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source: code/branches/dynamicmatch/src/orxonox/gametypes/Dynamicmatch.h @ 6812

Last change on this file since 6812 was 6812, checked in by jo, 14 years ago

adding 3rd party: killers, making the gametype playable for larger groups of players, bug removed

  • Property svn:eol-style set to native
File size: 3.4 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 *      Johannes Ritz
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Dynamicmatch_H__
30#define _Dynamicmatch_H__
31
32#include <map>
33#include <vector>
34#include "OrxonoxPrereqs.h"
35#include "Gametype.h"
36#include "tools/Timer.h"
37
38namespace orxonox
39{
40    class _OrxonoxExport Dynamicmatch : public Gametype
41    {
42        public:
43            Dynamicmatch(BaseObject* creator);
44            virtual ~Dynamicmatch() {}
45               
46            bool notEnoughPigs;
47            bool notEnoughKillers;
48            bool notEnoughChasers;
49            virtual void evaluatePlayerParties();
50            int getParty(PlayerInfo* player);
51            void setPlayerColour(PlayerInfo* player);//own function
52            void setConfigValues();//done
53            virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //ok - score function and management of parties
54            virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //ok - simple
55            virtual void start();
56            virtual void end(); //Wie geht das mit der Punkteausgabe aendern? Z.B: Persoenliche Nachricht?
57            virtual void playerEntered(PlayerInfo* player);
58            virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);//is used to initialize the player's party and colour
59            virtual bool playerLeft(PlayerInfo* player);
60            virtual bool playerChangedName(PlayerInfo* player);//unchanged
61            virtual void instructions();
62            virtual void furtherInstructions();
63            virtual void rewardPig();
64            void resetSpeedFactor(WeakPtr<Engine>* ptr); 
65            void tick (float dt);// used to end the game
66            //three different parties   TODO const machen!     
67            int chaser;
68            int piggy;
69            int killer;
70               
71            bool friendlyfire; //goal: player can switch it on/off
72            bool tutorial; //goal: new players recieve messages how the new gametype works - later it can be switched off.
73        protected:
74                 
75                 
76            std::map< PlayerInfo*, int > playerParty_; //player's parties are recorded here
77            std::vector<ColourValue> partyColours_; //aus TeamDeathmatch
78            unsigned int numberOf[3]; //array to count number of chasers, pigs, killers
79            float pointsPerTime;
80            float gameTime_;   // from UnderAttack better: use gametype interface!!!
81            bool gameEnded_; // true if game is over
82            int timesequence_; //used for countdown
83            Timer callInstructions_;
84    };
85}
86
87#endif /* _Dynamicmatch_H__ */
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