7c3a39e639
- 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.
83 lines
2.0 KiB
C++
83 lines
2.0 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <vector>
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#include "IGameMode.h"
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#include <Core/Debug.h>
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#include <Core/Math.h>
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namespace spades {
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namespace client {
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class World;
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class TCGameMode : public IGameMode {
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public:
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struct Territory {
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TCGameMode &mode;
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Vector3 pos;
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/** team that owns this territory, or 2 if this territory is currently neutral.*/
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int ownerTeamId;
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/** team trying to capture this, or -1 if no team have tried */
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int capturingTeamId;
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float progressBasePos;
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float progressRate;
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float progressStartTime;
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Territory(TCGameMode &mode) : mode{mode} {}
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/** gets capture progress of this territory.
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* 0 = ownerTeamId is capturing, 1 = 1-ownerTeamId has captured this. */
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float GetProgress();
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};
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struct Team {};
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int captureLimit;
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private:
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World &world;
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Team teams[2];
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std::vector<Territory> territories;
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public:
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TCGameMode(World &);
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~TCGameMode();
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TCGameMode(const TCGameMode &) = delete;
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void operator=(const TCGameMode &) = delete;
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Team &GetTeam(int t);
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int GetNumTerritories() const { return (int)territories.size(); }
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Territory &GetTerritory(int index) {
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SPADES_MARK_FUNCTION();
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SPAssert(index >= 0);
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SPAssert(index < GetNumTerritories());
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return territories[index];
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}
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void AddTerritory(const Territory &);
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};
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}
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}
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