| 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 "playable.h" | 
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| 11 |  | 
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| 12 | #include "message_manager.h" | 
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| 13 |  | 
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| 14 | #include <list> | 
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| 15 |  | 
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| 16 | class World; | 
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| 17 | class TiXmlElement; | 
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| 18 |  | 
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| 19 | struct QueueEntry | 
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| 20 | { | 
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| 21 |   float respawnTime; | 
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| 22 |   Playable * entity; | 
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| 23 | }; | 
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| 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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| 43 | class SpawningPoint : public WorldEntity { | 
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| 44 |   ObjectListDeclaration(SpawningPoint); | 
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| 45 |   public: | 
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| 46 |     SpawningPoint(const TiXmlElement* root = NULL); | 
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| 47 |     virtual ~SpawningPoint (); | 
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| 48 |     void init(); | 
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| 49 |  | 
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| 50 |     virtual void loadParams(const TiXmlElement* root); | 
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| 51 |  | 
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| 52 |     inline int getTeamId() const { return this->teamId; } | 
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| 53 |     inline void setTeamId( int teamId ) { this->teamId = teamId; } | 
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| 54 |  | 
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| 55 |     void pushEntity(Playable* entity, float delay = 0); | 
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| 56 |  | 
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| 57 |     /** activates the spawning point */ | 
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| 58 |     inline void activate() { this->bSpawning = true; } | 
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| 59 |     /** deactivates the spawning point */ | 
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| 60 |     inline void deactivate() { this->bSpawning = false; } | 
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| 61 |     inline bool isActive() const { return this->bSpawning; } | 
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| 62 |  | 
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| 63 |  | 
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| 64 |     virtual void tick(float dt); | 
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| 65 |     virtual void draw() const; | 
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| 66 |  | 
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| 67 |  | 
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| 68 |   private: | 
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| 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( MessageType messageType, byte * data, int dataLength, void * someData, int senderId, int destinationId  ); | 
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| 73 |  | 
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| 74 |  | 
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| 75 |   private: | 
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| 76 |     float                           localTimer;                     //!< the local timer | 
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| 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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| 79 |     bool                            bSpawning;                      //!< flag to indicate if this spawning point is active or not | 
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| 80 | }; | 
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| 81 |  | 
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| 82 | #endif /* _SPAWNING_POINT */ | 
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