/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Johannes Ritz * Co-authors: * ... * */ /** @file LastManStanding.h @brief Declaration of the Gametype "Last Man Standing". */ /* BY THE WAY //You have to add bots (or any other further players) before actually starting a match. //Whenever there is only on player in the game, this player will be declared as winner. //How "death" is managed: Death players become invisivle and aren't allowed to damage any player. //Though they can recieve damage and they are not invisible on the radar- */ #ifndef _LastManStanding_H__ #define _LastManStanding_H__ #include "OrxonoxPrereqs.h" #include "Gametype.h" #include #include namespace orxonox { class _OrxonoxExport LastManStanding : public Gametype { /** @brief Last Man Standing is a gametype where each player fights against each other, until one player remains. @author Johannes Ritz */ protected: int lives; //!< Standard amount of lives. std::map< PlayerInfo*, int > playerLives_; //!< Each player's lives are stored here. int playersAlive; //!< Counter counting players with more than 0 lives. float timeRemaining; //!< Each player has a certain time where he or she has to hit an opponent or will be punished. std::map timeToAct_; //!< Each player's time till she/he will be punished is stored here. public: LastManStanding(BaseObject* creator); //!< Default Constructor. virtual ~LastManStanding() {} //!< Default Destructor. void setConfigValues(); //!< Makes values configurable. virtual bool allowPawnHit(Pawn* victim, Pawn* originator = 0); //!< Prevents hits by players with no lives. virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //!< If a player shoot's an opponet, his punishment countdown will be resetted. Prevents damage by players with no lives. virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //!< Manages each lives. virtual void start(); //!< Sends a start message. virtual void end(); //!< Sends an end message. virtual void playerEntered(PlayerInfo* player); virtual bool playerLeft(PlayerInfo* player); virtual bool playerChangedName(PlayerInfo* player); virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);//makes dead players invisible virtual void pawnPostSpawn(Pawn* pawn); //just for test case virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); const int playerGetLives(PlayerInfo* player); void killPlayer(PlayerInfo* player); //void removePlayer(PlayerInfo* player); void tick (float dt);// used to end the game }; } #endif /* _LastManStanding_H__ */