DDraceNetwork Documentation
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CGameControllerDDNet Class Reference

#include <ddnet.h>

Inheritance diagram for CGameControllerDDNet:
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Collaboration diagram for CGameControllerDDNet:
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Public Member Functions

 CGameControllerDDNet (class CGameContext *pGameServer)
 ~CGameControllerDDNet () override
CScoreScore ()
void HandleCharacterTiles (class CCharacter *pChr, int MapIndex) override
void SetArmorProgress (CCharacter *pCharacter, int Progress) override
int SnapPlayerScore (int SnappingClient, CPlayer *pPlayer) override
CFinishTime SnapPlayerTime (int SnappingClient, CPlayer *pPlayer) override
CFinishTime SnapMapBestTime (int SnappingClient) override
void OnPlayerConnect (class CPlayer *pPlayer) override
void OnPlayerDisconnect (class CPlayer *pPlayer, const char *pReason) override
void OnReset () override
void Tick () override
void DoTeamChange (class CPlayer *pPlayer, int Team, bool DoChatMsg=true) override
Public Member Functions inherited from IGameController
 IGameController (class CGameContext *pGameServer)
virtual ~IGameController ()
virtual int OnCharacterDeath (class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
virtual void OnCharacterSpawn (class CCharacter *pChr)
virtual bool OnEntity (int Index, int x, int y, int Layer, int Flags, bool Initial, int Number=0)
virtual void DoWarmup (int Seconds)
void StartRound ()
void EndRound ()
void ChangeMap (const char *pToMap)
virtual void Snap (int SnappingClient)
virtual bool CanSpawn (int Team, vec2 *pOutPos, int ClientId)
int TileFlagsToPickupFlags (int TileFlags) const
virtual bool IsValidTeam (int Team)
virtual const char * GetTeamName (int Team)
virtual int GetAutoTeam (int NotThisId)
virtual bool CanJoinTeam (int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize)
CClientMask GetMaskForPlayerWorldEvent (int Asker, int ExceptID=-1)
bool IsTeamPlay () const
CGameTeamsTeams ()

Additional Inherited Members

Public Attributes inherited from IGameController
const char * m_pGameType
std::optional< float > m_CurrentRecord
std::shared_ptr< CScoreLoadBestTimeResultm_pLoadBestTimeResult
Protected Types inherited from IGameController
enum  ESpawnType { SPAWNTYPE_DEFAULT = 0 , SPAWNTYPE_RED , SPAWNTYPE_BLUE , NUM_SPAWNTYPES }
Protected Member Functions inherited from IGameController
CGameContextGameServer () const
CConfigConfig ()
IServerServer () const
void DoActivityCheck ()
float EvaluateSpawnPos (CSpawnEval *pEval, vec2 Pos, int ClientId)
void EvaluateSpawnType (CSpawnEval *pEval, ESpawnType SpawnType, int ClientId)
void ResetGame ()
Protected Attributes inherited from IGameController
char m_aMapWish [MAX_MAP_LENGTH]
int m_RoundStartTick
int m_GameOverTick
int m_SuddenDeath
int m_Warmup
int m_RoundCount
int m_GameFlags

Constructor & Destructor Documentation

◆ CGameControllerDDNet()

CGameControllerDDNet::CGameControllerDDNet ( class CGameContext * pGameServer)

◆ ~CGameControllerDDNet()

CGameControllerDDNet::~CGameControllerDDNet ( )
overridedefault

Member Function Documentation

◆ DoTeamChange()

void CGameControllerDDNet::DoTeamChange ( class CPlayer * pPlayer,
int Team,
bool DoChatMsg = true )
overridevirtual

Reimplemented from IGameController.

◆ HandleCharacterTiles()

void CGameControllerDDNet::HandleCharacterTiles ( class CCharacter * pChr,
int MapIndex )
overridevirtual

Reimplemented from IGameController.

◆ OnPlayerConnect()

void CGameControllerDDNet::OnPlayerConnect ( class CPlayer * pPlayer)
overridevirtual

Reimplemented from IGameController.

◆ OnPlayerDisconnect()

void CGameControllerDDNet::OnPlayerDisconnect ( class CPlayer * pPlayer,
const char * pReason )
overridevirtual

Reimplemented from IGameController.

◆ OnReset()

void CGameControllerDDNet::OnReset ( )
overridevirtual

Reimplemented from IGameController.

◆ Score()

CScore * CGameControllerDDNet::Score ( )

◆ SetArmorProgress()

void CGameControllerDDNet::SetArmorProgress ( CCharacter * pCharacter,
int Progress )
overridevirtual

Reimplemented from IGameController.

◆ SnapMapBestTime()

IGameController::CFinishTime CGameControllerDDNet::SnapMapBestTime ( int SnappingClient)
overridevirtual

Snaps the current server record / best time of the current map.

Parameters
SnappingClientClient ID of the player that will receive the snapshot.
Returns
The the map best time split into seconds and the milliseconds remainder, use CFinishTime::Unset if you want the server to prefer scores.

Reimplemented from IGameController.

◆ SnapPlayerScore()

int CGameControllerDDNet::SnapPlayerScore ( int SnappingClient,
CPlayer * pPlayer )
overridevirtual

Sets the score value that will be shown in the scoreboard.

Parameters
SnappingClientClient ID of the player that will receive the snapshot.
pPlayerPlayer that is being snapped.
Returns
the score value that will be included in the snapshot.

Reimplemented from IGameController.

◆ SnapPlayerTime()

IGameController::CFinishTime CGameControllerDDNet::SnapPlayerTime ( int SnappingClient,
CPlayer * pPlayer )
overridevirtual

Returns the finish time value that will be shown in the scoreboard.

Parameters
SnappingClientClient ID of the player that will receive the snapshot.
pPlayerPlayer that is being snapped.
Returns
The time split into seconds and the milliseconds remainder, use CFinishTime::Unset if you want the server to prefer scores.

Reimplemented from IGameController.

◆ Tick()

void CGameControllerDDNet::Tick ( )
overridevirtual

Reimplemented from IGameController.


The documentation for this class was generated from the following files: