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https://github.com/ddnet/ddnet.git
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94acac91a0
The engine now takes `std::shared_ptr<IJob>`, this will ensure the appropriate lifetime of the given parameters, it also allows for proper destruction. Remove the now obsolete `IFetcher` interface and `CFetcher` class. Also adds some locks to `CUpdater`, previously it didn't have any locks at all.
74 lines
2 KiB
C++
74 lines
2 KiB
C++
#ifndef GAME_SERVER_INTERFACE_SCORE_H
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#define GAME_SERVER_INTERFACE_SCORE_H
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#include "entities/character.h"
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#include "gamecontext.h"
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#define NUM_CHECKPOINTS 25
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class CPlayerData
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{
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public:
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CPlayerData()
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{
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Reset();
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}
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void Reset()
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{
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m_BestTime = 0;
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m_CurrentTime = 0;
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for(int i = 0; i < NUM_CHECKPOINTS; i++)
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m_aBestCpTime[i] = 0;
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}
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void Set(float Time, float CpTime[NUM_CHECKPOINTS])
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{
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m_BestTime = Time;
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for(int i = 0; i < NUM_CHECKPOINTS; i++)
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m_aBestCpTime[i] = CpTime[i];
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}
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float m_BestTime;
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float m_CurrentTime;
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float m_aBestCpTime[NUM_CHECKPOINTS];
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};
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class IScore
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{
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CPlayerData m_aPlayerData[MAX_CLIENTS];
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public:
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virtual ~IScore() {}
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CPlayerData *PlayerData(int ID) { return &m_aPlayerData[ID]; }
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virtual void MapInfo(int ClientID, const char *pMapName) = 0;
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virtual void MapVote(int ClientID, const char *pMapName) = 0;
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virtual void CheckBirthday(int ClientID) = 0;
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virtual void LoadScore(int ClientID) = 0;
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virtual void SaveScore(int ClientID, float Time, float aCpTime[NUM_CHECKPOINTS]) = 0;
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virtual void SaveTeamScore(int *pClientIDs, unsigned int Size, float Time) = 0;
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virtual void ShowTop5(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0;
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virtual void ShowRank(int ClientID, const char *pName, bool Search=false) = 0;
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virtual void ShowTeamTop5(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0;
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virtual void ShowTeamRank(int ClientID, const char *pName, bool Search=false) = 0;
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virtual void ShowTopPoints(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0;
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virtual void ShowPoints(int ClientID, const char *pName, bool Search=false) = 0;
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virtual void RandomMap(int ClientID, int Stars) = 0;
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virtual void RandomUnfinishedMap(int ClientID, int Stars) = 0;
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virtual void SaveTeam(int Team, const char *pCode, int ClientID, const char *pServer) = 0;
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virtual void LoadTeam(const char *pCode, int ClientID) = 0;
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// called when the server is shut down but not on mapchange/reload
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virtual void OnShutdown() = 0;
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};
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#endif
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