/* * 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". */ #ifndef _LastManStanding_H__ #define _LastManStanding_H__ #include "OrxonoxPrereqs.h" #include "Deathmatch.h" #include #include namespace orxonox { class _OrxonoxExport LastManStanding : public Deathmatch { /** @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. Each player starts a game with so many 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. float respawnDelay; std::map playerDelayTime_; //!< Stores each Player's delay time. std::map inGame_; //!< Indicates each Player's state. bool noPunishment; bool hardPunishment; float punishDamageRate; virtual void spawnDeadPlayersIfRequested(); //!< Prevents dead players to respawn. virtual int getMinLives(); //!< Returns minimum of each player's lives; players with 0 lives are skipped; public: LastManStanding(BaseObject* creator); //!< Default Constructor. virtual ~LastManStanding() {} //!< Default Destructor. void setConfigValues(); //!< Makes values configurable. virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //!< If a player shoot's an opponent, his punishment countdown will be resetted. virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //!< Manages each players lives. virtual void end(); //!< Sends an end message. virtual void playerEntered(PlayerInfo* player); //!< Initializes values. Manages the gametype's HUD. #Players alive via StaticMessage. virtual bool playerLeft(PlayerInfo* player); //!< Manages the gametype's HUD. #Players alive via StaticMessage. virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn); //!< Manages the gametype's HUD. player's lives via FadingMessage. virtual void playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn); //!< Manages the gametype's HUD. #Players alive via StaticMessage. const int playerGetLives(PlayerInfo* player); //!< getFunction for the map "playerLives_". void punishPlayer(PlayerInfo* player); //!< Function in order to kill a player. Punishment for hiding longer than "timeRemaining". void tick (float dt); //!< used to end the game }; } #endif /* _LastManStanding_H__ */