/* (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. */
#ifndef GAME_SERVER_GAMECONTROLLER_H
#define GAME_SERVER_GAMECONTROLLER_H
#include
class CDoor;
#ifdef _MSC_VER
typedef __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
#include
#endif
/*
Class: Game Controller
Controls the main game logic. Keeping track of team and player score,
winning conditions and specific game logic.
*/
class IGameController
{
friend class CSaveTeam; // need access to GameServer() and Server()
vec2 m_aaSpawnPoints[3][64];
int m_aNumSpawnPoints[3];
class CGameContext *m_pGameServer;
class IServer *m_pServer;
protected:
CGameContext *GameServer() const { return m_pGameServer; }
IServer *Server() const { return m_pServer; }
struct CSpawnEval
{
CSpawnEval()
{
m_Got = false;
m_FriendlyTeam = -1;
m_Pos = vec2(100,100);
}
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 CycleMap();
void ResetGame();
char m_aMapWish[128];
int m_RoundStartTick;
int m_GameOverTick;
int m_SuddenDeath;
//int m_aTeamscore[2];
int m_Warmup;
int m_RoundCount;
int m_GameFlags;
int m_UnbalancedTick;
bool m_ForceBalanced;
public:
const char *m_pGameType;
//bool IsTeamplay() const;
//bool IsGameOver() const { return m_GameOverTick != -1; }
IGameController(class CGameContext *pGameServer);
virtual ~IGameController();
// virtual void DoWincheck();
void DoWarmup(int Seconds);
void StartRound();
void EndRound();
void ChangeMap(const char *pToMap);
bool IsFriendlyFire(int ClientID1, int ClientID2);
bool IsForceBalanced();
/*
*/
virtual bool CanBeMovedOnBalance(int ClientID);
virtual void Tick();
virtual void Snap(int SnappingClient);
/*
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 OnEntity(int Index, vec2 Pos);
virtual bool OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number = 0);
/*
Function: on_CCharacter_spawn
Called when a CCharacter spawns into the game world.
Arguments:
chr - The CCharacter that was spawned.
*/
virtual void OnCharacterSpawn(class CCharacter *pChr);
/*
Function: on_CCharacter_death
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);
//virtual void OnPlayerInfoChange(class CPlayer *pP);
//
virtual bool CanSpawn(int Team, vec2 *pPos);
/*
*/
virtual const char *GetTeamName(int Team);
virtual int GetAutoTeam(int NotThisID);
virtual bool CanJoinTeam(int Team, int NotThisID);
//bool CheckTeamBalance();
//bool CanChangeTeam(CPlayer *pPplayer, int JoinTeam);
int ClampTeam(int Team);
virtual void PostReset();
// DDRace
float m_CurrentRecord;
};
#endif