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source: code/trunk/src/orxonox/objects/gametypes/Gametype.h @ 2171

Last change on this file since 2171 was 2171, checked in by landauf, 16 years ago

merged revisions 2111-2170 from objecthierarchy branch back to trunk.

  • Property svn:eol-style set to native
File size: 3.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Gametype_H__
30#define _Gametype_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <map>
35
36#include "core/BaseObject.h"
37#include "core/Identifier.h"
38#include "objects/worldentities/ControllableEntity.h"
39#include "objects/Tickable.h"
40
41namespace orxonox
42{
43    namespace PlayerState
44    {
45        enum Enum
46        {
47            Uninitialized,
48            Joined,
49            Alive,
50            Dead
51        };
52    }
53
54    class _OrxonoxExport Gametype : public BaseObject, public Tickable
55    {
56        friend class PlayerInfo;
57
58        public:
59            Gametype(BaseObject* creator);
60            virtual ~Gametype() {}
61
62            virtual void tick(float dt);
63
64            inline bool hasStarted() const
65                { return this->bStarted_; }
66            inline bool hasEnded() const
67                { return this->bEnded_; }
68
69            virtual void start();
70            virtual void end();
71            virtual void playerEntered(PlayerInfo* player);
72            virtual void playerLeft(PlayerInfo* player);
73            virtual void playerSwitched(PlayerInfo* player, Gametype* newgametype);
74            virtual void playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype);
75            virtual void playerChangedName(PlayerInfo* player);
76
77            virtual void playerScored(PlayerInfo* player);
78
79            virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
80            virtual void pawnPreSpawn(Pawn* pawn);
81            virtual void pawnPostSpawn(Pawn* pawn);
82
83            inline const std::map<PlayerInfo*, PlayerState::Enum>& getPlayers() const
84                { return this->players_; }
85
86            inline void registerSpawnPoint(SpawnPoint* spawnpoint)
87                { this->spawnpoints_.insert(spawnpoint); }
88
89            inline bool isStartCountdownRunning() const
90                { return this->bStartCountdownRunning_; }
91            inline float getStartCountdown() const
92                { return this->startCountdown_; }
93
94        private:
95            virtual SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const;
96
97            void addPlayer(PlayerInfo* player);
98            void removePlayer(PlayerInfo* player);
99
100            void assignDefaultPawnsIfNeeded();
101            void checkStart();
102            void spawnPlayer(PlayerInfo* player);
103            void spawnPlayersIfRequested();
104            void spawnDeadPlayersIfRequested();
105
106            bool bStarted_;
107            bool bEnded_;
108            bool bAutoStart_;
109            bool bForceSpawn_;
110
111            float initialStartCountdown_;
112            float startCountdown_;
113            bool bStartCountdownRunning_;
114
115            std::map<PlayerInfo*, PlayerState::Enum> players_;
116            std::set<SpawnPoint*> spawnpoints_;
117            SubclassIdentifier<ControllableEntity> defaultControllableEntity_;
118    };
119}
120
121#endif /* _Gametype_H__ */
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