| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | *NACHRICHT: |
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| 28 | * |
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| 29 | * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch |
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| 30 | * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus |
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| 31 | * |
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| 32 | *Z.B: |
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| 33 | * start() //wird aufgerufen, bevor das Spiel losgeht |
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| 34 | * end() //wenn man diese Funktion aufruft wird |
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| 35 | * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn ) |
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| 36 | * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben. |
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| 37 | * |
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| 38 | * |
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| 39 | * |
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| 40 | *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen: |
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| 41 | * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter |
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| 42 | * tippt, werden die Vorschläge entsprechend gefiltert. |
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| 43 | * |
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| 44 | * |
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| 45 | *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt, |
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| 46 | * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde) |
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| 47 | * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller) |
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| 48 | * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles, |
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| 49 | * was in seiner Reichweite liegt. |
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| 50 | * |
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| 51 | * |
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| 52 | *HUD: |
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| 53 | * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat. |
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| 54 | * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen. |
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| 55 | * Fuer den ersten Schritt reicht reiner Text. |
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| 56 | * |
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| 57 | * a) |
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| 58 | * PongScore.cc uebernehmen und eigene Klasse draus machen. |
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| 59 | * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an |
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| 60 | * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc |
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| 61 | * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits. |
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| 62 | * |
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| 63 | * b) |
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| 64 | * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD |
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| 65 | * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText |
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| 66 | * Objekte immer erst nach dem PongScore anlegen. |
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| 67 | * |
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| 68 | * c) Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden. |
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| 69 | * |
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| 70 | * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module. |
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| 71 | * |
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| 72 | * |
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| 73 | * |
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| 74 | */ |
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| 75 | #include "TowerDefense.h" |
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| 76 | #include "TowerDefenseTower.h" |
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| 77 | #include "TowerDefenseCenterpoint.h" |
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| 78 | //#include "TDCoordinate.h" |
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| 79 | #include "TowerTurret.h" |
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| 80 | #include "worldentities/SpawnPoint.h" |
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| 81 | #include "worldentities/pawns/Pawn.h" |
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| 82 | #include "worldentities/pawns/SpaceShip.h" |
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| 83 | #include "controllers/WaypointController.h" |
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| 84 | #include "graphics/Model.h" |
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| 85 | #include "infos/PlayerInfo.h" |
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| 86 | #include "chat/ChatManager.h" |
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| 87 | #include "core/CoreIncludes.h" |
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| 88 | /* Part of a temporary hack to allow the player to add towers */ |
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| 89 | #include "core/command/ConsoleCommand.h" |
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| 90 | |
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| 91 | namespace orxonox |
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| 92 | { |
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| 93 | RegisterUnloadableClass(TowerDefense); |
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| 94 | |
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| 95 | TowerDefense::TowerDefense(Context* context) : Deathmatch(context) |
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| 96 | { |
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| 97 | RegisterObject(TowerDefense); |
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| 98 | /* |
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| 99 | for (int i=0; i < 16 ; i++){ |
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| 100 | for (int j = 0; j< 16 ; j++){ |
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| 101 | towermatrix[i][j] = NULL; |
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| 102 | } |
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| 103 | }*/ |
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| 104 | |
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| 105 | this->setHUDTemplate("TowerDefenseHUD"); |
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| 106 | |
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| 107 | //this->stats_ = new TowerDefensePlayerStats(); |
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| 108 | |
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| 109 | /* Temporary hack to allow the player to add towers and upgrade them */ |
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| 110 | this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) ); |
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| 111 | this->dedicatedUpgradeTower_ = createConsoleCommand( "upgradeTower", createExecutor( createFunctor(&TowerDefense::upgradeTower, this) ) ); |
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| 112 | } |
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| 113 | |
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| 114 | TowerDefense::~TowerDefense() |
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| 115 | { |
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| 116 | /* Part of a temporary hack to allow the player to add towers */ |
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| 117 | if (this->isInitialized()) |
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| 118 | { |
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| 119 | if( this->dedicatedAddTower_ ) |
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| 120 | delete this->dedicatedAddTower_; |
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| 121 | } |
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| 122 | } |
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| 123 | |
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| 124 | void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) |
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| 125 | { |
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| 126 | orxout() << "Centerpoint now setting..." << endl; |
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| 127 | this->center_ = centerpoint; |
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| 128 | orxout() << "Centerpoint now set..." << endl; |
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| 129 | } |
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| 130 | |
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| 131 | void TowerDefense::start() |
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| 132 | { |
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| 133 | |
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| 134 | Deathmatch::start(); |
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| 135 | |
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| 136 | // Waypoints: [1,3] [10,3] [10,11] [13,11] -> add the points to a matrix so the player cant place towers on the path |
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| 137 | for (int i=0; i < 16 ; i++){ |
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| 138 | for (int j = 0; j< 16 ; j++){ |
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| 139 | towermatrix[i][j] = false; |
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| 140 | } |
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| 141 | } |
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| 142 | |
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| 143 | for (int k=0; k<3; k++) |
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| 144 | towermatrix[1][k]=true; |
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| 145 | for (int l=1; l<11; l++) |
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| 146 | towermatrix[l][3]=true; |
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| 147 | for (int m=3; m<12; m++) |
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| 148 | towermatrix[10][m]=true; |
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| 149 | for (int n=10; n<14; n++) |
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| 150 | towermatrix[n][11]=true; |
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| 151 | for (int o=13; o<16; o++) |
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| 152 | towermatrix[13][o]=true; |
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| 153 | |
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| 154 | //set initial credits, lifes and WaveNumber |
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| 155 | this->setCredit(200); |
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| 156 | this->setLifes(50); |
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| 157 | this->setWaveNumber(0); |
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| 158 | time=0.0; |
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| 159 | |
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| 160 | //adds initial towers |
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| 161 | for (int i=0; i <7; i++){ |
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| 162 | addTower(i+3,4); |
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| 163 | }/* |
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| 164 | for (int j=0; j < 7; j++){ |
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| 165 | addTower(9,j+5); |
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| 166 | }*/ |
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| 167 | } |
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| 168 | |
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| 169 | // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path. |
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| 170 | void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){ |
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| 171 | |
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| 172 | |
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| 173 | TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext()); |
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| 174 | |
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| 175 | switch(templatenr) |
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| 176 | { |
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| 177 | case 1 : |
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| 178 | en1->addTemplate("enemytowerdefense1"); |
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| 179 | en1->setScale(3); |
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| 180 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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| 181 | break; |
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| 182 | |
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| 183 | case 2 : |
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| 184 | en1->addTemplate("enemytowerdefense2"); |
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| 185 | en1->setScale(2); |
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| 186 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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| 187 | // en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2)) |
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| 188 | break; |
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| 189 | |
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| 190 | case 3 : |
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| 191 | en1->addTemplate("enemytowerdefense3"); |
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| 192 | en1->setScale(1); |
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| 193 | en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); |
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| 194 | break; |
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| 195 | } |
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| 196 | |
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| 197 | en1->getController(); |
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| 198 | en1->setPosition(path.at(0)->get3dcoordinate()); |
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| 199 | TowerDefenseEnemyvector.push_back(en1); |
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| 200 | |
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| 201 | for(unsigned int i = 0; i < path.size(); ++i) |
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| 202 | { |
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| 203 | en1->addWaypoint((path.at(i))); |
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| 204 | } |
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| 205 | } |
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| 206 | |
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| 207 | |
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| 208 | void TowerDefense::end() |
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| 209 | { |
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| 210 | |
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| 211 | Deathmatch::end(); |
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| 212 | ChatManager::message("Match is over! Gameover!"); |
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| 213 | |
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| 214 | } |
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| 215 | |
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| 216 | //not working yet |
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| 217 | void TowerDefense::upgradeTower(int x,int y) |
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| 218 | {/* |
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| 219 | const int upgradeCost = 20; |
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| 220 | |
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| 221 | if (!this->hasEnoughCreditForTower(upgradeCost)) |
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| 222 | { |
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| 223 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed."; |
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| 224 | return; |
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| 225 | } |
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| 226 | |
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| 227 | if (towermatrix [x][y] == NULL) |
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| 228 | { |
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| 229 | orxout() << "no tower on this position" << endl; |
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| 230 | return; |
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| 231 | } |
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| 232 | |
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| 233 | else |
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| 234 | { |
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| 235 | (towermatrix [x][y])->upgradeTower(); |
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| 236 | }*/ |
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| 237 | } |
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| 238 | |
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| 239 | /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret") |
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| 240 | so towers have ability if the turrets |
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| 241 | |
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| 242 | */ |
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| 243 | void TowerDefense::addTower(int x, int y) |
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| 244 | { |
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| 245 | const int towerCost = 20; |
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| 246 | |
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| 247 | if (!this->hasEnoughCreditForTower(towerCost)) |
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| 248 | { |
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| 249 | orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed."; |
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| 250 | return; |
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| 251 | } |
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| 252 | |
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| 253 | if (towermatrix [x][y]==true) |
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| 254 | { |
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| 255 | orxout() << "not possible to put tower here!!" << endl; |
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| 256 | return; |
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| 257 | } |
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| 258 | |
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| 259 | /* |
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| 260 | unsigned int width = this->center_->getWidth(); |
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| 261 | unsigned int height = this->center_->getHeight(); |
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| 262 | */ |
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| 263 | |
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| 264 | int tileScale = (int) this->center_->getTileScale(); |
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| 265 | |
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| 266 | if (x > 15 || y > 15 || x < 0 || y < 0) |
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| 267 | { |
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| 268 | //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet) |
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| 269 | orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl; |
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| 270 | return; |
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| 271 | } |
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| 272 | |
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| 273 | orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl; |
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| 274 | |
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| 275 | //Reduce credit |
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| 276 | this->buyTower(towerCost); |
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| 277 | towermatrix [x][y]=true; |
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| 278 | |
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| 279 | //Creates tower |
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| 280 | TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext()); |
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| 281 | towernew->addTemplate("towerturret"); |
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| 282 | towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75); |
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| 283 | towernew->setGame(this); |
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| 284 | } |
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| 285 | |
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| 286 | bool TowerDefense::hasEnoughCreditForTower(int towerCost) |
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| 287 | { |
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| 288 | return ((this->getCredit()) >= towerCost); |
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| 289 | } |
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| 290 | |
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| 291 | |
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| 292 | bool TowerDefense::hasEnoughCreditForUpgrade() |
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| 293 | { |
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| 294 | return true; |
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| 295 | } |
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| 296 | |
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| 297 | |
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| 298 | void TowerDefense::tick(float dt) |
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| 299 | { |
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| 300 | SUPER(TowerDefense, tick, dt); |
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| 301 | time +=dt; |
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| 302 | |
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| 303 | TDCoordinate* coord1 = new TDCoordinate(1,1); |
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| 304 | std::vector<TDCoordinate*> path; |
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| 305 | path.push_back(coord1); |
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| 306 | if(time>1 && TowerDefenseEnemyvector.size() < 30) |
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| 307 | { |
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| 308 | //adds different types of enemys depending on the WaveNumber |
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| 309 | addTowerDefenseEnemy(path, this->getWaveNumber() % 3 +1 ); |
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| 310 | time = time-1; |
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| 311 | } |
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| 312 | |
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| 313 | Vector3* endpoint = new Vector3(500, 700, 150); |
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| 314 | //if ships are at the end they get destroyed |
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| 315 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
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| 316 | { |
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| 317 | if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive()) |
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| 318 | { |
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| 319 | //destroys enemys at the end of teh path and reduces the life by 1. no credits gifted |
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| 320 | |
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| 321 | Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition(); |
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| 322 | float distance = ship.distance(*endpoint); |
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| 323 | |
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| 324 | if(distance <50){ |
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| 325 | TowerDefenseEnemyvector.at(i)->destroy(); |
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| 326 | this->reduceLifes(1); |
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| 327 | this->buyTower(1); |
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| 328 | if (this->getLifes()==0) |
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| 329 | { |
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| 330 | this->end(); |
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| 331 | } |
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| 332 | } |
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| 333 | } |
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| 334 | } |
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| 335 | //goes thorugh vector to see if an enemy is still alive. if not next wave is launched |
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| 336 | int count= 0; |
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| 337 | for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) |
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| 338 | { |
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| 339 | if(TowerDefenseEnemyvector.at(i)!= NULL) |
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| 340 | { |
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| 341 | ++count; |
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| 342 | } |
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| 343 | } |
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| 344 | |
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| 345 | if(count== 0) |
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| 346 | { |
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| 347 | time2 +=dt; |
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| 348 | if(time2 > 10) |
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| 349 | { |
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| 350 | TowerDefenseEnemyvector.clear(); |
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| 351 | this->nextwave(); |
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| 352 | time=0; |
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| 353 | time2=0; |
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| 354 | } |
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| 355 | } |
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| 356 | |
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| 357 | |
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| 358 | } |
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| 359 | |
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| 360 | // Function to test if we can add waypoints using code only. Doesn't work yet |
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| 361 | |
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| 362 | // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL??? |
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| 363 | /* |
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| 364 | void TowerDefense::addWaypointsAndFirstEnemy() |
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| 365 | { |
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| 366 | SpaceShip *newShip = new SpaceShip(this->center_); |
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| 367 | newShip->addTemplate("spaceshipassff"); |
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| 368 | |
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| 369 | WaypointController *newController = new WaypointController(newShip); |
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| 370 | newController->setAccuracy(3); |
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| 371 | |
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| 372 | Model *wayPoint1 = new Model(newController); |
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| 373 | wayPoint1->setMeshSource("crate.mesh"); |
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| 374 | wayPoint1->setPosition(7,-7,5); |
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| 375 | wayPoint1->setScale(0.2); |
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| 376 | |
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| 377 | Model *wayPoint2 = new Model(newController); |
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| 378 | wayPoint2->setMeshSource("crate.mesh"); |
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| 379 | wayPoint2->setPosition(7,7,5); |
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| 380 | wayPoint2->setScale(0.2); |
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| 381 | |
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| 382 | newController->addWaypoint(wayPoint1); |
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| 383 | newController->addWaypoint(wayPoint2); |
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| 384 | |
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| 385 | // The following line causes the game to crash |
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| 386 | |
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| 387 | newShip->setController(newController); |
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| 388 | // newController -> getPlayer() -> startControl(newShip); |
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| 389 | newShip->setPosition(-7,-7,5); |
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| 390 | newShip->setScale(0.1); |
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| 391 | //newShip->addSpeed(1); |
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| 392 | |
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| 393 | |
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| 394 | |
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| 395 | // this->center_->attach(newShip); |
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| 396 | } |
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| 397 | */ |
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| 398 | /* |
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| 399 | void TowerDefense::playerEntered(PlayerInfo* player) |
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| 400 | { |
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| 401 | Deathmatch::playerEntered(player); |
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| 402 | |
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| 403 | const std::string& message = player->getName() + " entered the game"; |
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| 404 | ChatManager::message(message); |
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| 405 | } |
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| 406 | |
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| 407 | bool TowerDefense::playerLeft(PlayerInfo* player) |
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| 408 | { |
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| 409 | bool valid_player = Deathmatch::playerLeft(player); |
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| 410 | |
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| 411 | if (valid_player) |
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| 412 | { |
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| 413 | const std::string& message = player->getName() + " left the game"; |
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| 414 | ChatManager::message(message); |
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| 415 | } |
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| 416 | |
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| 417 | return valid_player; |
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| 418 | } |
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| 419 | |
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| 420 | |
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| 421 | void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer) |
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| 422 | { |
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| 423 | if (victim && victim->getPlayer()) |
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| 424 | { |
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| 425 | std::string message; |
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| 426 | if (killer) |
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| 427 | { |
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| 428 | if (killer->getPlayer()) |
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| 429 | message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); |
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| 430 | else |
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| 431 | message = victim->getPlayer()->getName() + " was killed"; |
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| 432 | } |
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| 433 | else |
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| 434 | message = victim->getPlayer()->getName() + " died"; |
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| 435 | |
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| 436 | ChatManager::message(message); |
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| 437 | } |
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| 438 | |
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| 439 | Deathmatch::pawnKilled(victim, killer); |
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| 440 | } |
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| 441 | |
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| 442 | void TowerDefense::playerScored(PlayerInfo* player, int score) |
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| 443 | { |
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| 444 | Gametype::playerScored(player, score); |
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| 445 | }*/ |
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| 446 | } |
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