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98 lines
1.9 KiB
C++
98 lines
1.9 KiB
C++
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#ifndef GAME_SERVER_GAMECONTROLLER_H
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#define GAME_SERVER_GAMECONTROLLER_H
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#include <base/vmath.hpp>
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/*
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Class: Game Controller
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Controls the main game logic. Keeping track of team and player score,
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winning conditions and specific game logic.
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*/
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class GAMECONTROLLER
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{
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protected:
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void cyclemap();
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void resetgame();
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int round_start_tick;
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int game_over_tick;
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int sudden_death;
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int teamscore[2];
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int warmup;
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int round_count;
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bool is_teamplay;
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public:
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int gametype;
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GAMECONTROLLER();
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void do_team_score_wincheck();
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void do_player_score_wincheck();
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void do_warmup(int seconds);
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void startround();
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void endround();
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bool is_friendly_fire(int cid1, int cid2);
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/*
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*/
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virtual void tick();
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virtual void snap(int snapping_client);
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/*
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Function: on_entity
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Called when the map is loaded to process an entity
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in the map.
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Arguments:
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index - Entity index.
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pos - Where the entity is located in the world.
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Returns:
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bool?
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*/
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virtual bool on_entity(int index, vec2 pos);
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/*
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Function: on_character_spawn
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Called when a character spawns into the game world.
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Arguments:
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chr - The character that was spawned.
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*/
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virtual void on_character_spawn(class CHARACTER *chr) {}
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/*
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Function: on_character_death
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Called when a character in the world dies.
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Arguments:
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victim - The character that died.
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killer - The player that killed it.
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weapon - What weapon that killed it. Can be -1 for undefined
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weapon when switching team or player suicides.
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*/
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virtual int on_character_death(class CHARACTER *victim, class PLAYER *killer, int weapon);
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virtual void on_player_info_change(class PLAYER *p);
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/*
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*/
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virtual const char *get_team_name(int team);
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virtual int get_auto_team(int notthisid);
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virtual bool can_join_team(int team, int notthisid);
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int clampteam(int team);
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virtual void post_reset();
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};
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#endif
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