| 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 | @brief |
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| 31 | GameType class for TowerDefense. See TowerDefenseReadme.txt for Information. |
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| 32 | |
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| 33 | @ingroup TowerDefense |
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| 34 | */ |
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| 35 | |
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| 36 | |
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| 37 | #ifndef _TowerDefense_H__ |
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| 38 | #define _TowerDefense_H__ |
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| 39 | |
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| 40 | #include "towerdefense/TowerDefensePrereqs.h" |
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| 41 | #include "gametypes/Deathmatch.h" |
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| 42 | |
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| 43 | #include "TowerDefensePlayerStats.h" |
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| 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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| 47 | class _TowerDefenseExport TowerDefense : public Deathmatch |
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| 48 | { |
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| 49 | public: |
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| 50 | TowerDefense(BaseObject* creator); |
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| 51 | virtual ~TowerDefense(); |
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| 52 | |
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| 53 | virtual void start(); //<! The function is called when the gametype starts |
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| 54 | virtual void end(); |
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| 55 | virtual void tick(float dt); |
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| 56 | //virtual void playerEntered(PlayerInfo* player); |
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| 57 | //virtual bool playerLeft(PlayerInfo* player); |
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| 58 | |
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| 59 | //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); |
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| 60 | //virtual void playerScored(PlayerInfo* player, int score); |
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| 61 | |
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| 62 | |
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| 63 | /* Called by TowerDefenseCenterpoint upon game start |
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| 64 | The centerpoint is used to create towers |
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| 65 | */ |
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| 66 | void setCenterpoint(TowerDefenseCenterpoint *centerpoint); |
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| 67 | |
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| 68 | /* Adds a tower at x, y in the playfield */ |
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| 69 | void addTower(int x, int y); |
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| 70 | |
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| 71 | /* Part of a temporary hack to allow the player to add towers */ |
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| 72 | ConsoleCommand* dedicatedAddTower_; |
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| 73 | |
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| 74 | //TODO: void spawnNewWave() |
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| 75 | //TODO: create a timer which regularly calls the spawnNewWave function (time driven) |
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| 76 | // or spawn a new wave when the old wave has been killed (event driven) |
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| 77 | |
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| 78 | |
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| 79 | private: |
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| 80 | TowerDefenseCenterpoint *center_; |
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| 81 | |
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| 82 | /* handles stats */ |
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| 83 | TowerDefensePlayerStats *stats_; |
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| 84 | bool hasEnoughCreditForTower(TowerCost towerCost); |
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| 85 | |
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| 86 | bool towerExists(int x, int y); |
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| 87 | |
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| 88 | typedef struct { |
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| 89 | int x; |
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| 90 | int y; |
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| 91 | } Coordinate; |
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| 92 | |
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| 93 | std::vector<Coordinate> addedTowersCoordinates_; |
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| 94 | std::vector<Tower*> towers_; |
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| 95 | }; |
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| 96 | } |
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| 97 | |
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| 98 | #endif /* _TowerDefense_H__ */ |
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