| 1 | // | 
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| 2 | //  TowerDefenseTower.cc | 
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| 3 | //  Orxonox | 
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| 4 | // | 
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| 5 | //  Created by Fabian Mentzer on 29.04.12. | 
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| 6 | //  Copyright (c) 2012 __MyCompanyName__. All rights reserved. | 
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| 7 | // | 
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| 8 |  | 
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| 9 | /* Not implemented fully */ | 
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| 10 |  | 
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| 11 | #include "TowerDefenseTower.h" | 
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| 12 |  | 
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| 13 | #include "core/CoreIncludes.h" | 
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| 14 | //#include "core/XMLPort.h" | 
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| 15 |  | 
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| 16 | namespace orxonox | 
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| 17 | { | 
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| 18 | RegisterClass(TowerDefenseTower); | 
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| 19 |  | 
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| 20 | /** | 
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| 21 | @brief | 
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| 22 | Constructor. Registers and initializes the object. | 
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| 23 | */ | 
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| 24 | TowerDefenseTower::TowerDefenseTower(Context* context) : Pawn(context) | 
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| 25 | { | 
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| 26 | RegisterObject(TowerDefenseTower); | 
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| 27 |  | 
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| 28 | this->setCollisionType(WorldEntity::Dynamic); | 
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| 29 | upgrade = 0; | 
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| 30 |  | 
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| 31 | //this->removeAllEngines(); | 
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| 32 |  | 
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| 33 | /* | 
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| 34 | this->size_ = 10.0f; | 
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| 35 | this->delay_ = false; | 
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| 36 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); | 
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| 37 | */ | 
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| 38 | } | 
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| 39 |  | 
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| 40 | void TowerDefenseTower::setOrientation(const Quaternion& orientation) | 
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| 41 | { | 
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| 42 | } | 
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| 43 |  | 
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| 44 | void TowerDefenseTower::rotateYaw(const Vector2& value) | 
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| 45 | { | 
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| 46 | } | 
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| 47 |  | 
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| 48 | void TowerDefenseTower::rotatePitch(const Vector2& value) | 
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| 49 | { | 
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| 50 | } | 
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| 51 |  | 
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| 52 | void TowerDefenseTower::rotateRoll(const Vector2& value) | 
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| 53 | { | 
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| 54 | } | 
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| 55 |  | 
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| 56 | bool TowerDefenseTower::upgradeTower() | 
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| 57 | { | 
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| 58 | if(upgrade < 3) | 
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| 59 | { | 
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| 60 | upgrade++; | 
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| 61 | float reloadrate = getReloadRate(); | 
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| 62 | float reloadwaittime = getReloadWaitTime(); | 
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| 63 | this->setDamageMultiplier(5000); | 
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| 64 |  | 
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| 65 | reloadrate = 0.5f*reloadrate; | 
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| 66 | reloadwaittime = 0.5f*reloadwaittime; | 
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| 67 | setReloadRate(reloadrate); | 
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| 68 | setReloadWaitTime(reloadwaittime); | 
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| 69 | this->addTemplate("towerturret1"); | 
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| 70 | } | 
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| 71 | else | 
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| 72 | { | 
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| 73 | orxout() << "Tower fully upgraded" << endl; | 
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| 74 | return false; | 
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| 75 | } | 
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| 76 | return true; | 
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| 77 | } | 
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| 78 |  | 
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| 79 | // This function is called whenever a player presses the up or the down key. | 
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| 80 | // You have to implement what happens when the up or the down key is pressed. | 
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| 81 | // value.x < 0 means: down key is pressed. | 
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| 82 | // I suggest to create a new class which is a controllable entity I will refer to as "TowerDefenseTowerMover". This is the controllable entity that the | 
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| 83 | // player controls in order to move the TowerDefenseTower along the centerpoint and in order to place the TowerDefenseTower at the appropriate position. | 
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| 84 | // | 
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| 85 |  | 
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| 86 | // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. | 
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| 87 | //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team) | 
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| 88 |  | 
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| 89 | //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover | 
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| 90 | //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover | 
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| 91 |  | 
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| 92 | /** | 
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| 93 | @brief | 
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| 94 | Overloaded the function to rotate the stone. | 
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| 95 | @param value | 
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| 96 | A vector whose first component is the angle by which to rotate. | 
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| 97 | */ | 
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| 98 | /* | 
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| 99 | void TowerDefenseTower::moveFrontBack(const Vector2& value) | 
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| 100 | { | 
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| 101 | //orxout() << "frontBack.x: " << value.x << endl; | 
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| 102 | } | 
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| 103 | */ | 
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| 104 |  | 
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| 105 | /** | 
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| 106 | @brief | 
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| 107 | Overloaded the function to steer the stone right and left | 
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| 108 | @param value | 
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| 109 | A vector whose first component is the direction in which we want to steer the stone. | 
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| 110 | */ | 
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| 111 | /* | 
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| 112 | void TowerDefenseTower::moveRightLeft(const Vector2& value) | 
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| 113 | { | 
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| 114 | //orxout() << "rightLeft.x: " << value.x << endl; | 
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| 115 |  | 
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| 116 | if(!this->delay_) | 
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| 117 | { | 
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| 118 | const Vector3& position = this->getPosition(); | 
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| 119 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); | 
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| 120 | if(!this->tetris_->isValidMove(this, newPos)) | 
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| 121 | return; | 
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| 122 |  | 
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| 123 | this->setPosition(newPos); | 
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| 124 | this->delay_ = true; | 
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| 125 | this->delayTimer_.startTimer(); | 
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| 126 | } | 
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| 127 | } | 
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| 128 | */ | 
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| 129 | } | 
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