ddnet/src/game/server/gamecontroller.hpp

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#ifndef GAME_SERVER_GAMECONTROLLER_H
#define GAME_SERVER_GAMECONTROLLER_H
#include <base/vmath.hpp>
/*
Class: Game Controller
Controls the main game logic. Keeping track of team and player score,
winning conditions and specific game logic.
*/
class GAMECONTROLLER
{
vec2 spawn_points[3][64];
int num_spawn_points[3];
protected:
struct SPAWNEVAL
{
SPAWNEVAL()
{
got = false;
friendly_team = -1;
pos = vec2(100,100);
}
vec2 pos;
bool got;
int friendly_team;
float score;
};
float evaluate_spawn_pos(SPAWNEVAL *eval, vec2 pos);
void evaluate_spawn_type(SPAWNEVAL *eval, int type);
bool evaluate_spawn(class PLAYER *p, vec2 *pos);
void cyclemap();
void resetgame();
char map_wish[128];
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const char *gametype;
int round_start_tick;
int game_over_tick;
int sudden_death;
int teamscore[2];
int warmup;
int round_count;
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int game_flags;
int unbalanced_tick;
bool force_balanced;
public:
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bool is_teamplay() const;
GAMECONTROLLER();
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virtual ~GAMECONTROLLER();
void do_team_score_wincheck();
void do_player_score_wincheck();
void do_warmup(int seconds);
void startround();
void endround();
void change_map(const char *to_map);
bool is_friendly_fire(int cid1, int cid2);
bool is_force_balanced();
/*
*/
virtual void tick();
virtual void snap(int snapping_client);
/*
Function: on_entity
Called when the map is loaded to process an entity
in the map.
Arguments:
index - Entity index.
pos - Where the entity is located in the world.
Returns:
bool?
*/
virtual bool on_entity(int index, vec2 pos);
/*
Function: on_character_spawn
Called when a character spawns into the game world.
Arguments:
chr - The character that was spawned.
*/
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virtual void on_character_spawn(class CHARACTER *chr);
/*
Function: on_character_death
Called when a character in the world dies.
Arguments:
victim - The character that died.
killer - The player that killed it.
weapon - What weapon that killed it. Can be -1 for undefined
weapon when switching team or player suicides.
*/
virtual int on_character_death(class CHARACTER *victim, class PLAYER *killer, int weapon);
virtual void on_player_info_change(class PLAYER *p);
//
virtual bool can_spawn(class PLAYER *p, vec2 *pos);
/*
*/
virtual const char *get_team_name(int team);
virtual int get_auto_team(int notthisid);
virtual bool can_join_team(int team, int notthisid);
bool check_team_balance();
bool can_change_team(PLAYER *pplayer, int jointeam);
int clampteam(int team);
virtual void post_reset();
};
#endif