openspades/Sources/Client/TCGameMode.h
yvt 7c3a39e639
Modernize
- Replaced raw pointers with references or smart pointers. Nullable
  references are represented by `stmp::optional<const T&>`. (There are
  many raw pointers still remaining. They should be replaced at some
  point.)
- Added class template specializations `stmp::optional<T &>` and
  `stmp::optional<const T&>`.
- Fixed `stmp::optional`'s various behaviors
- `World::{players, playerPersistents}` are now `std::array`.
- More uses of `stmp::optional` to clarify the semantics
- Renamed `PlayerThrownGrenade` to `PlayerThrewGrenade`
- Replaced old-style `for` loops with range based ones
- Deleted `Player`'s default constructors and `operator =`
- Deleted `TCGameMode`'s default constructor and `operator =`
- Deleted `CTFGameMode`'s default constructor and `operator =`
- Replaced `static_cast` with `dynamic_cast` for down-casting
- `RefCountedObject::operator*()` no longer requires non-constness to
  return `T &`.
- Replaced the uses of `std::vector::operator[]` with `std::vector::at`
  for bounds checking.
- Made some methods of `GameMap` `const`.
- Added some null checks.
2019-07-17 00:31:00 +09:00

83 lines
2.0 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <vector>
#include "IGameMode.h"
#include <Core/Debug.h>
#include <Core/Math.h>
namespace spades {
namespace client {
class World;
class TCGameMode : public IGameMode {
public:
struct Territory {
TCGameMode &mode;
Vector3 pos;
/** team that owns this territory, or 2 if this territory is currently neutral.*/
int ownerTeamId;
/** team trying to capture this, or -1 if no team have tried */
int capturingTeamId;
float progressBasePos;
float progressRate;
float progressStartTime;
Territory(TCGameMode &mode) : mode{mode} {}
/** gets capture progress of this territory.
* 0 = ownerTeamId is capturing, 1 = 1-ownerTeamId has captured this. */
float GetProgress();
};
struct Team {};
int captureLimit;
private:
World &world;
Team teams[2];
std::vector<Territory> territories;
public:
TCGameMode(World &);
~TCGameMode();
TCGameMode(const TCGameMode &) = delete;
void operator=(const TCGameMode &) = delete;
Team &GetTeam(int t);
int GetNumTerritories() const { return (int)territories.size(); }
Territory &GetTerritory(int index) {
SPADES_MARK_FUNCTION();
SPAssert(index >= 0);
SPAssert(index < GetNumTerritories());
return territories[index];
}
void AddTerritory(const Territory &);
};
}
}