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source: code/branches/core7/src/orxonox/gametypes/Gametype.h @ 10349

Last change on this file since 10349 was 10349, checked in by landauf, 9 years ago

removed hack. addBots/killBots is now part of Gametype

  • Property svn:eol-style set to native
File size: 6.7 KB
RevLine 
[2072]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>
[3196]35#include <set>
36#include <string>
[2072]37
38#include "core/BaseObject.h"
[9667]39#include "core/class/SubclassIdentifier.h"
[5693]40#include "tools/interfaces/Tickable.h"
[5735]41#include "infos/GametypeInfo.h"
[9980]42#include "tools/Timer.h"
[10281]43#include "gamestates/GSLevelMemento.h"
[2072]44
45namespace orxonox
46{
[2171]47    namespace PlayerState
48    {
[3280]49        enum Value
[2171]50        {
51            Uninitialized,
52            Joined,
53            Alive,
54            Dead
55        };
56    }
57
[2662]58    struct Player
59    {
60        PlayerInfo* info_;
[3280]61        PlayerState::Value state_;
[2662]62        int frags_;
63        int killed_;
64    };
65
[10281]66    class _OrxonoxExport Gametype : public BaseObject, public Tickable, public GSLevelMemento
[2072]67    {
68        friend class PlayerInfo;
69
70        public:
[9667]71            Gametype(Context* context);
[5929]72            virtual ~Gametype();
[2072]73
[2662]74            void setConfigValues();
75
[2072]76            virtual void tick(float dt);
77
[2662]78            inline const GametypeInfo* getGametypeInfo() const
[5929]79                { return this->gtinfo_; }
[2662]80
[2072]81            inline bool hasStarted() const
[8706]82                { return this->gtinfo_->hasStarted(); }
[2072]83            inline bool hasEnded() const
[8706]84                { return this->gtinfo_->hasEnded(); }
[2072]85
86            virtual void start();
87            virtual void end();
88            virtual void playerEntered(PlayerInfo* player);
[2826]89            virtual bool playerLeft(PlayerInfo* player);
[2072]90            virtual void playerSwitched(PlayerInfo* player, Gametype* newgametype);
91            virtual void playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype);
[2826]92            virtual bool playerChangedName(PlayerInfo* player);
[2072]93
[9348]94            virtual void playerScored(PlayerInfo* player, int score = 1);
[2072]95
[2826]96            virtual bool allowPawnHit(Pawn* victim, Pawn* originator = 0);
97            virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0);
98            virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0);
99
[2072]100            virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
101            virtual void pawnPreSpawn(Pawn* pawn);
102            virtual void pawnPostSpawn(Pawn* pawn);
[2826]103            virtual void playerPreSpawn(PlayerInfo* player);
104            virtual void playerPostSpawn(PlayerInfo* player);
[2072]105
[2826]106            virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);
107            virtual void playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn);
108
[2662]109            inline const std::map<PlayerInfo*, Player>& getPlayers() const
[2072]110                { return this->players_; }
111
[2890]112            int getScore(PlayerInfo* player) const;
113
[2072]114            inline void registerSpawnPoint(SpawnPoint* spawnpoint)
115                { this->spawnpoints_.insert(spawnpoint); }
116
117            inline bool isStartCountdownRunning() const
[8706]118                { return this->gtinfo_->isStartCountdownRunning(); }
[2072]119            inline float getStartCountdown() const
[8706]120                { return this->gtinfo_->getStartCountdown(); }
[2072]121
[2826]122            inline void setHUDTemplate(const std::string& name)
[8706]123                { this->gtinfo_->setHUDTemplate(name); }
[2826]124            inline const std::string& getHUDTemplate() const
[8706]125                { return this->gtinfo_->getHUDTemplate(); }
[2826]126
[9016]127            virtual void addBots(unsigned int amount);
[2662]128            void killBots(unsigned int amount = 0);
129
[3033]130            virtual void addTime(float t);
131            virtual void removeTime(float t);
132
133            inline  void startTimer()
[5693]134            {
[3033]135                this->time_ = this->timeLimit_;
136                this->timerIsActive_ = true;
137            }
138
139            inline void stopTimer()
140              { this->timerIsActive_ = false; }
141
142            inline float getTime()
143              { return this->time_; }
144
145            inline bool getTimerIsActive()
146              { return timerIsActive_; }
147
148            inline void setTimeLimit(float t)
149              { this->timeLimit_ = t; }
150
[8178]151            //inline bool getForceSpawn()
[9016]152            //  { return this->bForceSpawn_; }
[8178]153
[3033]154            virtual void resetTimer();
155            virtual void resetTimer(float t);
156
[9348]157            /**
158            @brief Get number of Players in game.
159            */
[9260]160            inline unsigned int getNumberOfPlayers() const
[9348]161                { return this->players_.size(); }
[9977]162            void showMenu();
[9016]163
[9348]164
[2826]165        protected:
[2072]166            virtual SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const;
167
[2826]168            virtual void assignDefaultPawnsIfNeeded();
169            virtual void checkStart();
170            virtual void spawnPlayer(PlayerInfo* player);
[3033]171            virtual void spawnPlayerAsDefaultPawn(PlayerInfo* player);
[2826]172            virtual void spawnPlayersIfRequested();
173            virtual void spawnDeadPlayersIfRequested();
[2072]174
[10281]175            virtual GSLevelMementoState* exportMementoState();
176            virtual void importMementoState(const std::vector<GSLevelMementoState*>& states);
177
[5929]178            SmartPtr<GametypeInfo> gtinfo_;
[2662]179
[2072]180            bool bAutoStart_;
181            bool bForceSpawn_;
[9977]182            bool bAutoEnd_;
[2072]183
[3033]184            float time_;
185            float timeLimit_;
186            bool timerIsActive_;
187
[2072]188            float initialStartCountdown_;
[2662]189            unsigned int numberOfBots_;
[2839]190            SubclassIdentifier<Bot> botclass_;
[2072]191
[2662]192            std::map<PlayerInfo*, Player> players_;
[2072]193            std::set<SpawnPoint*> spawnpoints_;
194            SubclassIdentifier<ControllableEntity> defaultControllableEntity_;
[2662]195
196            OverlayGroup* scoreboard_;
197
198            // Config Values
199            std::string scoreboardTemplate_;
[7801]200
[9980]201            Timer showMenuTimer_;
[2072]202    };
[10281]203
204    /**
205        @brief Keeps position and orientation of the camera, as well as the name of current scene.
206    */
207    struct _OrxonoxExport GametypeMementoState : public GSLevelMementoState
208    {
209        Vector3 cameraPosition_;
210        Quaternion cameraOrientation_;
211        std::string sceneName_;
212    };
[2072]213}
214
215#endif /* _Gametype_H__ */
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