| [6080] | 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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| [6083] | 12 | class World; | 
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| [6086] | 13 | class TiXmlElement; | 
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| [6083] | 14 |  | 
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| [7357] | 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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| [6080] | 34 | class SpawningPoint : public WorldEntity { | 
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 | 35 |  | 
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 | 36 |   public: | 
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| [7357] | 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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| [6080] | 39 |     virtual ~SpawningPoint (); | 
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| [6088] | 40 |     void init(); | 
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| [6080] | 41 |  | 
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| [6512] | 42 |     virtual void loadParams(const TiXmlElement* root); | 
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| [6086] | 43 |  | 
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| [6081] | 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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| [6093] | 45 |     void SpawningPoint::setSpawningEntity(ClassID classID) { this->classID = classID; } | 
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| [6081] | 46 |     /** sets the frequency with which the point is going to spawn entities (1/sec) @param frequency: the frequency */ | 
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| [7357] | 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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| [6081] | 50 |  | 
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| [6080] | 51 |  | 
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| [7357] | 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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| [6080] | 58 |     virtual void tick(float dt); | 
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 | 59 |     virtual void draw(); | 
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 | 60 |  | 
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| [7357] | 61 |  | 
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| [6080] | 62 |   private: | 
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| [7357] | 63 |     void spawn(); | 
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| [6080] | 64 |  | 
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| [7357] | 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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| [7370] | 72 |     ObjectManager::EntityList   queue;                          //!< queue of waiting WorldEntities to be spawned | 
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| [7357] | 73 |     bool                      bSpawning;                      //!< flag to indicate if this spawning point is active or not | 
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| [6080] | 74 | }; | 
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 | 75 |  | 
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 | 76 | #endif /* _SPAWNING_POINT */ | 
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