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Changing the way games are made and played.

Zap::HuntersGameType class Reference

Zap::HuntersGameType Class Reference

#include <huntersGame.h>

Inheritance diagram for Zap::HuntersGameType:

Zap::GameType Zap::GameObject TNL::NetObject TNL::Object

Public Types

enum  {
  DefaultNexusReturnDelay = 60000,
  DefaultNexusCapDelay = 15000,
  YardSaleWaypointTime = 5000,
  YardSaleCount = 8
}
enum  {
  HuntersMsgScore,
  HuntersMsgYardSale,
  HuntersMsgGameOverWin,
  HuntersMsgGameOverTie
}

Public Member Functions

 HuntersGameType ()
void processArguments (S32 argc, const char **argv)
void addNexus (HuntersNexusObject *theObject)
void shipTouchNexus (Ship *theShip, HuntersNexusObject *theNexus)
void onGhostAvailable (GhostConnection *theConnection)
 onGhostAvailable is called on the server side after the server knows that the ghost is available and addressable via the getGhostIndex().

void idle (GameObject::IdleCallPath path)
void renderInterfaceOverlay (bool scoreboardVisible)
void controlObjectForClientKilled (GameConnection *theClient, GameObject *clientObject, GameObject *killerObject)
void spawnShip (GameConnection *theClient)
const char * getGameTypeString ()
const char * getInstructionString ()
 TNL_DECLARE_RPC (s2cAddYardSaleWaypoint,(F32 x, F32 y))
 TNL_DECLARE_RPC (s2cSetNexusTimer,(U32 nexusTime, bool canCap))
 TNL_DECLARE_RPC (s2cHuntersMessage,(U32 msgIndex, StringTableEntry clientName, U32 flagCount))
 TNL_DECLARE_CLASS (HuntersGameType)

Data Fields

bool mCanNexusCap

Private Types

typedef GameType Parent

Private Attributes

S32 mNexusReturnDelay
S32 mNexusCapDelay
Timer mNexusReturnTimer
Timer mNexusCapTimer
Vector< YardSaleWaypoint > mYardSaleWaypoints
SafePtr< HuntersNexusObject > mNexus

Member Typedef Documentation

typedef GameType Zap::HuntersGameType::Parent [private]
 

Reimplemented from Zap::GameObject.


Member Enumeration Documentation

anonymous enum
 

Enumeration values:
DefaultNexusReturnDelay 
DefaultNexusCapDelay 
YardSaleWaypointTime 
YardSaleCount 

anonymous enum
 

Enumeration values:
HuntersMsgScore 
HuntersMsgYardSale 
HuntersMsgGameOverWin 
HuntersMsgGameOverTie 


Constructor & Destructor Documentation

Zap::HuntersGameType::HuntersGameType (   ) 
 


Member Function Documentation

void Zap::HuntersGameType::processArguments (  S32  argc,
const char **  argv
)  [virtual]
 

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::addNexus (  HuntersNexusObject *  theObject  ) 
 

void Zap::HuntersGameType::shipTouchNexus (  Ship *  theShip,
HuntersNexusObject *  theNexus
) 
 

void Zap::HuntersGameType::onGhostAvailable (  GhostConnection *  theConnection  )  [virtual]
 

onGhostAvailable is called on the server side after the server knows that the ghost is available and addressable via the getGhostIndex().

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::idle (  GameObject::IdleCallPath  path  ) 
 

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::renderInterfaceOverlay (  bool  scoreboardVisible  )  [virtual]
 

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::controlObjectForClientKilled (  GameConnection *  theClient,
GameObject *  clientObject,
GameObject *  killerObject
)  [virtual]
 

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::spawnShip (  GameConnection *  theClient  )  [virtual]
 

Reimplemented from Zap::GameType.

const char* Zap::HuntersGameType::getGameTypeString (   )  [inline, virtual]
 

Reimplemented from Zap::GameType.

const char* Zap::HuntersGameType::getInstructionString (   )  [inline, virtual]
 

Reimplemented from Zap::GameType.

Zap::HuntersGameType::TNL_DECLARE_RPC (  s2cAddYardSaleWaypoint  ,
(F32 x, F32 y) 
) 
 

Zap::HuntersGameType::TNL_DECLARE_RPC (  s2cSetNexusTimer  ,
(U32 nexusTime, bool canCap) 
) 
 

Zap::HuntersGameType::TNL_DECLARE_RPC (  s2cHuntersMessage  ,
(U32 msgIndex, StringTableEntry clientName, U32 flagCount) 
) 
 

Zap::HuntersGameType::TNL_DECLARE_CLASS (  HuntersGameType   ) 
 


Field Documentation

S32 Zap::HuntersGameType::mNexusReturnDelay [private]
 

S32 Zap::HuntersGameType::mNexusCapDelay [private]
 

Timer Zap::HuntersGameType::mNexusReturnTimer [private]
 

Timer Zap::HuntersGameType::mNexusCapTimer [private]
 

Vector<YardSaleWaypoint> Zap::HuntersGameType::mYardSaleWaypoints [private]
 

SafePtr<HuntersNexusObject> Zap::HuntersGameType::mNexus [private]
 

bool Zap::HuntersGameType::mCanNexusCap