[7480] | 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 | * Johannes Ritz |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | /** |
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| 29 | @file LastManStanding.h |
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| 30 | @brief Declaration of the Gametype "Last Man Standing". |
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| 31 | */ |
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[7579] | 32 | |
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[7480] | 33 | #ifndef _LastManStanding_H__ |
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| 34 | #define _LastManStanding_H__ |
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| 35 | |
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| 36 | #include "OrxonoxPrereqs.h" |
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[7583] | 37 | #include "Deathmatch.h" |
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[7480] | 38 | #include <map> |
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| 39 | #include <vector> |
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| 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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[7583] | 43 | class _OrxonoxExport LastManStanding : public Deathmatch |
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[7480] | 44 | { |
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| 45 | /** |
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| 46 | @brief |
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| 47 | Last Man Standing is a gametype where each player fights against each other, until one player remains. |
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| 48 | @author |
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| 49 | Johannes Ritz |
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| 50 | */ |
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| 51 | protected: |
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[7485] | 52 | int lives; //!< Standard amount of lives. Each player starts a game with so many lives. |
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[7480] | 53 | std::map< PlayerInfo*, int > playerLives_; //!< Each player's lives are stored here. |
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| 54 | int playersAlive; //!< Counter counting players with more than 0 lives. |
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| 55 | float timeRemaining; //!< Each player has a certain time where he or she has to hit an opponent or will be punished. |
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| 56 | std::map<PlayerInfo*, float> timeToAct_; //!< Each player's time till she/he will be punished is stored here. |
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[7617] | 57 | float respawnDelay; //!<Time in seconds when a player will respawn after death. |
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[7596] | 58 | std::map<PlayerInfo*, float> playerDelayTime_; //!< Stores each Player's delay time. |
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| 59 | std::map<PlayerInfo*, bool> inGame_; //!< Indicates each Player's state. |
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[7617] | 60 | bool bNoPunishment; //!< Config value to switch off Punishment function if it is set to true. |
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| 61 | bool bHardPunishment; //!< Switches between damage and death as punishment. |
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| 62 | float punishDamageRate; //!< Makes Damage adjustable. |
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[7605] | 63 | virtual void spawnDeadPlayersIfRequested(); //!< Prevents dead players to respawn. |
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| 64 | virtual int getMinLives(); //!< Returns minimum of each player's lives; players with 0 lives are skipped; |
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[7480] | 65 | |
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| 66 | public: |
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[9667] | 67 | LastManStanding(Context* context); //!< Default Constructor. |
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[7480] | 68 | virtual ~LastManStanding() {} //!< Default Destructor. |
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| 69 | void setConfigValues(); //!< Makes values configurable. |
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| 70 | |
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[7542] | 71 | virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //!< If a player shoot's an opponent, his punishment countdown will be resetted. |
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| 72 | virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //!< Manages each players lives. |
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[7480] | 73 | |
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| 74 | virtual void end(); //!< Sends an end message. |
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[7636] | 75 | int playerGetLives(PlayerInfo* player); //!< getFunction for the map "playerLives_". |
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| 76 | int getNumPlayersAlive() const; //!< Returns the number of players that are still alive. |
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[7640] | 77 | virtual void playerEntered(PlayerInfo* player); //!< Initializes values. |
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| 78 | virtual bool playerLeft(PlayerInfo* player); //!< Manages all local variables. |
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| 79 | virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn); //!< Resets punishment time and respawn delay. |
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[7480] | 80 | |
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[7605] | 81 | void punishPlayer(PlayerInfo* player); //!< Function in order to kill a player. Punishment for hiding longer than "timeRemaining". |
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[7542] | 82 | void tick (float dt); //!< used to end the game |
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[7480] | 83 | }; |
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| 84 | } |
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| 85 | |
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| 86 | #endif /* _LastManStanding_H__ */ |
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