| 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 | * | 
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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 | /** | 
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| 30 | @brief | 
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| 31 | GameType class for TowerDefense. See TowerDefenseReadme.txt for Information. | 
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| 32 |  | 
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| 33 | @ingroup TowerDefense | 
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| 34 | */ | 
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| 35 |  | 
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| 36 |  | 
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| 37 | #ifndef _TowerDefense_H__ | 
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| 38 | #define _TowerDefense_H__ | 
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| 39 |  | 
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| 40 | #include "towerdefense/TowerDefensePrereqs.h" | 
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| 41 | #include "gametypes/Deathmatch.h" | 
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| 42 |  | 
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| 43 | #include "TowerDefensePlayerStats.h" | 
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| 44 |  | 
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| 45 | namespace orxonox | 
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| 46 | { | 
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| 47 | class _TowerDefenseExport TowerDefense : public Deathmatch | 
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| 48 | { | 
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| 49 | public: | 
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| 50 | TowerDefense(BaseObject* creator); | 
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| 51 | virtual ~TowerDefense(); | 
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| 52 |  | 
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| 53 | virtual void start(); //<! The function is called when the gametype starts | 
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| 54 | virtual void end(); | 
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| 55 | virtual void tick(float dt); | 
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| 56 | //virtual void playerEntered(PlayerInfo* player); | 
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| 57 | //virtual bool playerLeft(PlayerInfo* player); | 
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| 58 |  | 
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| 59 | //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); | 
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| 60 | //virtual void playerScored(PlayerInfo* player, int score); | 
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| 61 |  | 
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| 62 |  | 
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| 63 | /*  Called by TowerDefenseCenterpoint upon game start | 
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| 64 | The centerpoint is used to create towers | 
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| 65 | */ | 
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| 66 | void setCenterpoint(TowerDefenseCenterpoint *centerpoint); | 
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| 67 |  | 
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| 68 | /* Adds a tower at x, y in the playfield */ | 
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| 69 | void addTower(int x, int y); | 
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| 70 |  | 
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| 71 | /* Part of a temporary hack to allow the player to add towers */ | 
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| 72 | ConsoleCommand* dedicatedAddTower_; | 
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| 73 |  | 
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| 74 | //TODO: void spawnNewWave() | 
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| 75 | //TODO: create a timer which regularly calls the spawnNewWave function  (time driven) | 
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| 76 | //      or spawn a new wave when the old wave has been killed           (event driven) | 
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| 77 |  | 
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| 78 |  | 
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| 79 | private: | 
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| 80 | TowerDefenseCenterpoint *center_; | 
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| 81 |  | 
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| 82 | /* handles stats */ | 
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| 83 | TowerDefensePlayerStats *stats_; | 
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| 84 | bool hasEnoughCreditForTower(TowerCost towerCost); | 
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| 85 |  | 
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| 86 | bool towerExists(int x, int y); | 
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| 87 |  | 
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| 88 | typedef struct { | 
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| 89 | int x; | 
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| 90 | int y; | 
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| 91 | } Coordinate; | 
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| 92 |  | 
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| 93 | std::vector<Coordinate> addedTowersCoordinates_; | 
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| 94 | std::vector<Tower*> towers_; | 
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| 95 | }; | 
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| 96 | } | 
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| 97 |  | 
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| 98 | #endif /* _TowerDefense_H__ */ | 
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