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source: code/branches/soundEffects/src/modules/towerdefense/TowerDefense.h @ 10069

Last change on this file since 10069 was 9347, checked in by landauf, 12 years ago

removed unused function
adjusted refactored code also in commented section of TowerDefense

  • Property svn:eol-style set to native
File size: 2.8 KB
Line 
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
40#include "towerdefense/TowerDefensePrereqs.h"
41#include "gametypes/Deathmatch.h"
42
43 #include "TowerDefensePlayerStats.h"
44
45namespace orxonox
46{
47    class _TowerDefenseExport TowerDefense : public Deathmatch
48    {
49    public:
50        TowerDefense(BaseObject* creator);
51        virtual ~TowerDefense();
52
53        virtual void start(); //<! The function is called when the gametype starts
54        virtual void end();
55        virtual void tick(float dt);
56        //virtual void playerEntered(PlayerInfo* player);
57        //virtual bool playerLeft(PlayerInfo* player);
58
59        //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
60        //virtual void playerScored(PlayerInfo* player, int score);
61
62
63        /*  Called by TowerDefenseCenterpoint upon game start
64            The centerpoint is used to create towers
65        */
66        void setCenterpoint(TowerDefenseCenterpoint *centerpoint);
67
68        /* Adds a tower at x, y in the playfield */
69        void addTower(int x, int y);
70
71        /* Part of a temporary hack to allow the player to add towers */
72        ConsoleCommand* dedicatedAddTower_;
73
74        //TODO: void spawnNewWave()
75        //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
76        //      or spawn a new wave when the old wave has been killed           (event driven)
77
78
79    private:
80        TowerDefenseCenterpoint *center_;
81
82        /* handles stats */
83        TowerDefensePlayerStats *stats_;
84        bool hasEnoughCreditForTower(TowerCost towerCost);
85
86        bool towerExists(int x, int y);
87
88        typedef struct {
89            int x;
90            int y;
91        } Coordinate;
92
93        std::vector<Coordinate> addedTowersCoordinates_;
94        std::vector<Tower*> towers_;
95    };
96}
97
98#endif /* _TowerDefense_H__ */
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