ddnet/src/game/server/gamecontext.h

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2010-11-20 10:37:14 +00:00
/* (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_GAMECONTEXT_H
#define GAME_SERVER_GAMECONTEXT_H
#include <engine/server.h>
#include <engine/console.h>
#include <engine/shared/memheap.h>
#include <game/layers.h>
#include "eventhandler.h"
#include "gamecontroller.h"
#include "gameworld.h"
#include "player.h"
/*
Tick
Game Context (CGameContext::tick)
Game World (GAMEWORLD::tick)
Reset world if requested (GAMEWORLD::reset)
All entities in the world (ENTITY::tick)
All entities in the world (ENTITY::tick_defered)
Remove entities marked for deletion (GAMEWORLD::remove_entities)
Game Controller (GAMECONTROLLER::tick)
All players (CPlayer::tick)
Snap
Game Context (CGameContext::snap)
Game World (GAMEWORLD::snap)
All entities in the world (ENTITY::snap)
Game Controller (GAMECONTROLLER::snap)
Events handler (EVENT_HANDLER::snap)
All players (CPlayer::snap)
*/
class CGameContext : public IGameServer
{
IServer *m_pServer;
class IConsole *m_pConsole;
CLayers m_Layers;
CCollision m_Collision;
CNetObjHandler m_NetObjHandler;
CTuningParams m_Tuning;
static void ConTuneParam(IConsole::IResult *pResult, void *pUserData);
static void ConTuneReset(IConsole::IResult *pResult, void *pUserData);
static void ConTuneDump(IConsole::IResult *pResult, void *pUserData);
static void ConChangeMap(IConsole::IResult *pResult, void *pUserData);
static void ConRestart(IConsole::IResult *pResult, void *pUserData);
static void ConBroadcast(IConsole::IResult *pResult, void *pUserData);
static void ConSay(IConsole::IResult *pResult, void *pUserData);
static void ConSetTeam(IConsole::IResult *pResult, void *pUserData);
static void ConSetTeamAll(IConsole::IResult *pResult, void *pUserData);
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static void ConAddVote(IConsole::IResult *pResult, void *pUserData);
static void ConClearVotes(IConsole::IResult *pResult, void *pUserData);
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static void ConVote(IConsole::IResult *pResult, void *pUserData);
static void ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
CGameContext(int Resetting);
void Construct(int Resetting);
bool m_Resetting;
public:
IServer *Server() const { return m_pServer; }
class IConsole *Console() { return m_pConsole; }
CCollision *Collision() { return &m_Collision; }
CTuningParams *Tuning() { return &m_Tuning; }
CGameContext();
~CGameContext();
void Clear();
CEventHandler m_Events;
CPlayer *m_apPlayers[MAX_CLIENTS];
IGameController *m_pController;
CGameWorld m_World;
// helper functions
class CCharacter *GetPlayerChar(int ClientID);
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// voting
void StartVote(const char *pDesc, const char *pCommand);
void EndVote();
void SendVoteSet(int ClientID);
void SendVoteStatus(int ClientID, int Total, int Yes, int No);
void AbortVoteKickOnDisconnect(int ClientID);
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int m_VoteCreator;
int64 m_VoteCloseTime;
bool m_VoteUpdate;
int m_VotePos;
char m_aVoteDescription[512];
char m_aVoteCommand[512];
int m_VoteEnforce;
enum
{
VOTE_ENFORCE_UNKNOWN=0,
VOTE_ENFORCE_NO,
VOTE_ENFORCE_YES,
};
struct CVoteOption
{
CVoteOption *m_pNext;
CVoteOption *m_pPrev;
char m_aCommand[1];
};
CHeap *m_pVoteOptionHeap;
CVoteOption *m_pVoteOptionFirst;
CVoteOption *m_pVoteOptionLast;
// helper functions
void CreateDamageInd(vec2 Pos, float AngleMod, int Amount);
void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage);
void CreateSmoke(vec2 Pos);
void CreateHammerHit(vec2 Pos);
void CreatePlayerSpawn(vec2 Pos);
void CreateDeath(vec2 Pos, int Who);
void CreateSound(vec2 Pos, int Sound, int Mask=-1);
void CreateSoundGlobal(int Sound, int Target=-1);
enum
{
CHAT_ALL=-2,
CHAT_SPEC=-1,
CHAT_RED=0,
CHAT_BLUE=1
};
// network
void SendChatTarget(int To, const char *pText);
void SendChat(int ClientID, int Team, const char *pText);
void SendEmoticon(int ClientID, int Emoticon);
void SendWeaponPickup(int ClientID, int Weapon);
void SendBroadcast(const char *pText, int ClientID);
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//
void CheckPureTuning();
void SendTuningParams(int ClientID);
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// engine events
virtual void OnInit();
virtual void OnConsoleInit();
virtual void OnShutdown();
virtual void OnTick();
virtual void OnPreSnap();
virtual void OnSnap(int ClientID);
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virtual void OnPostSnap();
virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID);
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virtual void OnClientConnected(int ClientID);
virtual void OnClientEnter(int ClientID);
virtual void OnClientDrop(int ClientID);
virtual void OnClientDirectInput(int ClientID, void *pInput);
virtual void OnClientPredictedInput(int ClientID, void *pInput);
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virtual bool IsClientReady(int ClientID);
virtual bool IsClientPlayer(int ClientID);
virtual const char *GameType();
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virtual const char *Version();
virtual const char *NetVersion();
};
inline int CmaskAll() { return -1; }
inline int CmaskOne(int ClientID) { return 1<<ClientID; }
inline int CmaskAllExceptOne(int ClientID) { return 0x7fffffff^CmaskOne(ClientID); }
inline bool CmaskIsSet(int Mask, int ClientID) { return (Mask&CmaskOne(ClientID)) != 0; }
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#endif