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 | * Fabian 'x3n' Landau |
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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 | #ifndef _Gametype_H__ |
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30 | #define _Gametype_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include <map> |
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35 | |
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36 | #include "core/BaseObject.h" |
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37 | #include "core/Identifier.h" |
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38 | #include "objects/worldentities/ControllableEntity.h" |
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39 | #include "objects/Tickable.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | namespace PlayerState |
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44 | { |
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45 | enum Enum |
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46 | { |
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47 | Uninitialized, |
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48 | Joined, |
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49 | Alive, |
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50 | Dead |
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51 | }; |
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52 | } |
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53 | |
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54 | class _OrxonoxExport Gametype : public BaseObject, public Tickable |
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55 | { |
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56 | friend class PlayerInfo; |
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57 | |
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58 | public: |
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59 | Gametype(BaseObject* creator); |
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60 | virtual ~Gametype() {} |
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61 | |
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62 | virtual void tick(float dt); |
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63 | |
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64 | inline bool hasStarted() const |
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65 | { return this->bStarted_; } |
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66 | inline bool hasEnded() const |
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67 | { return this->bEnded_; } |
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68 | |
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69 | virtual void start(); |
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70 | virtual void end(); |
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71 | virtual void playerEntered(PlayerInfo* player); |
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72 | virtual void playerLeft(PlayerInfo* player); |
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73 | virtual void playerSwitched(PlayerInfo* player, Gametype* newgametype); |
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74 | virtual void playerSwitchedBack(PlayerInfo* player, Gametype* oldgametype); |
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75 | virtual void playerChangedName(PlayerInfo* player); |
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76 | |
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77 | virtual void playerScored(PlayerInfo* player); |
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78 | |
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79 | virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); |
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80 | virtual void pawnPreSpawn(Pawn* pawn); |
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81 | virtual void pawnPostSpawn(Pawn* pawn); |
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82 | |
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83 | inline const std::map<PlayerInfo*, PlayerState::Enum>& getPlayers() const |
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84 | { return this->players_; } |
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85 | |
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86 | inline void registerSpawnPoint(SpawnPoint* spawnpoint) |
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87 | { this->spawnpoints_.insert(spawnpoint); } |
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88 | |
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89 | inline bool isStartCountdownRunning() const |
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90 | { return this->bStartCountdownRunning_; } |
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91 | inline float getStartCountdown() const |
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92 | { return this->startCountdown_; } |
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93 | |
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94 | private: |
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95 | virtual SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const; |
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96 | |
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97 | void addPlayer(PlayerInfo* player); |
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98 | void removePlayer(PlayerInfo* player); |
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99 | |
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100 | void assignDefaultPawnsIfNeeded(); |
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101 | void checkStart(); |
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102 | void spawnPlayer(PlayerInfo* player); |
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103 | void spawnPlayersIfRequested(); |
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104 | void spawnDeadPlayersIfRequested(); |
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105 | |
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106 | bool bStarted_; |
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107 | bool bEnded_; |
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108 | bool bAutoStart_; |
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109 | bool bForceSpawn_; |
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110 | |
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111 | float initialStartCountdown_; |
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112 | float startCountdown_; |
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113 | bool bStartCountdownRunning_; |
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114 | |
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115 | std::map<PlayerInfo*, PlayerState::Enum> players_; |
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116 | std::set<SpawnPoint*> spawnpoints_; |
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117 | SubclassIdentifier<ControllableEntity> defaultControllableEntity_; |
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118 | }; |
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119 | } |
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120 | |
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121 | #endif /* _Gametype_H__ */ |
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