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