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source: orxonox.OLD/trunk/src/util/multiplayer_team_deathmatch.cc @ 7080

Last change on this file since 7080 was 7080, checked in by patrick, 18 years ago

trunk: another game rules patch

File size: 3.5 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_MODULE_GAME_RULES
16
17#include "multiplayer_team_deathmatch.h"
18
19#include "load_param.h"
20#include "factory.h"
21
22#include "render2D/billboard.h"
23#include "state.h"
24
25#include "player.h"
26#include "playable.h"
27
28
29using namespace std;
30
31
32CREATE_FACTORY(MultiplayerTeamDeathmatch, CL_MULTIPLAYER_TEAM_DEATHMATCH);
33
34
35/**
36 * constructor
37 */
38MultiplayerTeamDeathmatch::MultiplayerTeamDeathmatch(const TiXmlElement* root)
39  : GameRules(root)
40{
41  this->setClassID(CL_MULTIPLAYER_TEAM_DEATHMATCH, "MultiplayerTeamDeathmatch");
42
43  this->bLocalPlayerDead = false;
44  this->deathTimeout = 10.0f;     // 5 seconds
45
46  this->deathScreen = new Billboard();
47  this->deathScreen->setSize(State::getResX()/4.0, State::getResY()/4.0);
48  this->deathScreen->setAbsCoor2D(State::getResX()/2.0f, State::getResY()/2.0f);
49  this->deathScreen->setVisibility(false);
50
51  this->localPlayer = State::getPlayer();
52
53  if( root != NULL)
54    this->loadParams(root);
55}
56
57/**
58 * decontsructor
59 */
60MultiplayerTeamDeathmatch::~MultiplayerTeamDeathmatch()
61{
62  if( this->deathScreen)
63    delete this->deathScreen;
64}
65
66
67
68void MultiplayerTeamDeathmatch::loadParams(const TiXmlElement* root)
69{
70  GameRules::loadParams(root) ;
71
72  LoadParam(root, "death-penalty-timeout", this, MultiplayerTeamDeathmatch, setDeathPenaltyTimeout)
73      .describe("sets the time in seconds a player has to wait for respawn");
74
75  LoadParam(root, "max-kills", this, MultiplayerTeamDeathmatch, setMaxKills)
76      .describe("sets the maximal kills for winning condition");
77
78  LoadParam(root, "death-screen-image", this, MultiplayerTeamDeathmatch, setDeathScreen)
79      .describe("sets the death screen image");
80
81}
82
83
84
85void MultiplayerTeamDeathmatch::setDeathScreen(const char* imageName)
86{
87  if( this->deathScreen)
88    this->deathScreen->setTexture(imageName);
89}
90
91
92
93/**
94 * called when the player enters the game
95 * @param player the spawned player
96 */
97void MultiplayerTeamDeathmatch::onPlayerSpawn()
98{
99  this->bLocalPlayerDead = false;
100  this->deathScreen->setVisibility(false);
101}
102
103
104/**
105 * when the player is killed
106 * @param player the killed player
107 */
108void MultiplayerTeamDeathmatch::onPlayerDeath()
109{
110  this->bLocalPlayerDead = true;
111  this->deathScreen->setVisibility(true);
112}
113
114
115/**
116 * time tick
117 * @param dt time
118 */
119void MultiplayerTeamDeathmatch::tick(float dt)
120{
121  this->checkGameRules();
122
123  // is the local player dead and inactive
124  if( unlikely(this->bLocalPlayerDead))
125  {
126    this->timeout += dt;
127    PRINTF(0)("TICK DEATH: %f of %f\n", dt, this->timeout);
128    // long enough dead?
129    if( this->timeout >= this->deathTimeout)
130    {
131      this->timeout = 0.0f;
132      // respawn
133      PRINTF(0)("RESPAWN\n");
134      (State::getPlayer())->getPlayable()->respawn();
135      this->onPlayerDeath();
136    }
137  }
138}
139
140
141/**
142 * draws the stuff
143 */
144void MultiplayerTeamDeathmatch::draw()
145{
146  if( unlikely( this->bLocalPlayerDead))
147  {
148
149  }
150}
151
152
153/**
154 * check the game rules for consistency
155 */
156void MultiplayerTeamDeathmatch::checkGameRules()
157{
158  //
159  // check for max killing count
160  if( this->teamAKills >= this->maxKills)
161  {
162    // team A winns
163  }
164  else if( this->teamBKills >= this->maxKills)
165  {
166    // team B winns
167  }
168}
169
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