- Timestamp:
- Apr 30, 2010, 4:42:58 PM (14 years ago)
- File:
-
- 1 edited
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code/branches/dynamicmatch/src/orxonox/gametypes/Dynamicmatch.h
r6697 r6812 44 44 virtual ~Dynamicmatch() {} 45 45 46 bool onlyChasers; 47 int getParty(PlayerInfo* player); 48 void setPlayerColour(PlayerInfo* player);//own function 49 void setConfigValues();//done 50 virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //ok - score function and management of parties 51 virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //ok - simple 46 bool notEnoughPigs; 47 bool notEnoughKillers; 48 bool notEnoughChasers; 49 virtual void evaluatePlayerParties(); 50 int getParty(PlayerInfo* player); 51 void setPlayerColour(PlayerInfo* player);//own function 52 void setConfigValues();//done 53 virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //ok - score function and management of parties 54 virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //ok - simple 52 55 virtual void start(); 53 56 virtual void end(); //Wie geht das mit der Punkteausgabe aendern? Z.B: Persoenliche Nachricht? 57 virtual void playerEntered(PlayerInfo* player); 58 virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);//is used to initialize the player's party and colour 59 virtual bool playerLeft(PlayerInfo* player); 60 virtual bool playerChangedName(PlayerInfo* player);//unchanged 61 virtual void instructions(); 62 virtual void furtherInstructions(); 63 virtual void rewardPig(); 64 void resetSpeedFactor(WeakPtr<Engine>* ptr); 65 void tick (float dt);// used to end the game 66 //three different parties TODO const machen! 67 int chaser; 68 int piggy; 69 int killer; 70 71 bool friendlyfire; //goal: player can switch it on/off 72 bool tutorial; //goal: new players recieve messages how the new gametype works - later it can be switched off. 73 protected: 54 74 55 virtual void end(); //Wie geht das mit der Punkteausgabe? frags als Schnittstelle ausreichend? 56 virtual void playerEntered(PlayerInfo* player); 57 virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);//is used to initialize the player's party and colour 58 virtual bool playerLeft(PlayerInfo* player);//ToDo: extract the player's party record - done? 59 virtual bool playerChangedName(PlayerInfo* player);//unchanged 60 61 void resetSpeedFactor(WeakPtr<Engine>* ptr); 62 63 64 void tick (float dt);// used to end the game 65 66 //inline const ColourValue& getPlayerColour(int teamnr) const 67 //{ return this->partyColours_[teamnr]; } 68 69 protected: 70 //the two different parties 71 int chaser; 72 int piggy; 73 std::map< PlayerInfo*, int > playerParty_; //player's parties are recorded here 74 std::vector<ColourValue> partyColours_; //aus TeamDeathmatch 75 bool friendlyfire; //goal: player can switch it on/off 76 float gameTime_; // from UnderAttack 77 bool gameEnded_; // true if game is over 78 int timesequence_; //used for countdown 75 76 std::map< PlayerInfo*, int > playerParty_; //player's parties are recorded here 77 std::vector<ColourValue> partyColours_; //aus TeamDeathmatch 78 unsigned int numberOf[3]; //array to count number of chasers, pigs, killers 79 float pointsPerTime; 80 float gameTime_; // from UnderAttack better: use gametype interface!!! 81 bool gameEnded_; // true if game is over 82 int timesequence_; //used for countdown 83 Timer callInstructions_; 79 84 }; 80 85 }
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