ddnet/src/game/server/gamecontroller.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_GAMECONTROLLER_H
#define GAME_SERVER_GAMECONTROLLER_H
#include <base/vmath.h>
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#include <engine/map.h>
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class CDoor;
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#if !defined(_MSC_VER) || _MSC_VER >= 1600
#include <stdint.h>
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#else
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typedef __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef __int64 int64;
typedef unsigned __int64 uint64;
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#endif
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/*
Class: Game Controller
Controls the main game logic. Keeping track of team and player score,
winning conditions and specific game logic.
*/
class IGameController
{
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friend class CSaveTeam; // need access to GameServer() and Server()
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vec2 m_aaSpawnPoints[3][64];
int m_aNumSpawnPoints[3];
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class CGameContext *m_pGameServer;
class CConfig *m_pConfig;
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class IServer *m_pServer;
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protected:
CGameContext *GameServer() const { return m_pGameServer; }
CConfig *Config() { return m_pConfig; }
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IServer *Server() const { return m_pServer; }
void DoActivityCheck();
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struct CSpawnEval
{
CSpawnEval()
{
m_Got = false;
m_FriendlyTeam = -1;
m_Pos = vec2(100, 100);
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}
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vec2 m_Pos;
bool m_Got;
int m_FriendlyTeam;
float m_Score;
};
float EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos);
void EvaluateSpawnType(CSpawnEval *pEval, int Type);
void ResetGame();
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char m_aMapWish[MAX_MAP_LENGTH];
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int m_RoundStartTick;
int m_GameOverTick;
int m_SuddenDeath;
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int m_Warmup;
int m_RoundCount;
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int m_GameFlags;
int m_UnbalancedTick;
bool m_ForceBalanced;
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public:
const char *m_pGameType;
IGameController(class CGameContext *pGameServer);
virtual ~IGameController();
// event
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/*
Function: OnCharacterDeath
Called when a CCharacter in the world dies.
Arguments:
victim - The CCharacter 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 OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon);
/*
Function: OnCharacterSpawn
Called when a CCharacter spawns into the game world.
Arguments:
chr - The CCharacter that was spawned.
*/
virtual void OnCharacterSpawn(class CCharacter *pChr);
virtual void HandleCharacterTiles(class CCharacter *pChr, int MapIndex);
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/*
Function: OnEntity
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Called when the map is loaded to process an entity
in the map.
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Arguments:
index - Entity index.
pos - Where the entity is located in the world.
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Returns:
bool?
*/
virtual bool OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number = 0);
virtual void OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason);
void OnReset();
// game
void DoWarmup(int Seconds);
void StartRound();
void EndRound();
void ChangeMap(const char *pToMap);
bool IsFriendlyFire(int ClientID1, int ClientID2);
bool IsForceBalanced();
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/*
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*/
virtual bool CanBeMovedOnBalance(int ClientID);
virtual void Tick();
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virtual void Snap(int SnappingClient);
//spawn
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virtual bool CanSpawn(int Team, vec2 *pPos);
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virtual void DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg = true);
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/*
*/
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virtual const char *GetTeamName(int Team);
virtual int GetAutoTeam(int NotThisID);
virtual bool CanJoinTeam(int Team, int NotThisID);
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int ClampTeam(int Team);
// DDRace
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float m_CurrentRecord;
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};
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#endif