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source: code/trunk/src/orxonox/objects/gametypes/Gametype.h @ 2087

Last change on this file since 2087 was 2087, checked in by landauf, 16 years ago

merged objecthierarchy branch back to trunk

  • Property svn:eol-style set to native
File size: 3.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Gametype_H__
30#define _Gametype_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <map>
35
36#include "core/BaseObject.h"
37#include "core/Identifier.h"
38#include "objects/worldentities/ControllableEntity.h"
39#include "objects/Tickable.h"
40
41namespace orxonox
42{
43    class _OrxonoxExport Gametype : public BaseObject, public Tickable
44    {
45        friend class PlayerInfo;
46
47        public:
48            Gametype(BaseObject* creator);
49            virtual ~Gametype() {}
50
51            virtual void tick(float dt);
52
53            inline bool hasStarted() const
54                { return this->bStarted_; }
55            inline bool hasEnded() const
56                { return this->bEnded_; }
57
58            virtual void start();
59            virtual void end();
60            virtual void playerEntered(PlayerInfo* player);
61            virtual void playerLeft(PlayerInfo* player);
62            virtual void playerSwitched(PlayerInfo* player, Gametype* newgametype);
63            virtual void playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype);
64            virtual void playerChangedName(PlayerInfo* player);
65
66            virtual void playerScored(PlayerInfo* player);
67
68            virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
69            virtual void pawnPreSpawn(Pawn* pawn);
70            virtual void pawnPostSpawn(Pawn* pawn);
71
72            inline const std::set<PlayerInfo*>& getPlayers() const
73                { return this->players_; }
74
75            inline void registerSpawnPoint(SpawnPoint* spawnpoint)
76                { this->spawnpoints_.insert(spawnpoint); }
77
78            inline bool isStartCountdownRunning() const
79                { return this->bStartCountdownRunning_; }
80            inline float getStartCountdown() const
81                { return this->startCountdown_; }
82
83        private:
84            virtual SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const;
85
86            void addPlayer(PlayerInfo* player);
87            void removePlayer(PlayerInfo* player);
88
89            void assignDefaultPawnsIfNeeded() const;
90            void checkStart();
91            void spawnPlayer(PlayerInfo* player);
92            void spawnPlayersIfRequested();
93            void spawnDeadPlayersIfRequested();
94
95            bool bStarted_;
96            bool bEnded_;
97            bool bAutoStart_;
98            bool bForceSpawn_;
99
100            float initialStartCountdown_;
101            float startCountdown_;
102            bool bStartCountdownRunning_;
103
104            std::set<PlayerInfo*> players_;
105            std::set<SpawnPoint*> spawnpoints_;
106            SubclassIdentifier<ControllableEntity> defaultControllableEntity_;
107    };
108}
109
110#endif /* _Gametype_H__ */
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