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 | #include "TDCoordinate.h" |
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40 | #include "towerdefense/TowerDefensePrereqs.h" |
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41 | #include "gametypes/Deathmatch.h" |
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42 | #include "TowerDefenseEnemy.h" |
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43 | #include "util/Output.h" |
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44 | #include "core/object/WeakPtr.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | class _TowerDefenseExport TowerDefense : public Deathmatch |
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49 | { |
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50 | public: |
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51 | TowerDefense(Context* context); |
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52 | virtual ~TowerDefense(); |
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53 | |
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54 | std::vector<orxonox::WeakPtr<TowerDefenseEnemy> > TowerDefenseEnemyvector; |
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55 | bool towermatrix[16][16]; |
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56 | void addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr); |
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57 | virtual void start(); //<! The function is called when the gametype starts |
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58 | virtual void end(); |
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59 | virtual void tick(float dt); |
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60 | //virtual void playerEntered(PlayerInfo* player); |
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61 | //virtual bool playerLeft(PlayerInfo* player); |
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62 | //Player Stats (set,get, reduce) |
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63 | int getCredit(){ return this->credit_; } |
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64 | int getLifes(){ return this->lifes_; } |
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65 | int getWaveNumber(){ return this->waves_; } |
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66 | void setCredit(int credit){ credit_ = credit; } |
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67 | void setLifes(int lifes){ lifes_ = lifes; } |
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68 | void setWaveNumber(int wavenumber){waves_=wavenumber; } |
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69 | void buyTower(int cost){ credit_ -= cost;} |
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70 | void addCredit(int credit) { credit_+=credit; } |
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71 | void nextwave(){ waves_++;} |
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72 | int reduceLifes(int NumberofLifes){ return lifes_-=NumberofLifes; } |
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73 | |
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74 | //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); |
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75 | //virtual void playerScored(PlayerInfo* player, int score); |
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76 | |
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77 | |
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78 | /* Called by TowerDefenseCenterpoint upon game start |
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79 | The centerpoint is used to create towers |
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80 | */ |
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81 | void setCenterpoint(TowerDefenseCenterpoint *centerpoint); |
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82 | |
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83 | /* Adds a tower at x, y in the playfield */ |
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84 | void addTower(int x, int y); |
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85 | |
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86 | void upgradeTower(int x, int y); |
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87 | /* Part of a temporary hack to allow the player to add towers */ |
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88 | ConsoleCommand* dedicatedAddTower_; |
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89 | ConsoleCommand* dedicatedUpgradeTower_; |
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90 | |
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91 | //TODO: void spawnNewWave() |
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92 | //TODO: create a timer which regularly calls the spawnNewWave function (time driven) |
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93 | // or spawn a new wave when the old wave has been killed (event driven) |
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94 | |
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95 | |
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96 | private: |
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97 | TowerDefenseCenterpoint *center_; |
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98 | float time; |
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99 | float time2; |
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100 | int credit_; |
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101 | int waves_; |
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102 | int lifes_; |
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103 | |
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104 | /* handles stats */ |
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105 | bool hasEnoughCreditForTower(int towerCost); |
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106 | bool hasEnoughCreditForUpgrade(); |
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107 | |
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108 | |
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109 | |
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110 | std::vector<TowerTurret*> towers_; |
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111 | }; |
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112 | } |
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113 | |
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114 | #endif /* _TowerDefense_H__ */ |
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