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d96f354b28
As suggested by Rockus, should help speedrunners who get followed by other players
153 lines
3.4 KiB
C++
153 lines
3.4 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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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.h>
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#include <engine/map.h>
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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 IGameController
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{
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friend class CSaveTeam; // need access to GameServer() and Server()
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vec2 m_aaSpawnPoints[3][64];
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int m_aNumSpawnPoints[3];
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class CGameContext *m_pGameServer;
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class CConfig *m_pConfig;
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class IServer *m_pServer;
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protected:
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CGameContext *GameServer() const { return m_pGameServer; }
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CConfig *Config() { return m_pConfig; }
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IServer *Server() const { return m_pServer; }
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void DoActivityCheck();
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struct CSpawnEval
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{
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CSpawnEval()
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{
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m_Got = false;
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m_FriendlyTeam = -1;
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m_Pos = vec2(100, 100);
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}
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vec2 m_Pos;
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bool m_Got;
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int m_FriendlyTeam;
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float m_Score;
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};
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float EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos, int DDTeam);
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void EvaluateSpawnType(CSpawnEval *pEval, int Type, int DDTeam);
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void ResetGame();
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char m_aMapWish[MAX_MAP_LENGTH];
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int m_RoundStartTick;
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int m_GameOverTick;
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int m_SuddenDeath;
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int m_Warmup;
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int m_RoundCount;
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int m_GameFlags;
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int m_UnbalancedTick;
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bool m_ForceBalanced;
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public:
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const char *m_pGameType;
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IGameController(class CGameContext *pGameServer);
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virtual ~IGameController();
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// event
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/*
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Function: OnCharacterDeath
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Called when a CCharacter in the world dies.
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Arguments:
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victim - The CCharacter 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 OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon);
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/*
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Function: OnCharacterSpawn
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Called when a CCharacter spawns into the game world.
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Arguments:
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chr - The CCharacter that was spawned.
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*/
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virtual void OnCharacterSpawn(class CCharacter *pChr);
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virtual void HandleCharacterTiles(class CCharacter *pChr, int MapIndex);
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/*
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Function: OnEntity
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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 OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number = 0);
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virtual void OnPlayerConnect(class CPlayer *pPlayer);
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virtual void OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason);
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void OnReset();
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// game
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void DoWarmup(int Seconds);
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void StartRound();
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void EndRound();
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void ChangeMap(const char *pToMap);
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bool IsFriendlyFire(int ClientID1, int ClientID2);
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bool IsForceBalanced();
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/*
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*/
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virtual bool CanBeMovedOnBalance(int ClientID);
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virtual void Tick();
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virtual void Snap(int SnappingClient);
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//spawn
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virtual bool CanSpawn(int Team, vec2 *pOutPos, int DDTeam);
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virtual void DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg = true);
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/*
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*/
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virtual const char *GetTeamName(int Team);
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virtual int GetAutoTeam(int NotThisID);
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virtual bool CanJoinTeam(int Team, int NotThisID);
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int ClampTeam(int Team);
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virtual int64_t GetMaskForPlayerWorldEvent(int Asker, int ExceptID = -1);
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// DDRace
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float m_CurrentRecord;
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};
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#endif
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