Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefense.h @ 10340

Last change on this file since 10340 was 10340, checked in by erbj, 9 years ago

Tower upgrade now implemented and towers are now saved in the towerTurretMatrix and the Models in the towerModelMatrix

  • Property svn:eol-style set to native
File size: 3.7 KB
RevLine 
[9098]1/*
[9112]2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
[9098]4 *
[9112]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 *
[9098]27 */
[9272]28
[9141]29 /**
[9272]30    @brief
31        GameType class for TowerDefense. See TowerDefenseReadme.txt for Information.
32
33    @ingroup TowerDefense
[9141]34 */
[9098]35
[9272]36
[9112]37#ifndef _TowerDefense_H__
38#define _TowerDefense_H__
[10258]39#include "TDCoordinate.h"
[9112]40#include "towerdefense/TowerDefensePrereqs.h"
41#include "gametypes/Deathmatch.h"
[10258]42#include "TowerDefenseEnemy.h"
43#include "util/Output.h"
44#include "core/object/WeakPtr.h"
[9272]45
[9112]46namespace orxonox
47{
[9272]48    class _TowerDefenseExport TowerDefense : public Deathmatch
[9112]49    {
[9272]50    public:
[9667]51        TowerDefense(Context* context);
[9272]52        virtual ~TowerDefense();
[9143]53
[10258]54        std::vector<orxonox::WeakPtr<TowerDefenseEnemy> > TowerDefenseEnemyvector;
[10340]55        Model* towerModelMatrix[16][16];
56        TowerDefenseTower* towerTurretMatrix[16][16];
[10258]57        void addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr);
[9272]58        virtual void start(); //<! The function is called when the gametype starts
59        virtual void end();
60        virtual void tick(float dt);
61        //virtual void playerEntered(PlayerInfo* player);
62        //virtual bool playerLeft(PlayerInfo* player);
[10258]63        //Player Stats (set,get, reduce)
64        int getCredit(){ return this->credit_; }
65        int getLifes(){ return this->lifes_; }
66        int getWaveNumber(){ return this->waves_; }
67        void setCredit(int credit){ credit_ = credit; }
68        void setLifes(int lifes){ lifes_ = lifes; }
69        void setWaveNumber(int wavenumber){ waves_=wavenumber; }
70        void buyTower(int cost){ credit_ -= cost;}
71        void addCredit(int credit) { credit_+=credit; }
72        void nextwave(){ waves_++;}
73        int reduceLifes(int NumberofLifes){ return lifes_-=NumberofLifes; }
[9143]74
[9272]75        //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
[9347]76        //virtual void playerScored(PlayerInfo* player, int score);
[9272]77
78
79        /*  Called by TowerDefenseCenterpoint upon game start
80            The centerpoint is used to create towers
81        */
82        void setCenterpoint(TowerDefenseCenterpoint *centerpoint);
83
84        /* Adds a tower at x, y in the playfield */
85        void addTower(int x, int y);
86
[10258]87        void upgradeTower(int x, int y);
[9272]88        /* Part of a temporary hack to allow the player to add towers */
89        ConsoleCommand* dedicatedAddTower_;
[10258]90        ConsoleCommand* dedicatedUpgradeTower_;
[9272]91
92        //TODO: void spawnNewWave()
93        //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
94        //      or spawn a new wave when the old wave has been killed           (event driven)
95
96
97    private:
98        TowerDefenseCenterpoint *center_;
[10258]99        float time;
100        float time2;
101        int credit_;
102        int waves_;
103        int lifes_;
[9272]104
105        /* handles stats */
[10258]106        bool hasEnoughCreditForTower(int towerCost);
107        bool hasEnoughCreditForUpgrade();
[9272]108
109
110
[10258]111        std::vector<TowerTurret*> towers_;
[9112]112    };
113}
114
115#endif /* _TowerDefense_H__ */
Note: See TracBrowser for help on using the repository browser.