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source: code/branches/SuperOrxoBros_HS18/SuperOrxoBros_HS18/src/orxonox/gametypes/LastManStanding.h @ 12175

Last change on this file since 12175 was 12175, checked in by siramesh, 5 years ago

Super Orxo Bros (Sidharth Ramesh, Nisa Balta, Jeff Ren)

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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 *      Johannes Ritz
24 *   Co-authors:
25 *      ...
26 *
27 */
28/**
29    @file LastManStanding.h
30    @brief Declaration of the Gametype "Last Man Standing".
31*/
32
33#ifndef _LastManStanding_H__
34#define _LastManStanding_H__
35
36#include "OrxonoxPrereqs.h"
37#include "Deathmatch.h"
38#include <map>
39#include <vector>
40
41namespace orxonox
42{
43    class _OrxonoxExport LastManStanding : public Deathmatch
44    {
45    /**
46    @brief
47        Last Man Standing is a gametype where each player fights against each other, until one player remains.
48    @author
49        Johannes Ritz
50    */
51        protected:
52            int lives; //!< Standard amount of lives. Each player starts a game with so many lives.
53            std::map< PlayerInfo*, int > playerLives_; //!< Each player's lives are stored here.
54            int playersAlive; //!< Counter counting players with more than 0 lives.
55            float timeRemaining; //!< Each player has a certain time where he or she has to hit an opponent or will be punished.
56            std::map<PlayerInfo*, float> timeToAct_; //!< Each player's time till she/he will be punished is stored here.
57            float respawnDelay; //!<Time in seconds when a player will respawn after death.
58            std::map<PlayerInfo*, float> playerDelayTime_; //!< Stores each Player's delay time.
59            std::map<PlayerInfo*, bool> inGame_; //!< Indicates each Player's state.
60            bool bNoPunishment; //!< Config value to switch off Punishment function if it is set to true.
61            bool bHardPunishment; //!< Switches between damage and death as punishment.
62            float punishDamageRate; //!< Makes Damage adjustable.
63            virtual void spawnDeadPlayersIfRequested() override; //!< Prevents dead players to respawn.
64            virtual int getMinLives(); //!< Returns minimum of each player's lives; players with 0 lives are skipped;
65
66        public:
67            LastManStanding(Context* context); //!< Default Constructor.
68            virtual ~LastManStanding() {} //!< Default Destructor.
69            void setConfigValues(); //!< Makes values configurable.
70
71            virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = nullptr) override; //!< If a player shoot's an opponent, his punishment countdown will be resetted.
72            virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = nullptr) override; //!< Manages each players lives.
73
74            virtual void end() override; //!< Sends an end message.
75            int playerGetLives(PlayerInfo* player); //!< getFunction for the map "playerLives_".
76            int getNumPlayersAlive() const; //!< Returns the number of players that are still alive.
77            virtual void playerEntered(PlayerInfo* player) override; //!< Initializes values.
78            virtual bool playerLeft(PlayerInfo* player) override; //!< Manages all local variables.
79            virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) override; //!< Resets punishment time and respawn delay.
80
81            void punishPlayer(PlayerInfo* player); //!< Function in order to kill a player. Punishment for hiding longer than "timeRemaining".
82            virtual void tick (float dt) override; //!< used to end the game
83    };
84}
85
86#endif /* _LastManStanding_H__ */
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