C# 클래스 idTech4.Game.idGame

상속: idBaseGame
파일 보기 프로젝트 열기: iainmckay/idtech4.net

공개 메소드들

메소드 설명
CacheDictionaryMedia ( idDict dict ) : void

This is called after parsing an EntityDef and for each entity spawnArgs before merging the entitydef. It could be done post-merge, but that would avoid the fast pre-cache check associated with each entityDef.

CalculateFieldOfView ( float baseFov, float &fovX, float &fovY ) : void

Calculates the horizontal and vertical field of view based on a horizontal field of view and custom aspect ratio.

Draw ( int clientIndex ) : bool
FindEntityDef ( string name, bool makeDefault ) : idDeclEntity
FindEntityDefDict ( string name, bool makeDefault ) : idDict
FindEntityUsingDef ( idEntity from, string match ) : idEntity

Searches all active entities for the next one using the specified entityDef.

Searches beginning at the entity after from, or the beginning if NULL NULL will be returned if the end of the list is reached.

GetBestGameType ( string map, string gameType ) : string
GetMapLoadingInterface ( string defaultInterface ) : string
GetTimeGroupTime ( int timeGroup ) : int
HandleGuiCommands ( string menuCommand ) : string
HandleMainMenuCommands ( string menuCommand, idUserInterface gui ) : void
Init ( ) : void
InitFromNewMap ( string mapName, idRenderWorld renderWorld, idSoundWorld soundWorld, bool isServer, bool isClient, int randomSeed ) : void
RegisterEntity ( idEntity entity ) : void
RunFrame ( idUserCommand userCommands ) : GameReturn
SelectInitialSpawnPoint ( idPlayer player ) : idEntity

spectators are spawned randomly anywhere. in-game clients are spawned based on distance to active players (randomized on the first half) upon map restart, initial spawns are used (randomized ordered list of spawns flagged "initial"). if there are more players than initial spots, overflow to regular spawning.

SelectTimeGroup ( int timeGroup ) : void
ServerClientBegin ( int clientIndex ) : void
ServerClientConnect ( int clientIndex, string guid ) : void
ServerSendChatMessage ( int to, string name, string text ) : void
SetLocalClient ( int clientIndex ) : void
SetPersistentPlayerInformation ( int clientIndex, idDict playerInfo ) : void
SetServerInfo ( idDict serverInfo ) : void
SetUserInformation ( int clientIndex, idDict userInfo, bool isClient, bool canModify ) : idDict
SpawnEntityDef ( idDict args, bool setDefaults = true ) : idEntity
SpawnPlayer ( int clientIndex ) : void
idGame ( ) : System

비공개 메소드들

메소드 설명
Clear ( ) : void
CreateGameRules ( ) : void
InhibitEntitySpawn ( idDict args ) : bool
InitAsyncNetwork ( ) : void
InitClientDeclRemap ( int clientIndex ) : void
InitConsoleCommands ( ) : void
InitCvars ( ) : void
LoadMap ( string mapName, int randomSeed ) : void
MapPopulate ( ) : void
RandomizeInitialSpawns ( ) : void
SpawnMapEntities ( ) : void

Parses textual entity definitions out of an entstring and spawns gentities.

메소드 상세

CacheDictionaryMedia() 공개 메소드

This is called after parsing an EntityDef and for each entity spawnArgs before merging the entitydef. It could be done post-merge, but that would avoid the fast pre-cache check associated with each entityDef.
public CacheDictionaryMedia ( idDict dict ) : void
dict idDict
리턴 void

CalculateFieldOfView() 공개 메소드

Calculates the horizontal and vertical field of view based on a horizontal field of view and custom aspect ratio.
public CalculateFieldOfView ( float baseFov, float &fovX, float &fovY ) : void
baseFov float
fovX float
fovY float
리턴 void

Draw() 공개 메소드

public Draw ( int clientIndex ) : bool
clientIndex int
리턴 bool

FindEntityDef() 공개 메소드

public FindEntityDef ( string name, bool makeDefault ) : idDeclEntity
name string
makeDefault bool
리턴 idTech4.Text.Decl.idDeclEntity

FindEntityDefDict() 공개 메소드

public FindEntityDefDict ( string name, bool makeDefault ) : idDict
name string
makeDefault bool
리턴 idDict

FindEntityUsingDef() 공개 메소드

Searches all active entities for the next one using the specified entityDef.
Searches beginning at the entity after from, or the beginning if NULL NULL will be returned if the end of the list is reached.
public FindEntityUsingDef ( idEntity from, string match ) : idEntity
from idEntity
match string
리턴 idEntity

GetBestGameType() 공개 메소드

public GetBestGameType ( string map, string gameType ) : string
map string
gameType string
리턴 string

GetMapLoadingInterface() 공개 메소드

public GetMapLoadingInterface ( string defaultInterface ) : string
defaultInterface string
리턴 string

GetTimeGroupTime() 공개 메소드

public GetTimeGroupTime ( int timeGroup ) : int
timeGroup int
리턴 int

HandleGuiCommands() 공개 메소드

public HandleGuiCommands ( string menuCommand ) : string
menuCommand string
리턴 string

HandleMainMenuCommands() 공개 메소드

public HandleMainMenuCommands ( string menuCommand, idUserInterface gui ) : void
menuCommand string
gui idTech4.UI.idUserInterface
리턴 void

Init() 공개 메소드

public Init ( ) : void
리턴 void

InitFromNewMap() 공개 메소드

public InitFromNewMap ( string mapName, idRenderWorld renderWorld, idSoundWorld soundWorld, bool isServer, bool isClient, int randomSeed ) : void
mapName string
renderWorld idTech4.Renderer.idRenderWorld
soundWorld idTech4.Sound.idSoundWorld
isServer bool
isClient bool
randomSeed int
리턴 void

RegisterEntity() 공개 메소드

public RegisterEntity ( idEntity entity ) : void
entity idEntity
리턴 void

RunFrame() 공개 메소드

public RunFrame ( idUserCommand userCommands ) : GameReturn
userCommands idTech4.Input.idUserCommand
리턴 GameReturn

SelectInitialSpawnPoint() 공개 메소드

spectators are spawned randomly anywhere. in-game clients are spawned based on distance to active players (randomized on the first half) upon map restart, initial spawns are used (randomized ordered list of spawns flagged "initial"). if there are more players than initial spots, overflow to regular spawning.
public SelectInitialSpawnPoint ( idPlayer player ) : idEntity
player idTech4.Game.Entities.idPlayer
리턴 idEntity

SelectTimeGroup() 공개 메소드

public SelectTimeGroup ( int timeGroup ) : void
timeGroup int
리턴 void

ServerClientBegin() 공개 메소드

public ServerClientBegin ( int clientIndex ) : void
clientIndex int
리턴 void

ServerClientConnect() 공개 메소드

public ServerClientConnect ( int clientIndex, string guid ) : void
clientIndex int
guid string
리턴 void

ServerSendChatMessage() 공개 메소드

public ServerSendChatMessage ( int to, string name, string text ) : void
to int
name string
text string
리턴 void

SetLocalClient() 공개 메소드

public SetLocalClient ( int clientIndex ) : void
clientIndex int
리턴 void

SetPersistentPlayerInformation() 공개 메소드

public SetPersistentPlayerInformation ( int clientIndex, idDict playerInfo ) : void
clientIndex int
playerInfo idDict
리턴 void

SetServerInfo() 공개 메소드

public SetServerInfo ( idDict serverInfo ) : void
serverInfo idDict
리턴 void

SetUserInformation() 공개 메소드

public SetUserInformation ( int clientIndex, idDict userInfo, bool isClient, bool canModify ) : idDict
clientIndex int
userInfo idDict
isClient bool
canModify bool
리턴 idDict

SpawnEntityDef() 공개 메소드

public SpawnEntityDef ( idDict args, bool setDefaults = true ) : idEntity
args idDict
setDefaults bool
리턴 idEntity

SpawnPlayer() 공개 메소드

public SpawnPlayer ( int clientIndex ) : void
clientIndex int
리턴 void

idGame() 공개 메소드

public idGame ( ) : System
리턴 System