/* * 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: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Gametype_H__ #define _Gametype_H__ #include "OrxonoxPrereqs.h" #include #include "core/BaseObject.h" #include "core/Identifier.h" #include "objects/worldentities/ControllableEntity.h" #include "objects/Tickable.h" #include "objects/infos/GametypeInfo.h" namespace orxonox { namespace PlayerState { enum Enum { Uninitialized, Joined, Alive, Dead }; } struct Player { PlayerInfo* info_; PlayerState::Enum state_; int frags_; int killed_; }; class _OrxonoxExport Gametype : public BaseObject, public Tickable { friend class PlayerInfo; public: Gametype(BaseObject* creator); virtual ~Gametype() {} void setConfigValues(); virtual void tick(float dt); inline const GametypeInfo* getGametypeInfo() const { return &this->gtinfo_; } inline bool hasStarted() const { return this->gtinfo_.bStarted_; } inline bool hasEnded() const { return this->gtinfo_.bEnded_; } virtual void start(); virtual void end(); virtual void playerEntered(PlayerInfo* player); virtual void playerLeft(PlayerInfo* player); virtual void playerSwitched(PlayerInfo* player, Gametype* newgametype); virtual void playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype); virtual void playerChangedName(PlayerInfo* player); virtual void playerScored(Player& player); virtual bool allowPawnHit(Pawn* victim, Pawn* originator = 0); virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); virtual void pawnPreSpawn(Pawn* pawn); virtual void pawnPostSpawn(Pawn* pawn); virtual void playerPreSpawn(PlayerInfo* player); virtual void playerPostSpawn(PlayerInfo* player); inline const std::map& getPlayers() const { return this->players_; } inline void registerSpawnPoint(SpawnPoint* spawnpoint) { this->spawnpoints_.insert(spawnpoint); } inline bool isStartCountdownRunning() const { return this->gtinfo_.bStartCountdownRunning_; } inline float getStartCountdown() const { return this->gtinfo_.startCountdown_; } inline void setHUDTemplate(const std::string& name) { this->gtinfo_.hudtemplate_ = name; } inline const std::string& getHUDTemplate() const { return this->gtinfo_.hudtemplate_; } void addBots(unsigned int amount); void killBots(unsigned int amount = 0); inline unsigned int getNumberOfPlayers() const { return this->players_.size(); } protected: virtual SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const; void addPlayer(PlayerInfo* player); void removePlayer(PlayerInfo* player); void assignDefaultPawnsIfNeeded(); void checkStart(); void spawnPlayer(PlayerInfo* player); void spawnPlayersIfRequested(); void spawnDeadPlayersIfRequested(); GametypeInfo gtinfo_; bool bAutoStart_; bool bForceSpawn_; float initialStartCountdown_; unsigned int numberOfBots_; std::map players_; std::set spawnpoints_; SubclassIdentifier defaultControllableEntity_; OverlayGroup* scoreboard_; // Config Values std::string scoreboardTemplate_; }; } #endif /* _Gametype_H__ */