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-rw-r--r--src/game/server/gamecontroller.hpp136
1 files changed, 0 insertions, 136 deletions
diff --git a/src/game/server/gamecontroller.hpp b/src/game/server/gamecontroller.hpp
deleted file mode 100644
index 26b8a81f..00000000
--- a/src/game/server/gamecontroller.hpp
+++ /dev/null
@@ -1,136 +0,0 @@
-#ifndef GAME_SERVER_GAMECONTROLLER_H
-#define GAME_SERVER_GAMECONTROLLER_H
-
-#include <base/vmath.hpp>
-
-/*
-	Class: Game Controller
-		Controls the main game logic. Keeping track of team and player score,
-		winning conditions and specific game logic.
-*/
-class GAMECONTROLLER
-{
-	vec2 spawn_points[3][64];
-	int num_spawn_points[3];
-protected:
-	struct SPAWNEVAL
-	{
-		SPAWNEVAL()
-		{
-			got = false;
-			friendly_team = -1;
-			pos = vec2(100,100);
-		}
-			
-		vec2 pos;
-		bool got;
-		int friendly_team;
-		float score;
-	};
-
-	float evaluate_spawn_pos(SPAWNEVAL *eval, vec2 pos);
-	void evaluate_spawn_type(SPAWNEVAL *eval, int type);
-	bool evaluate_spawn(class PLAYER *p, vec2 *pos);
-
-	void cyclemap();
-	void resetgame();
-	
-	char map_wish[128];
-
-	
-	int round_start_tick;
-	int game_over_tick;
-	int sudden_death;
-	
-	int teamscore[2];
-	
-	int warmup;
-	int round_count;
-	
-	int game_flags;
-	int unbalanced_tick;
-	bool force_balanced;
-	
-public:
-	const char *gametype;
-
-	bool is_teamplay() const;
-	
-	GAMECONTROLLER();
-	virtual ~GAMECONTROLLER();
-
-	void do_team_score_wincheck();
-	void do_player_score_wincheck();
-	
-	void do_warmup(int seconds);
-	
-	void startround();
-	void endround();
-	void change_map(const char *to_map);
-	
-	bool is_friendly_fire(int cid1, int cid2);
-	
-	bool is_force_balanced();
-
-	/*
-	
-	*/	
-	virtual void tick();
-	
-	virtual void snap(int snapping_client);
-	
-	/*
-		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 on_entity(int index, vec2 pos);
-	
-	/*
-		Function: on_character_spawn
-			Called when a character spawns into the game world.
-			
-		Arguments:
-			chr - The character that was spawned.
-	*/
-	virtual void on_character_spawn(class CHARACTER *chr);
-	
-	/*
-		Function: on_character_death
-			Called when a character in the world dies.
-			
-		Arguments:
-			victim - The character 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 on_character_death(class CHARACTER *victim, class PLAYER *killer, int weapon);
-
-
-	virtual void on_player_info_change(class PLAYER *p);
-
-	//
-	virtual bool can_spawn(class PLAYER *p, vec2 *pos);
-
-	/*
-	
-	*/	
-	virtual const char *get_team_name(int team);
-	virtual int get_auto_team(int notthisid);
-	virtual bool can_join_team(int team, int notthisid);
-	bool check_team_balance();
-	bool can_change_team(PLAYER *pplayer, int jointeam);
-	int clampteam(int team);
-
-	virtual void post_reset();
-};
-
-#endif