| [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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| [8802] | 10 | #include "playable.h" | 
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| [6080] | 11 |  | 
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| [9008] | 12 | #include "message_manager.h" | 
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 | 13 |  | 
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| [8802] | 14 | #include <list> | 
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| [8068] | 15 |  | 
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| [6083] | 16 | class World; | 
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| [6086] | 17 | class TiXmlElement; | 
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| [6083] | 18 |  | 
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| [8802] | 19 | struct QueueEntry | 
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 | 20 | { | 
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 | 21 |   float respawnTime; | 
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| [9008] | 22 |   Playable * entity; | 
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| [8802] | 23 | }; | 
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| [7357] | 24 |  | 
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 | 25 | //!< used to indicate what type of objects are spawned by this spawning point | 
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 | 26 | typedef enum SpawningPointMode | 
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 | 27 | { | 
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 | 28 |   SPT_ALL_AT_ONCE = 0,                               //!< at this spawning points there will be players spawned (typicaly in MP games) | 
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 | 29 |   SPT_ONE_AFTER_OTHER,                               //!< at this spawning points there will be NPS spawnded | 
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 | 30 |  | 
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 | 31 |   SPT_NUMBER | 
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 | 32 | }; | 
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 | 33 |  | 
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 | 34 |  | 
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 | 35 | /** | 
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 | 36 |  * The spawning point for WorldEntities (and only WorldEntities) | 
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 | 37 |  * | 
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 | 38 |  * There are commonly two different spawning modes: | 
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 | 39 |  * | 
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 | 40 |  *  1) Just spawn whatever is in the queue with a given frequency (if delay = 0 => immediate spawn) | 
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 | 41 |  *  2) Spawn everything in the queue together with the given frequency | 
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 | 42 |  */ | 
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| [6080] | 43 | class SpawningPoint : public WorldEntity { | 
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 | 44 |  | 
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 | 45 |   public: | 
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| [9008] | 46 |     SpawningPoint(const TiXmlElement* root = NULL); | 
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| [6080] | 47 |     virtual ~SpawningPoint (); | 
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| [6088] | 48 |     void init(); | 
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| [6080] | 49 |  | 
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| [6512] | 50 |     virtual void loadParams(const TiXmlElement* root); | 
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| [6086] | 51 |  | 
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| [8802] | 52 |     inline int getTeamId(){ return this->teamId; } | 
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 | 53 |     inline void setTeamId( int teamId ){ this->teamId = teamId; } | 
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| [6081] | 54 |  | 
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| [9008] | 55 |     void pushEntity(Playable* entity, float delay = 0); | 
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| [6080] | 56 |  | 
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| [7357] | 57 |     /** activates the spawning point */ | 
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| [8068] | 58 |     inline void activate() { this->bSpawning = true; } | 
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| [7357] | 59 |     /** deactivates the spawning point */ | 
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| [8068] | 60 |     inline void deactivate() { this->bSpawning = false; } | 
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 | 61 |     inline bool isActive() const { return this->bSpawning; } | 
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| [7357] | 62 |  | 
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 | 63 |  | 
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| [6080] | 64 |     virtual void tick(float dt); | 
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 | 65 |     virtual void draw(); | 
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 | 66 |  | 
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| [7357] | 67 |  | 
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| [6080] | 68 |   private: | 
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| [9008] | 69 |     void spawn(Playable* entity); | 
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 | 70 |      | 
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 | 71 |     void sendRespawnMessage( int uniqueId ); | 
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 | 72 |     static bool respawnMessageHandler( MessageId messageId, byte * data, int dataLength, void * someData, int userId ); | 
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| [6080] | 73 |  | 
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| [7357] | 74 |  | 
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 | 75 |   private: | 
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| [8068] | 76 |     float                           localTimer;                     //!< the local timer | 
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| [8802] | 77 |     int                             teamId;                         //!< only spawn players of this team | 
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 | 78 |     std::list<QueueEntry>           queue;                          //!< queue of waiting WorldEntities to be spawned | 
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| [8068] | 79 |     bool                            bSpawning;                      //!< flag to indicate if this spawning point is active or not | 
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| [6080] | 80 | }; | 
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 | 81 |  | 
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 | 82 | #endif /* _SPAWNING_POINT */ | 
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