[9110] | 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 | @file TowerDefenseCenterpoint.cc |
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| 31 | @brief Implementation of the TowerDefenseCenterpoint class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "TowerDefenseCenterpoint.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/XMLPort.h" |
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| 38 | |
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| 39 | #include "TowerDefense.h" |
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| 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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[9667] | 43 | RegisterClass(TowerDefenseCenterpoint); |
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[9110] | 44 | |
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| 45 | /** |
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| 46 | @brief |
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| 47 | Constructor. Registers and initializes the object and checks whether the gametype is actually TowerDefense. |
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| 48 | */ |
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[9667] | 49 | TowerDefenseCenterpoint::TowerDefenseCenterpoint(Context* context) : MobileEntity(context) |
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[9110] | 50 | { |
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| 51 | RegisterObject(TowerDefenseCenterpoint); |
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[9272] | 52 | |
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| 53 | this->width_ = 15; |
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[9141] | 54 | this->height_ = 15; |
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[9272] | 55 | |
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[9175] | 56 | //this->setCollisionType(Static); |
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| 57 | |
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[9272] | 58 | this->checkGametype(); |
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[9175] | 59 | |
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[9110] | 60 | } |
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| 61 | |
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| 62 | /** |
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| 63 | @brief |
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| 64 | Method to create a TowerDefenseCenterpoint through XML. |
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| 65 | */ |
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| 66 | void TowerDefenseCenterpoint::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 67 | { |
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| 68 | SUPER(TowerDefenseCenterpoint, XMLPort, xmlelement, mode); |
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| 69 | |
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[9141] | 70 | XMLPortParam(TowerDefenseCenterpoint, "width", setWidth, getWidth, xmlelement, mode); |
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[9154] | 71 | XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, getHeight, xmlelement, mode); |
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[9272] | 72 | XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode); |
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[10406] | 73 | XMLPortParam(TowerDefenseCenterpoint, "selecterTemplate", setSelecterTemplate, getSelecterTemplate, xmlelement, mode); |
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[9272] | 74 | |
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[9143] | 75 | //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode); |
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| 76 | // This was copied and shightly modified from WaypointController.cc ; there are no getters and setters and no membervariable yet |
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| 77 | // The centerpoint should have all waypoints for "attached" to it. By using this function you can seperately add waypoints |
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| 78 | // When you spawn a new enemy you should let it be controlled by a WaypointController. And that controller should get the waypoints. |
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| 79 | |
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| 80 | // Alternatively you can manage the waypoints directly in TowerDefense.cc |
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[9110] | 81 | } |
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| 82 | |
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| 83 | /** |
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| 84 | @brief |
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| 85 | Is called when the gametype has changed. |
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| 86 | */ |
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| 87 | void TowerDefenseCenterpoint::changedGametype() |
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| 88 | { |
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| 89 | SUPER(TowerDefenseCenterpoint, changedGametype); |
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| 90 | |
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| 91 | // Check, whether it's still TowerDefense. |
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| 92 | this->checkGametype(); |
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| 93 | } |
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| 94 | |
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| 95 | /** |
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| 96 | @brief |
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| 97 | Checks whether the gametype is TowerDefense and if it is, sets its centerpoint. |
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| 98 | */ |
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| 99 | void TowerDefenseCenterpoint::checkGametype() |
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| 100 | { |
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[9272] | 101 | if (this->getGametype() != NULL && this->getGametype()->isA(Class(TowerDefense))) |
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[9110] | 102 | { |
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[9272] | 103 | // 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 |
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[9136] | 104 | TowerDefense* towerDefenseGametype = orxonox_cast<TowerDefense*>(this->getGametype().get()); |
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| 105 | towerDefenseGametype->setCenterpoint(this); |
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[9110] | 106 | } |
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| 107 | } |
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| 108 | } |
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