/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * ... * Co-authors: * ... * */ /** @file TowerDefenseCenterpoint.cc @brief Implementation of the TowerDefenseCenterpoint class. */ #include "TowerDefenseCenterpoint.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "TowerDefense.h" namespace orxonox { RegisterClass(TowerDefenseCenterpoint); /** @brief Constructor. Registers and initializes the object and checks whether the gametype is actually TowerDefense. */ TowerDefenseCenterpoint::TowerDefenseCenterpoint(Context* context) : MobileEntity(context) { RegisterObject(TowerDefenseCenterpoint); this->width_ = 15; this->height_ = 15; //this->setCollisionType(Static); this->checkGametype(); } /** @brief Method to create a TowerDefenseCenterpoint through XML. */ void TowerDefenseCenterpoint::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(TowerDefenseCenterpoint, XMLPort, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "width", setWidth, getWidth, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, getHeight, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "selecterTemplate", setSelecterTemplate, getSelecterTemplate, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower1Template", setTower1Template, getTower1Template, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower2Template", setTower2Template, getTower2Template, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower3Template", setTower3Template, getTower3Template, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower4Template", setTower4Template, getTower4Template, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower5Template", setTower5Template, getTower5Template, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "fields", setFields, getFields, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower1Cost", setTower1Cost, getTower1Cost, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower2Cost", setTower2Cost, getTower2Cost, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower3Cost", setTower3Cost, getTower3Cost, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower4Cost", setTower4Cost, getTower4Cost, xmlelement, mode); XMLPortParam(TowerDefenseCenterpoint, "tower5Cost", setTower5Cost, getTower5Cost, xmlelement, mode); //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode); // This was copied and shightly modified from WaypointController.cc ; there are no getters and setters and no membervariable yet // The centerpoint should have all waypoints for "attached" to it. By using this function you can seperately add waypoints // When you spawn a new enemy you should let it be controlled by a WaypointController. And that controller should get the waypoints. // Alternatively you can manage the waypoints directly in TowerDefense.cc } /** @brief Is called when the gametype has changed. */ void TowerDefenseCenterpoint::changedGametype() { SUPER(TowerDefenseCenterpoint, changedGametype); // Check, whether it's still TowerDefense. this->checkGametype(); } /** @brief Checks whether the gametype is TowerDefense and if it is, sets its centerpoint. */ void TowerDefenseCenterpoint::checkGametype() { if (this->getGametype() != NULL && this->getGametype()->isA(Class(TowerDefense))) { // 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 TowerDefense* towerDefenseGametype = orxonox_cast(this->getGametype().get()); towerDefenseGametype->setCenterpoint(this); } } /** @brief Removes all blanks, tabs and returns from the string passed. */ void TowerDefenseCenterpoint::trimString(std::string* str) { std::string* trimmed = new std::string(""); int length = str->size(); char temp; for (int i = 0; i < length; ++ i) { temp = str->at(i); if (temp != ' ' && temp != '\t' && temp != '\n') { trimmed->push_back(temp); } } *str = *trimmed; } const int TowerDefenseCenterpoint::getTowerCost(int upgrade) const { return towerCosts_[(upgrade%5)]; } }