer *pVictim = NULL);
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void HandleEnemyKill(bool wasBlind, const char *weaponName, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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void HandleWeaponKill(int weaponId, int weaponClassId, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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void HandleDeath(int team, CBasePlayer *pAttacker = NULL);
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void HandleWeaponInjury(int weaponId, int weaponClassId, bool attackerHasShield, CBasePlayer *pAttacker);
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void HandleEnemyInjury(const char *weaponName, bool attackerHasShield, CBasePlayer *pAttacker);
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bool AreAllTasksComplete();
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int GetNumRemainingTasks();
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float GetRoundElapsedTime();
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int GetTaskTime() { return m_taskTime; }
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void SetFinishedTaskTime(int val);
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int GetFinishedTaskTime() { return m_finishedTaskTime; }
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int GetFinishedTaskRound() { return m_finishedTaskRound; }
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CareerTaskList *GetTasks() { return &m_tasks; }
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void LatchRoundEndMessage();
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void UnlatchRoundEndMessage();
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private:
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CareerTaskList m_tasks;
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int m_nextId;
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float m_roundStartTime;
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int m_taskTime;
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int m_finishedTaskTime;
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int m_finishedTaskRound;
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GameEventType m_roundEndMessage;
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bool m_shouldLatchRoundEndMessage;
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};
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struct TaskInfo
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{
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const char *taskName;
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GameEventType event;
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TaskFactoryFunction factory;
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};
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extern CCareerTaskManager *TheCareerTasks;
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#endif // CAREER_TASK_H
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