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
{
protected:
void cyclemap();
void resetgame();
int round_start_tick;
int game_over_tick;
int sudden_death;
int teamscore[2];
int warmup;
int round_count;
bool is_teamplay;
public:
int gametype;
GAMECONTROLLER();
void do_team_score_wincheck();
void do_player_score_wincheck();
void do_warmup(int seconds);
void startround();
void endround();
bool is_friendly_fire(int cid1, int cid2);
/*
*/
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.
*/
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 const char *get_team_name(int team);
virtual int get_auto_team(int notthisid);
virtual bool can_join_team(int team, int notthisid);
int clampteam(int team);
virtual void post_reset();
};
#endif