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source: code/branches/core7/src/orxonox/gametypes/Gametype.h @ 10575

Last change on this file since 10575 was 10575, checked in by landauf, 9 years ago

create the scoreboard directly with the correct gametype. this prevents that we have to re-set the gametype (and pass it to sub-overlays).

  • Property svn:eol-style set to native
File size: 6.8 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#include <set>
36#include <string>
37
38#include "core/BaseObject.h"
39#include "core/class/SubclassIdentifier.h"
40#include "tools/interfaces/Tickable.h"
41#include "infos/GametypeInfo.h"
42#include "tools/Timer.h"
43#include "gamestates/GSLevelMemento.h"
44
45namespace orxonox
46{
47    namespace PlayerState
48    {
49        enum Value
50        {
51            Uninitialized,
52            Joined,
53            Alive,
54            Dead
55        };
56    }
57
58    struct Player
59    {
60        PlayerInfo* info_;
61        PlayerState::Value state_;
62        int frags_;
63        int killed_;
64    };
65
66    class _OrxonoxExport Gametype : public BaseObject, public Tickable, public GSLevelMemento
67    {
68        friend class PlayerInfo;
69
70        public:
71            Gametype(Context* context);
72            virtual ~Gametype();
73
74            virtual void init();
75
76            void setConfigValues();
77
78            virtual void tick(float dt);
79
80            inline const GametypeInfo* getGametypeInfo() const
81                { return this->gtinfo_; }
82
83            inline bool hasStarted() const
84                { return this->gtinfo_->hasStarted(); }
85            inline bool hasEnded() const
86                { return this->gtinfo_->hasEnded(); }
87
88            virtual void start();
89            virtual void end();
90            virtual void playerEntered(PlayerInfo* player);
91            virtual bool playerLeft(PlayerInfo* player);
92            virtual void playerSwitched(PlayerInfo* player, Gametype* newgametype);
93            virtual void playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype);
94            virtual bool playerChangedName(PlayerInfo* player);
95
96            virtual void playerScored(PlayerInfo* player, int score = 1);
97
98            virtual bool allowPawnHit(Pawn* victim, Pawn* originator = 0);
99            virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0);
100            virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0);
101
102            virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
103            virtual void pawnPreSpawn(Pawn* pawn);
104            virtual void pawnPostSpawn(Pawn* pawn);
105            virtual void playerPreSpawn(PlayerInfo* player);
106            virtual void playerPostSpawn(PlayerInfo* player);
107
108            virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);
109            virtual void playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn);
110
111            inline const std::map<PlayerInfo*, Player>& getPlayers() const
112                { return this->players_; }
113
114            int getScore(PlayerInfo* player) const;
115
116            inline void registerSpawnPoint(SpawnPoint* spawnpoint)
117                { this->spawnpoints_.insert(spawnpoint); }
118
119            inline bool isStartCountdownRunning() const
120                { return this->gtinfo_->isStartCountdownRunning(); }
121            inline float getStartCountdown() const
122                { return this->gtinfo_->getStartCountdown(); }
123
124            inline void setHUDTemplate(const std::string& name)
125                { this->gtinfo_->setHUDTemplate(name); }
126            inline const std::string& getHUDTemplate() const
127                { return this->gtinfo_->getHUDTemplate(); }
128
129            virtual void addBots(unsigned int amount);
130            void killBots(unsigned int amount = 0);
131
132            virtual void addTime(float t);
133            virtual void removeTime(float t);
134
135            inline  void startTimer()
136            {
137                this->time_ = this->timeLimit_;
138                this->timerIsActive_ = true;
139            }
140
141            inline void stopTimer()
142              { this->timerIsActive_ = false; }
143
144            inline float getTime()
145              { return this->time_; }
146
147            inline bool getTimerIsActive()
148              { return timerIsActive_; }
149
150            inline void setTimeLimit(float t)
151              { this->timeLimit_ = t; }
152
153            //inline bool getForceSpawn()
154            //  { return this->bForceSpawn_; }
155
156            virtual void resetTimer();
157            virtual void resetTimer(float t);
158
159            /**
160            @brief Get number of Players in game.
161            */
162            inline unsigned int getNumberOfPlayers() const
163                { return this->players_.size(); }
164            void showMenu();
165
166
167        protected:
168            virtual SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const;
169
170            virtual void assignDefaultPawnsIfNeeded();
171            virtual void checkStart();
172            virtual void spawnPlayer(PlayerInfo* player);
173            virtual void spawnPlayerAsDefaultPawn(PlayerInfo* player);
174            virtual void spawnPlayersIfRequested();
175            virtual void spawnDeadPlayersIfRequested();
176
177            virtual GSLevelMementoState* exportMementoState();
178            virtual void importMementoState(const std::vector<GSLevelMementoState*>& states);
179
180            WeakPtr<GametypeInfo> gtinfo_;
181
182            bool bAutoStart_;
183            bool bForceSpawn_;
184            bool bAutoEnd_;
185
186            float time_;
187            float timeLimit_;
188            bool timerIsActive_;
189
190            float initialStartCountdown_;
191            unsigned int numberOfBots_;
192            SubclassIdentifier<Bot> botclass_;
193
194            std::map<PlayerInfo*, Player> players_;
195            std::set<SpawnPoint*> spawnpoints_;
196            SubclassIdentifier<ControllableEntity> defaultControllableEntity_;
197
198            OverlayGroup* scoreboard_;
199
200            // Config Values
201            std::string scoreboardTemplate_;
202
203            Timer showMenuTimer_;
204    };
205
206    /**
207        @brief Keeps position and orientation of the camera, as well as the name of current scene.
208    */
209    struct _OrxonoxExport GametypeMementoState : public GSLevelMementoState
210    {
211        Vector3 cameraPosition_;
212        Quaternion cameraOrientation_;
213        std::string sceneName_;
214    };
215}
216
217#endif /* _Gametype_H__ */
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