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source: code/branches/weaponFS15/src/modules/towerdefense/TowerDefenseCenterpoint.cc @ 10502

Last change on this file since 10502 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

  • Property svn:eol-style set to native
File size: 3.8 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    @file TowerDefenseCenterpoint.cc
31    @brief Implementation of the TowerDefenseCenterpoint class.
32*/
33
34#include "TowerDefenseCenterpoint.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "TowerDefense.h"
40
41namespace orxonox
42{
43    RegisterClass(TowerDefenseCenterpoint);
44
45    /**
46    @brief
47        Constructor. Registers and initializes the object and checks whether the gametype is actually TowerDefense.
48    */
49    TowerDefenseCenterpoint::TowerDefenseCenterpoint(Context* context) : MobileEntity(context)
50    {
51        RegisterObject(TowerDefenseCenterpoint);
52
53        this->width_ = 15;
54        this->height_ = 15;
55        this->towerTemplate_ = "";
56
57        //this->setCollisionType(Static);
58
59        this->checkGametype();
60
61    }
62
63    /**
64    @brief
65        Method to create a TowerDefenseCenterpoint through XML.
66    */
67    void TowerDefenseCenterpoint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
68    {
69        SUPER(TowerDefenseCenterpoint, XMLPort, xmlelement, mode);
70
71        XMLPortParam(TowerDefenseCenterpoint, "width", setWidth, getWidth, xmlelement, mode);
72        XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, getHeight, xmlelement, mode);
73        XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode);
74        XMLPortParam(TowerDefenseCenterpoint, "towerTemplate", setTowerTemplate, getTowerTemplate, xmlelement, mode);
75
76        //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint,  xmlelement, mode);
77        // This was copied and shightly modified from WaypointController.cc ; there are no getters and setters and no membervariable yet
78        // The centerpoint should have all waypoints for "attached" to it. By using this function you can seperately add waypoints
79        // When you spawn a new enemy you should let it be controlled by a WaypointController. And that controller should get the waypoints.
80
81        // Alternatively you can manage the waypoints directly in TowerDefense.cc
82    }
83
84    /**
85    @brief
86        Is called when the gametype has changed.
87    */
88    void TowerDefenseCenterpoint::changedGametype()
89    {
90        SUPER(TowerDefenseCenterpoint, changedGametype);
91
92        // Check, whether it's still TowerDefense.
93        this->checkGametype();
94    }
95
96    /**
97    @brief
98        Checks whether the gametype is TowerDefense and if it is, sets its centerpoint.
99    */
100    void TowerDefenseCenterpoint::checkGametype()
101    {
102        if (this->getGametype() != NULL && this->getGametype()->isA(Class(TowerDefense)))
103        {
104            // 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
105            TowerDefense* towerDefenseGametype = orxonox_cast<TowerDefense*>(this->getGametype().get());
106            towerDefenseGametype->setCenterpoint(this);
107        }
108    }
109}
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