| 1 | /*! | 
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| 2 |  * @file spawning_point.h | 
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| 3 |  *  Definition of a spawning point within the game, used for network game | 
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| 4 |  */ | 
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| 5 |  | 
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| 6 |  | 
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| 7 | #ifndef _SPAWNING_POINT | 
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| 8 | #define _SPAWNING_POINT | 
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| 9 |  | 
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| 10 | #include "world_entity.h" | 
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| 11 |  | 
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| 12 | class World; | 
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| 13 | class TiXmlElement; | 
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| 14 |  | 
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| 15 |  | 
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| 16 | //!< used to indicate what type of objects are spawned by this spawning point | 
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| 17 | typedef enum SpawningPointMode | 
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| 18 | { | 
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| 19 |   SPT_ALL_AT_ONCE = 0,                               //!< at this spawning points there will be players spawned (typicaly in MP games) | 
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| 20 |   SPT_ONE_AFTER_OTHER,                               //!< at this spawning points there will be NPS spawnded | 
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| 21 |  | 
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| 22 |   SPT_NUMBER | 
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| 23 | }; | 
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| 24 |  | 
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| 25 |  | 
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| 26 | /** | 
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| 27 |  * The spawning point for WorldEntities (and only WorldEntities) | 
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| 28 |  * | 
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| 29 |  * There are commonly two different spawning modes: | 
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| 30 |  * | 
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| 31 |  *  1) Just spawn whatever is in the queue with a given frequency (if delay = 0 => immediate spawn) | 
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| 32 |  *  2) Spawn everything in the queue together with the given frequency | 
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| 33 |  */ | 
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| 34 | class SpawningPoint : public WorldEntity { | 
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| 35 |  | 
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| 36 |   public: | 
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| 37 |     SpawningPoint (ClassID classID, const Vector& position = Vector(0.0, 0.0, 0.0)); | 
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| 38 |     SpawningPoint (const Vector& position, ClassID classID, SpawningPointMode type, float delay); | 
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| 39 |     virtual ~SpawningPoint (); | 
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| 40 |     void init(); | 
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| 41 |  | 
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| 42 |     virtual void loadParams(const TiXmlElement* root); | 
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| 43 |  | 
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| 44 |     /**  sets the entity that is going to be spawned by this point @param classID: the id from the class_id.h file */ | 
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| 45 |     void SpawningPoint::setSpawningEntity(ClassID classID) { this->classID = classID; } | 
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| 46 |     /** sets the frequency with which the point is going to spawn entities (1/sec) @param frequency: the frequency */ | 
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| 47 |     void SpawningPoint::setSpawningDelay(float delay) { this->delay = delay; } | 
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| 48 |     /** sets the spawning point mode @param mode: the mode */ | 
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| 49 |     void SpawningPoint::setSpawningMode(int mode) { this->mode = (SpawningPointMode)mode; } | 
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| 50 |  | 
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| 51 |  | 
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| 52 |     /** activates the spawning point */ | 
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| 53 |     void activate() { this->bSpawning = true; } | 
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| 54 |     /** deactivates the spawning point */ | 
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| 55 |     void deactivate() { this->bSpawning = false; } | 
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| 56 |  | 
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| 57 |  | 
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| 58 |     virtual void tick(float dt); | 
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| 59 |     virtual void draw(); | 
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| 60 |  | 
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| 61 |  | 
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| 62 |   private: | 
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| 63 |     void spawn(); | 
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| 64 |  | 
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| 65 |  | 
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| 66 |   private: | 
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| 67 |     float                     delay;                          //!< the timer that counts down until the next spawn | 
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| 68 |     float                     localTimer;                     //!< the local timer | 
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| 69 |     float                     seed;                           //!< the random seed of the position | 
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| 70 |     ClassID                   classID;                        //!< the classid of the entity to spawn | 
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| 71 |     SpawningPointMode         mode;                           //!< the mode of the spawning point | 
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| 72 |     ObjectManager::EntityList   queue;                          //!< queue of waiting WorldEntities to be spawned | 
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| 73 |     bool                      bSpawning;                      //!< flag to indicate if this spawning point is active or not | 
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| 74 | }; | 
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| 75 |  | 
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| 76 | #endif /* _SPAWNING_POINT */ | 
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