| 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 | @file TowerDefenseCenterpoint.cc | 
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| 31 | @brief Implementation of the TowerDefenseCenterpoint class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "TowerDefenseCenterpoint.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/XMLPort.h" | 
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| 38 |  | 
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| 39 | #include "TowerDefense.h" | 
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| 40 |  | 
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| 41 | namespace orxonox | 
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| 42 | { | 
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| 43 | CreateFactory(TowerDefenseCenterpoint); | 
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| 44 |  | 
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| 45 | /** | 
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| 46 | @brief | 
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| 47 | Constructor. Registers and initializes the object and checks whether the gametype is actually TowerDefense. | 
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| 48 | */ | 
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| 49 | TowerDefenseCenterpoint::TowerDefenseCenterpoint(BaseObject* creator) : MobileEntity(creator) | 
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| 50 | { | 
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| 51 | RegisterObject(TowerDefenseCenterpoint); | 
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| 52 |  | 
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| 53 | this->width_ = 15; | 
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| 54 | this->height_ = 15; | 
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| 55 | this->towerTemplate_ = ""; | 
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| 56 |  | 
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| 57 | //this->setCollisionType(Static); | 
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| 58 |  | 
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| 59 | this->checkGametype(); | 
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| 60 |  | 
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| 61 | } | 
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| 62 |  | 
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| 63 | /** | 
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| 64 | @brief | 
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| 65 | Method to create a TowerDefenseCenterpoint through XML. | 
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| 66 | */ | 
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| 67 | void TowerDefenseCenterpoint::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 68 | { | 
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| 69 | SUPER(TowerDefenseCenterpoint, XMLPort, xmlelement, mode); | 
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| 70 |  | 
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| 71 | XMLPortParam(TowerDefenseCenterpoint, "width", setWidth, getWidth, xmlelement, mode); | 
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| 72 | XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, getHeight, xmlelement, mode); | 
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| 73 | XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode); | 
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| 74 | XMLPortParam(TowerDefenseCenterpoint, "towerTemplate", setTowerTemplate, getTowerTemplate, xmlelement, mode); | 
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| 75 |  | 
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| 76 | //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint,  xmlelement, mode); | 
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| 77 | // This was copied and shightly modified from WaypointController.cc ; there are no getters and setters and no membervariable yet | 
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| 78 | // The centerpoint should have all waypoints for "attached" to it. By using this function you can seperately add waypoints | 
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| 79 | // When you spawn a new enemy you should let it be controlled by a WaypointController. And that controller should get the waypoints. | 
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| 80 |  | 
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| 81 | // Alternatively you can manage the waypoints directly in TowerDefense.cc | 
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| 82 | } | 
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| 83 |  | 
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| 84 | /** | 
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| 85 | @brief | 
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| 86 | Is called when the gametype has changed. | 
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| 87 | */ | 
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| 88 | void TowerDefenseCenterpoint::changedGametype() | 
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| 89 | { | 
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| 90 | SUPER(TowerDefenseCenterpoint, changedGametype); | 
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| 91 |  | 
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| 92 | // Check, whether it's still TowerDefense. | 
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| 93 | this->checkGametype(); | 
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| 94 | } | 
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| 95 |  | 
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| 96 | /** | 
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| 97 | @brief | 
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| 98 | Checks whether the gametype is TowerDefense and if it is, sets its centerpoint. | 
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| 99 | */ | 
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| 100 | void TowerDefenseCenterpoint::checkGametype() | 
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| 101 | { | 
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| 102 | if (this->getGametype() != NULL && this->getGametype()->isA(Class(TowerDefense))) | 
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| 103 | { | 
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| 104 | // Sets the centerpoint of the gametype. The gametype uses this to later spawn in towers, he needs the tower template stored in the center point | 
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| 105 | TowerDefense* towerDefenseGametype = orxonox_cast<TowerDefense*>(this->getGametype().get()); | 
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| 106 | towerDefenseGametype->setCenterpoint(this); | 
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| 107 | } | 
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| 108 | } | 
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| 109 | } | 
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