nuclide/base/src/server/gamerules.h

48 lines
1.5 KiB
C++

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
class GameRules:CGameRules
{
virtual void(base_player) PlayerConnect;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerKill;
virtual void(base_player) PlayerPostFrame;
virtual void(base_player) LevelDecodeParms;
virtual void(base_player) LevelChangeParms;
virtual void(void) LevelNewParms;
};
class SingleplayerRules:GameRules
{
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerDeath;
};
class MultiplayerRules:GameRules
{
int m_iIntermission;
int m_iIntermissionTime;
virtual void(void) FrameStart;
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerDeath;
virtual float(base_player, string) ConsoleCommand;
};