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source: code/branches/newlevel2012/src/modules/towerdefense/TowerDefense.h @ 9236

Last change on this file since 9236 was 9236, checked in by mentzerf, 12 years ago
  • Changed waypoint scale so that they are not visible anymore
  • Changed gun position
  • Changed Tower to be a Pawn subclass
  • Fixed glitches of Tower by overriding the orientation and rotation functions

+ Now spawning a few towers in -start

  • Clean up
File size: 2.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *
24 *   Co-authors:
25 *      ...
26 *
27 */
28         
29 /**
30         @brief
31         GameType class for TowerDefense. See TowerDefenseReadme.txt for Information.
32         
33         @ingroup TowerDefense
34 */
35         
36
37#ifndef _TowerDefense_H__
38#define _TowerDefense_H__
39
40#include "towerdefense/TowerDefensePrereqs.h"
41#include "gametypes/Deathmatch.h"
42                 
43 #include "TowerDefensePlayerStats.h"
44                 
45namespace orxonox
46{
47        class _OrxonoxExport TowerDefense : public Deathmatch
48    {
49        public:
50                TowerDefense(BaseObject* creator);
51                virtual ~TowerDefense();
52               
53                virtual void start(); //<! The function is called when the gametype starts
54                virtual void end();
55                virtual void tick(float dt);
56                //virtual void playerEntered(PlayerInfo* player);
57                //virtual bool playerLeft(PlayerInfo* player);
58               
59                //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
60                //virtual void playerScored(PlayerInfo* player);
61               
62               
63                /*      Called by TowerDefenseCenterpoint upon game start
64                        The centerpoint is used to create towers
65                */
66                void setCenterpoint(TowerDefenseCenterpoint *centerpoint);
67               
68                /* Adds a tower at x, y in the playfield */
69                void addTower(int x, int y);
70               
71                /* Part of a temporary hack to allow the player to add towers */
72                ConsoleCommand* dedicatedAddTower_;
73               
74                //TODO: void spawnNewWave()
75            //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
76                //      or spawn a new wave when the old wave has been killed           (event driven)
77
78
79        private:
80                TowerDefenseCenterpoint *center_;
81               
82                /* handles stats */
83                TowerDefensePlayerStats *stats_;
84                bool hasEnoughCreditForTower(TowerCost towerCost);
85       
86                bool towerExists(int x, int y);
87               
88                typedef struct {
89                        int x;
90                        int y;
91                } Coordinate; 
92               
93                std::vector<Coordinate> addedTowersCoordinates_;
94                std::vector<Tower*> towers_;
95    };
96}
97
98#endif /* _TowerDefense_H__ */
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