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Zap::HuntersGameType class Reference
Zap::HuntersGameType Class Reference#include <huntersGame.h>
Inheritance diagram for Zap::HuntersGameType:
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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().
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| 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
Member Enumeration Documentation
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- Enumeration values:
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| DefaultNexusReturnDelay |
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| DefaultNexusCapDelay |
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| YardSaleWaypointTime |
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| YardSaleCount |
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- Enumeration values:
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| HuntersMsgScore |
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| HuntersMsgYardSale |
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| HuntersMsgGameOverWin |
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| HuntersMsgGameOverTie |
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Constructor & Destructor Documentation
| Zap::HuntersGameType::HuntersGameType |
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Member Function Documentation
| void Zap::HuntersGameType::processArguments |
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S32 |
argc, |
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const char ** |
argv |
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[virtual] |
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| void Zap::HuntersGameType::onGhostAvailable |
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GhostConnection * |
theConnection |
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[virtual] |
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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::renderInterfaceOverlay |
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bool |
scoreboardVisible |
) |
[virtual] |
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| void Zap::HuntersGameType::spawnShip |
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GameConnection * |
theClient |
) |
[virtual] |
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| const char* Zap::HuntersGameType::getGameTypeString |
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[inline, virtual] |
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| const char* Zap::HuntersGameType::getInstructionString |
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[inline, virtual] |
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| Zap::HuntersGameType::TNL_DECLARE_RPC |
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s2cAddYardSaleWaypoint |
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(F32 x, F32 y) |
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| Zap::HuntersGameType::TNL_DECLARE_RPC |
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s2cSetNexusTimer |
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(U32 nexusTime, bool canCap) |
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| Zap::HuntersGameType::TNL_DECLARE_RPC |
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s2cHuntersMessage |
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(U32 msgIndex, StringTableEntry clientName, U32 flagCount) |
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Field Documentation
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