Index: code/branches/lastmanstanding/data/levels/empty_level.oxw
===================================================================
--- code/branches/lastmanstanding/data/levels/empty_level.oxw	(revision 7479)
+++ code/branches/lastmanstanding/data/levels/empty_level.oxw	(revision 7480)
@@ -11,6 +11,7 @@
 
 <Level
- name         = "Sample"
- description  = "Just a few tests"
+ name         = "Last Man Standing"
+ description  = "testmap for gametype last man standing"
+ gametype     =  "LastManStanding"
 >
   <templates>
@@ -25,4 +26,9 @@
     <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/>
     <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="-200,200,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="-200,0,200" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="200,200,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="200,0,200" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
     
   </Scene>
Index: code/branches/lastmanstanding/data/levels/gametype_lastmanstanding.oxw
===================================================================
--- code/branches/lastmanstanding/data/levels/gametype_lastmanstanding.oxw	(revision 7480)
+++ code/branches/lastmanstanding/data/levels/gametype_lastmanstanding.oxw	(revision 7480)
@@ -0,0 +1,36 @@
+<?lua
+  include("stats.oxo")
+  include("hudtemplates3.oxo")
+  include("templates/lodinformation.oxt")
+?>
+
+<?lua
+  include("templates/spaceship_assff.oxt")
+  include("templates/spaceship_pirate.oxt")
+?>
+
+<Level
+ name         = "Last Man Standing"
+ description  = "testmap for gametype last man standing"
+ gametype     =  "LastManStanding"
+>
+  <templates>
+    <Template link=lodtemplate_default />
+  </templates>
+
+  <Scene
+    ambientlight = "0.8, 0.8, 0.8"
+    skybox       = "Orxonox/Starbox"
+  >
+
+    <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/>
+    <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="-200,200,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="-200,0,200" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="200,200,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    <SpawnPoint team=0 position="200,0,200" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
+    
+  </Scene>
+</Level>
+
Index: code/branches/lastmanstanding/src/orxonox/gametypes/CMakeLists.txt
===================================================================
--- code/branches/lastmanstanding/src/orxonox/gametypes/CMakeLists.txt	(revision 7479)
+++ code/branches/lastmanstanding/src/orxonox/gametypes/CMakeLists.txt	(revision 7480)
@@ -7,3 +7,4 @@
   Asteroids.cc
   Dynamicmatch.cc
+  LastManStanding.cc
 )
Index: code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.cc
===================================================================
--- code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.cc	(revision 7480)
+++ code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.cc	(revision 7480)
@@ -0,0 +1,298 @@
+/*
+ *   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:
+ *      ...
+ *
+ */
+//Haupt-Problem: Wie kann ich Spieler vom Spiel ausschliessen, wenn sie alle Leben verlohren haben? (Kann man respawn unterbinden?)
+//PfuschAmBau1: Spieler wird unsichtbar und kann keinen Schaden austeilen, aber: setradarinvisibility funktioniert scheinbar nicht
+//Lösungsidee2: Spieler werden als passive Drohnen respawned, wenn sie keine Leben mehr haben (noch nicht implementiert)
+//
+#include "LastManStanding.h"
+
+#include "core/CoreIncludes.h"
+#include "network/Host.h"
+#include "infos/PlayerInfo.h"
+#include "worldentities/pawns/Pawn.h"
+#include "core/ConfigValueIncludes.h"
+
+namespace orxonox
+{
+    CreateUnloadableFactory(LastManStanding);
+
+    LastManStanding::LastManStanding(BaseObject* creator) : Gametype(creator)
+    {
+        RegisterObject(LastManStanding);
+        this->bForceSpawn_=true;
+        this->lives=2;
+        this->playersAlive=0;
+        this->timeRemaining=20.0f;
+    }
+
+    void LastManStanding::setConfigValues()
+    {
+         SetConfigValue(lives, 2);
+    }
+
+    bool LastManStanding::allowPawnHit(Pawn* victim, Pawn* originator)
+    {
+        if (originator && originator->getPlayer())// only for safety
+        {
+            if(playerLives_[originator->getPlayer()]< 0) //dead players shouldn't be able to hit any pawn
+                return false;
+        }
+        return true;
+    }
+
+    bool LastManStanding::allowPawnDamage(Pawn* victim, Pawn* originator)
+    {
+        if (originator && originator->getPlayer())// only for safety
+        {
+            this->timeToAct_[originator->getPlayer()]=timeRemaining;
+            if(playerLives_[originator->getPlayer()]< 0) //dead players shouldn't be able to damage any pawn
+                return false;
+        }
+
+        return true;
+    }
+
+    bool LastManStanding::allowPawnDeath(Pawn* victim, Pawn* originator)
+    {
+        if (!victim)// only for safety
+            return true;
+        playerLives_[victim->getPlayer()]--;
+        if (!playerLives_[victim->getPlayer()])//if player lost all lives
+        {
+            this->playersAlive--;
+            const std::string& message = victim->getPlayer()->getName() + " has lost all lives";
+            COUT(0) << message << std::endl;
+            Host::Broadcast(message);
+        }
+        return true;
+    }
+
+    void LastManStanding::start()
+    {
+        Gametype::start();
+
+        std::string message("Try to survive!");
+        COUT(0) << message << std::endl;
+        Host::Broadcast(message);
+    }
+
+    void LastManStanding::end()
+    {
+        Gametype::end();
+        
+        for (std::map<PlayerInfo*, int>::iterator it = this->playerLives_.begin(); it != this->playerLives_.end(); ++it)
+        {
+            if (it->first->getClientID() == CLIENTID_UNKNOWN)
+                continue;
+
+            if (it->second > 0)
+                this->gtinfo_->sendAnnounceMessage("You have won the match!", it->first->getClientID());
+            else
+                this->gtinfo_->sendAnnounceMessage("You have lost the match!", it->first->getClientID());
+        }
+    }
+
+    void LastManStanding::playerEntered(PlayerInfo* player)
+    {
+        if (!player)// only for safety
+            return;
+        Gametype::playerEntered(player);
+
+        playerLives_[player]=lives;
+        this->playersAlive++;
+        this->timeToAct_[player]=timeRemaining;
+        const std::string& message = player->getName() + " entered the game";
+        COUT(0) << message << std::endl;
+        Host::Broadcast(message);
+    }
+
+    bool LastManStanding::playerLeft(PlayerInfo* player)
+    {
+        bool valid_player = Gametype::playerLeft(player);
+
+        if (valid_player)
+        {
+            this->playersAlive--;
+            //this->playerLives_[player].erase (player); not necessary?
+            //
+            const std::string& message = player->getName() + " left the game";
+            COUT(0) << message << std::endl;
+            Host::Broadcast(message);
+        }
+
+        return valid_player;
+    }
+
+    bool LastManStanding::playerChangedName(PlayerInfo* player)
+    {
+        bool valid_player = Gametype::playerChangedName(player);
+
+        if (valid_player)
+        {
+            const std::string& message = player->getOldName() + " changed name to " + player->getName();
+            COUT(0) << message << std::endl;
+            Host::Broadcast(message);
+        }
+
+        return valid_player;
+    }
+
+    void LastManStanding::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)//makes dead players invisible
+    {
+        if (playerLives_[pawn->getPlayer()]<=0)//if player is dead
+        {
+            pawn->setVisible(false);
+            pawn->setRadarVisibility(false);
+            //removePlayer(pawn->getPlayer());
+        }
+    }
+    void LastManStanding::pawnPostSpawn(Pawn* pawn)
+    {/*
+        if (playerLives_[pawn->getPlayer()]<=0)//if player is dead
+        {
+            pawn->setVisible(false);  --->Seltsames Verhalten, wenn diese Zeile aktiv ist
+            pawn->setRadarVisibility(false);
+        }  */
+    }
+
+    void LastManStanding::pawnKilled(Pawn* victim, Pawn* killer)
+    {
+        if (victim && victim->getPlayer())
+        {
+            std::string message;
+            if (killer)
+            {
+                if (killer->getPlayer())
+                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
+                else
+                    message = victim->getPlayer()->getName() + " was killed";
+            }
+            else
+                message = victim->getPlayer()->getName() + " died";
+
+            COUT(0) << message << std::endl;
+            Host::Broadcast(message);
+        }
+
+        Gametype::pawnKilled(victim, killer);
+    }
+
+    const int LastManStanding::playerGetLives(PlayerInfo* player)
+    {
+        if (player)
+            return  playerLives_[player];
+        else
+            return 0;
+    }
+
+    void LastManStanding::killPlayer(PlayerInfo* player)
+    {
+        if(!player)
+            return;
+        std::map<PlayerInfo*, Player>::iterator it = this->players_.find(player);
+        if (it != this->players_.end())
+        {
+            it->second.state_ = PlayerState::Dead;//-------------killpart
+            it->second.killed_++;
+
+            playerLives_[player]--;//-----------datapart
+            if (!playerLives_[player])//if player lost all lives
+            {
+                this->playersAlive--;
+                const std::string& message = player->getName() + " has lost all lives";
+                COUT(0) << message << std::endl;
+                Host::Broadcast(message);
+            }
+            /*
+                ControllableEntity* entity = this->defaultControllableEntity_.fabricate(victim->getCreator());
+                if (victim->getCamera())
+                {
+                    entity->setPosition(victim->getCamera()->getWorldPosition());
+                    entity->setOrientation(victim->getCamera()->getWorldOrientation());
+                }
+                else
+                {
+                    entity->setPosition(victim->getWorldPosition());
+                    entity->setOrientation(victim->getWorldOrientation());
+                }
+                it->first->startControl(entity);*/
+        }
+    }
+    
+
+    void LastManStanding::tick(float dt)
+    {
+        SUPER(LastManStanding, tick, dt);
+        if(!this->hasEnded())
+        {
+            if ((this->hasStarted()&&(playersAlive==1)))//last player remaining
+            {
+            this->end();
+            }
+            for (std::map<PlayerInfo*, float>::iterator it = this->timeToAct_.begin(); it != this->timeToAct_.end(); ++it)
+            {        
+                it->second-=dt;
+                if (it->second<0.0f)
+                {
+                    it->second=timeRemaining+3.0f;
+                    this->killPlayer(it->first);
+                }
+            }
+        }
+    }
+
+    /*void LastManStanding::removePlayer(PlayerInfo* player) //----------> Dieser Versuch führt zu einem Programmabsturz 
+    {
+        std::map<PlayerInfo*, Player>::const_iterator it = this->players_.find(player);
+        if (it != this->players_.end())
+        {
+            if (it->first->getControllableEntity())
+            {
+                ControllableEntity* oldentity = it->first->getControllableEntity();
+
+                ControllableEntity* entity = this->defaultControllableEntity_.fabricate(oldentity);
+                if (oldentity->getCamera())
+                {
+                    entity->setPosition(oldentity->getCamera()->getWorldPosition());
+                    entity->setOrientation(oldentity->getCamera()->getWorldOrientation());
+                }
+                else
+                {
+                    entity->setPosition(oldentity->getWorldPosition());
+                    entity->setOrientation(oldentity->getWorldOrientation());
+                }
+
+                it->first->startControl(entity);
+            }
+            else
+                this->spawnPlayerAsDefaultPawn(it->first);
+        }
+
+    }*/
+
+}
Index: code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.h
===================================================================
--- code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.h	(revision 7480)
+++ code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.h	(revision 7480)
@@ -0,0 +1,89 @@
+/*
+ *   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:
+ *      ...
+ *
+ */
+/**
+    @file LastManStanding.h
+    @brief Declaration of the Gametype "Last Man Standing".
+*/
+/* BY THE WAY
+//You have to add bots (or any other further players) before actually starting a match.
+//Whenever there is only on player in the game, this player will be declared as winner.
+//How "death" is managed: Death players become invisivle and aren't allowed to damage any player.
+//Though they can recieve damage and they are not invisible on the radar-
+*/
+#ifndef _LastManStanding_H__
+#define _LastManStanding_H__
+
+#include "OrxonoxPrereqs.h"
+#include "Gametype.h"
+#include <map>
+#include <vector>
+
+namespace orxonox
+{
+    class _OrxonoxExport LastManStanding : public Gametype
+    {
+    /**
+    @brief
+        Last Man Standing is a gametype where each player fights against each other, until one player remains. 
+    @author
+        Johannes Ritz
+    */
+        protected:
+            int lives; //!< Standard amount of lives.
+            std::map< PlayerInfo*, int > playerLives_; //!< Each player's lives are stored here.
+            int playersAlive; //!< Counter counting players with more than 0 lives.
+            float timeRemaining; //!< Each player has a certain time where he or she has to hit an opponent or will be punished.
+            std::map<PlayerInfo*, float> timeToAct_; //!< Each player's time till she/he will be punished is stored here.
+
+        public:
+            LastManStanding(BaseObject* creator); //!< Default Constructor.
+            virtual ~LastManStanding() {} //!< Default Destructor.
+            void setConfigValues(); //!< Makes values configurable.
+
+            virtual bool allowPawnHit(Pawn* victim, Pawn* originator = 0); //!< Prevents hits by players with no lives.
+            virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //!< If a player shoot's an opponet, his punishment countdown will be resetted. Prevents damage by players with no lives.
+            virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //!< Manages each lives.
+
+            virtual void start(); //!< Sends a start message.
+            virtual void end(); //!< Sends an end message.
+            virtual void playerEntered(PlayerInfo* player);
+            virtual bool playerLeft(PlayerInfo* player);
+            virtual bool playerChangedName(PlayerInfo* player);
+
+            virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);//makes dead players invisible
+            virtual void pawnPostSpawn(Pawn* pawn); //just for test case
+            virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
+
+            const int playerGetLives(PlayerInfo* player);
+            void killPlayer(PlayerInfo* player);
+            //void removePlayer(PlayerInfo* player);
+            void tick (float dt);// used to end the game
+    };
+}
+
+#endif /* _LastManStanding_H__ */
