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/**
* Copyright (C) 2014-2015 Justin James.
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*
* This license must be preserved.
* Any applications, libraries, or code which make any use of any
* component of this program must not be commercial, unless explicit
* permission is granted from the original author. The use of this
* program for non-profit purposes is permitted.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* In the event that this license restricts you from making desired use of this program, contact the original author.
* Written by Justin James <justin.aj@hotmail.com>
*/
#if !defined _RENX_FUNCTIONS_H_HEADER
#define _RENX_FUNCTIONS_H_HEADER
/**
* @file RenX_Functions.h
* @brief Provides some functions to be used at your convenience.
*/
#include "Jupiter/INIFile.h"
#include "Jupiter/String.h"
#include "RenX.h"
namespace RenX
{
/** Forward declarations */
struct PlayerInfo;
class Server;
/**
* @brief Translates the first character of a team's name into a TeamType.
*
* @param First character of the team name.
* @return A corresponding TeamType.
*/
RENX_API TeamType getTeam(char team);
/**
* @brief Fetches the corresponding IRC color code for a team.
*
* @param team Team to get IRC color code for
* @return A team's corresponding IRC color-code.
*/
RENX_API const Jupiter::ReadableString &getTeamColor(TeamType team);
/**
* @brief Fetches a team's name.
* Example: GDI
*
* @param team Team to translate into a name.
* @return The team's corresponding name.
*/
RENX_API const Jupiter::ReadableString &getTeamName(TeamType team);
/**
* @brief Fetches a team's full name.
* Example: Global Defense Initiative
*
* @param team Team to translate into a name.
* @return The team's corresponding name.
*/
RENX_API const Jupiter::ReadableString &getFullTeamName(TeamType team);
/**
* @brief Fetches a team's enemy.
*
* @param team TeamType to return enemy for.
* @return Enemy TeamType of the input team.
*/
RENX_API TeamType getEnemy(TeamType team);
/**
* @brief Reduces a character-related preset to a simplified form.
* Example: Returns "Nod_Soldier" from "Rx_FamilyInfo_Nod_Soldier".
*
* @param preset Preset to simplify.
* @return Simplified form of preset.
*/
RENX_API const Jupiter::ReadableString &getCharacter(const Jupiter::ReadableString &preset);
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/**
* @brief Translates a preset's name into a real name.
*
* @param object Preset to translate.
* @return Translated name of the preset.
*/
RENX_API const Jupiter::ReadableString &translateName(const Jupiter::ReadableString &object);
/**
* @brief Translates a WinType into a human-readable string.
* Example:
*
* @param winType WinType to translate.
* @return String containing the human-readable translation of the WinType.
*/
RENX_API const Jupiter::ReadableString &translateWinType(WinType winType);
/**
* @brief Translates a WinType into a human-readable string.
* Example: Base Destruction
*
* @param winType WinType to translate.
* @return String containing the human-readable translation of the WinType.
*/
RENX_API const Jupiter::ReadableString &translateWinTypePlain(WinType winType);
/**
* @brief Initializes translation definitions.
*
* @param filename Optional parameter to specify which file to load.
*/
RENX_API void initTranslations(Jupiter::INIFile &settings);
/**
* @brief Creates a String containing an IRC-ready version of the player's name.
* Note: This includes a bot indicator.
*
* @param player Data of the player
* @return IRC-ready version of the player's name.
*/
RENX_API Jupiter::String getFormattedPlayerName(const RenX::PlayerInfo *player);
/**
* @brief Sanitizes a string into a RCON-ready state.
* Note: This resolves the pipe character ('|') exploit.
*
* @brief str String to sanitize.
*/
RENX_API void sanitizeString(char *str);
RENX_API void sanitizeString(Jupiter::StringType &str);
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/**
* @brief Calculates for how many seconds a player has been in-game.
* Note: This will always be at least 1.
*
* @param player A player's data.
* @return Number of seconds a player has been in-game.
*/
RENX_API time_t getGameTime(const RenX::PlayerInfo *player);
/**
* @brief Calculates a player's Kill-Death ratio, based on their data.
* Note: If the player has not died, this function will use 1 for their death count.
*
* @param player A player's data.
* @param includeSuicides True if suicides should be included in the death count, false otherwise.
* @return Player's Kill-Death ratio.
*/
RENX_API double getKillDeathRatio(const RenX::PlayerInfo *player, bool includeSuicides = true);
/**
* @brief Calculates a player's Headshot-Kill ratio, based on their data.
* Note: If the player has no kills, this function returns 0.
*
* @param player A player's data.
* @return Player's Headshot-Kill ratio.
*/
RENX_API double getHeadshotKillRatio(const RenX::PlayerInfo *player);
/**
* @brief Calculates a player's kills-per-second since joining.
*
* @param player A player's data.
* @return Player's Kill-Death ratio.
*/
RENX_API double getKillsPerSecond(const RenX::PlayerInfo *player);
/** Constant variables */
RENX_API extern const char DelimC; /** RCON message deliminator */
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}
#endif // _RENX_FUNCTIONS_H_HEADER