/* * 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: * ... * */ #ifndef _Dynamicmatch_H__ #define _Dynamicmatch_H__ #include "OrxonoxPrereqs.h" #include #include #include "tools/Timer.h" #include "Gametype.h" namespace orxonox { class _OrxonoxExport Dynamicmatch : public Gametype { public: Dynamicmatch(Context* context); virtual ~Dynamicmatch() {} bool notEnoughPigs; bool notEnoughKillers; bool notEnoughChasers; //three different parties int chaser; int piggy; int killer; virtual void evaluatePlayerParties(); int getParty(PlayerInfo* player); void setPlayerColour(PlayerInfo* player);//own function void setConfigValues();//done bool friendlyfire; //goal: player can switch it on/off bool tutorial; //goal: new players receive messages how the new gametype works - later it can be switched off. virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //ok - score function and management of parties virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //ok - simple virtual void start(); virtual void end(); //Wie geht das mit der Punkteausgabe aendern? Z.B: Persoenliche Nachricht? virtual void playerEntered(PlayerInfo* player); virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);//is used to initialize the player's party and colour virtual bool playerLeft(PlayerInfo* player); virtual bool playerChangedName(PlayerInfo* player);//unchanged /*virtual void instructions(); virtual void furtherInstructions();*/ virtual void rewardPig(); void grantPigBoost(SpaceShip* spaceship); // Grant the piggy a boost. void resetSpeedFactor(WeakPtr* ptr); void tick (float dt);// used to end the game SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const; protected: inline unsigned int getPlayerCount() const { return this->numberOf[chaser] + numberOf[piggy] + this->numberOf[killer]; } std::map< PlayerInfo*, int > playerParty_; //player's parties are recorded here std::vector partyColours_; //aus TeamDeathmatch unsigned int numberOf[3]; //array to count number of chasers, pigs, killers float pointsPerTime; float gameTime_; // from UnderAttack bool gameEnded_; // true if game is over int timesequence_; //used for countdown //Timer callInstructions_; }; } #endif /* _Dynamicmatch_H__ */