| 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 | //! The spawning point for world entities | 
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| 16 | class SpawningPoint : public WorldEntity { | 
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| 17 |  | 
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| 18 | public: | 
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| 19 | SpawningPoint (World* world, const Vector& absCoordinate = Vector(0.0, 0.0, 0.0)); | 
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| 20 | SpawningPoint (const Vector& position, float frequency, float seed, ClassID classID, World* world); | 
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| 21 | virtual ~SpawningPoint (); | 
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| 22 | void init(); | 
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| 23 |  | 
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| 24 | virtual void loadParams(const TiXmlElement* root); | 
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| 25 |  | 
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| 26 | /**  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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| 27 | void SpawningPoint::setSpawningEntity(ClassID classID) { this->classID = classID; } | 
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| 28 | /** sets the frequency with which the point is going to spawn entities (1/sec) @param frequency: the frequency */ | 
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| 29 | void SpawningPoint::setSpawningFrequency(float frequency) { this->frequency = frequency; } | 
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| 30 | /**  sets the seed of the position vector @param seed: the random seed around the given vector */ | 
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| 31 | void SpawningPoint::setPositionSeed(float seed) { this->seed = seed; } | 
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| 32 |  | 
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| 33 | void spawn(); | 
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| 34 |  | 
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| 35 | virtual void tick(float dt); | 
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| 36 | virtual void draw(); | 
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| 37 |  | 
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| 38 | private: | 
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| 39 | float                frequency;                      //!< the frequency for entity spawning | 
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| 40 | float                countDown;                      //!< the timer that counts down until the next spawn | 
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| 41 | float                seed;                           //!< the random seed of the position | 
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| 42 | ClassID              classID;                        //!< the classid of the entity to spawn | 
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| 43 | World*               world;                          //!< reference to the world it belongs to (or in the future: the object manager) | 
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| 44 |  | 
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| 45 | }; | 
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| 46 |  | 
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| 47 | #endif /* _SPAWNING_POINT */ | 
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