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source: code/branches/core7/src/modules/towerdefense/TowerDefense.h @ 10400

Last change on this file since 10400 was 10350, checked in by landauf, 10 years ago

removed hack

  • Property svn:eol-style set to native
File size: 3.5 KB
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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#include "TDCoordinate.h"
40#include "towerdefense/TowerDefensePrereqs.h"
41#include "gametypes/Deathmatch.h"
42#include "TowerDefenseEnemy.h"
43#include "util/Output.h"
44#include "core/object/WeakPtr.h"
45
46namespace orxonox
47{
48    class _TowerDefenseExport TowerDefense : public Deathmatch
49    {
50    public:
51        TowerDefense(Context* context);
52        virtual ~TowerDefense();
53
54        std::vector<orxonox::WeakPtr<TowerDefenseEnemy> > TowerDefenseEnemyvector;
55        bool towermatrix[16][16];
56        void addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr);
57        virtual void start(); //<! The function is called when the gametype starts
58        virtual void end();
59        virtual void tick(float dt);
60        //virtual void playerEntered(PlayerInfo* player);
61        //virtual bool playerLeft(PlayerInfo* player);
62        //Player Stats (set,get, reduce)
63        int getCredit(){ return this->credit_; }
64        int getLifes(){ return this->lifes_; }
65        int getWaveNumber(){ return this->waves_; }
66        void setCredit(int credit){ credit_ = credit; }
67        void setLifes(int lifes){ lifes_ = lifes; }
68        void setWaveNumber(int wavenumber){ waves_=wavenumber; }
69        void buyTower(int cost){ credit_ -= cost;}
70        void addCredit(int credit) { credit_+=credit; }
71        void nextwave(){ waves_++;}
72        int reduceLifes(int NumberofLifes){ return lifes_-=NumberofLifes; }
73
74        //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
75        //virtual void playerScored(PlayerInfo* player, int score);
76
77
78        /*  Called by TowerDefenseCenterpoint upon game start
79            The centerpoint is used to create towers
80        */
81        void setCenterpoint(TowerDefenseCenterpoint *centerpoint);
82
83        /* Adds a tower at x, y in the playfield */
84        void addTower(int x, int y);
85
86        void upgradeTower(int x, int y);
87
88        //TODO: void spawnNewWave()
89        //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
90        //      or spawn a new wave when the old wave has been killed           (event driven)
91
92
93    private:
94        TowerDefenseCenterpoint *center_;
95        float time;
96        float time2;
97        int credit_;
98        int waves_;
99        int lifes_;
100
101        /* handles stats */
102        bool hasEnoughCreditForTower(int towerCost);
103        bool hasEnoughCreditForUpgrade();
104
105
106
107        std::vector<TowerTurret*> towers_;
108    };
109}
110
111#endif /* _TowerDefense_H__ */
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