| 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 | #include <map> | 
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| 13 |  | 
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| 14 | class World; | 
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| 15 | class TiXmlElement; | 
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| 16 |  | 
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| 17 |  | 
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| 18 | //!< used to indicate what type of objects are spawned by this spawning point | 
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| 19 | typedef enum SpawningPointMode | 
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| 20 | { | 
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| 21 | SPT_ALL_AT_ONCE = 0,                               //!< at this spawning points there will be players spawned (typicaly in MP games) | 
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| 22 | SPT_ONE_AFTER_OTHER,                               //!< at this spawning points there will be NPS spawnded | 
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| 23 |  | 
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| 24 | SPT_NUMBER | 
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| 25 | }; | 
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| 26 |  | 
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| 27 |  | 
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| 28 | /** | 
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| 29 | * The spawning point for WorldEntities (and only WorldEntities) | 
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| 30 | * | 
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| 31 | * There are commonly two different spawning modes: | 
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| 32 | * | 
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| 33 | *  1) Just spawn whatever is in the queue with a given frequency (if delay = 0 => immediate spawn) | 
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| 34 | *  2) Spawn everything in the queue together with the given frequency | 
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| 35 | */ | 
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| 36 | class SpawningPoint : public WorldEntity { | 
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| 37 |  | 
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| 38 | public: | 
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| 39 | SpawningPoint (ClassID classID, const Vector& position = Vector(0.0, 0.0, 0.0)); | 
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| 40 | SpawningPoint (const Vector& position, ClassID classID, SpawningPointMode type, float delay); | 
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| 41 | virtual ~SpawningPoint (); | 
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| 42 | void init(); | 
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| 43 |  | 
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| 44 | virtual void loadParams(const TiXmlElement* root); | 
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| 45 |  | 
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| 46 | /**  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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| 47 | void SpawningPoint::setSpawningEntity(ClassID classid) { this->classid = classid; } | 
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| 48 | /** sets the frequency with which the point is going to spawn entities (1/sec) @param frequency: the frequency */ | 
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| 49 | void SpawningPoint::setSpawningDelay(float delay) { this->delay = delay; } | 
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| 50 | /** sets the spawning point mode @param mode: the mode */ | 
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| 51 | void SpawningPoint::setSpawningMode(int mode) { this->mode = (SpawningPointMode)mode; } | 
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| 52 |  | 
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| 53 | void pushEntity(WorldEntity* entity, float delay = 0); | 
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| 54 |  | 
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| 55 | /** activates the spawning point */ | 
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| 56 | inline void activate() { this->bSpawning = true; } | 
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| 57 | /** deactivates the spawning point */ | 
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| 58 | inline void deactivate() { this->bSpawning = false; } | 
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| 59 | inline bool isActive() const { return this->bSpawning; } | 
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| 60 |  | 
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| 61 |  | 
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| 62 | virtual void tick(float dt); | 
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| 63 | virtual void draw(); | 
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| 64 |  | 
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| 65 |  | 
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| 66 | private: | 
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| 67 | void spawn(WorldEntity* entity); | 
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| 68 |  | 
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| 69 |  | 
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| 70 | private: | 
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| 71 | float                           delay;                          //!< the timer that counts down until the next spawn | 
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| 72 | float                           localTimer;                     //!< the local timer | 
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| 73 | float                           seed;                           //!< the random seed of the position | 
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| 74 | ClassID                         classid;                        //!< the classid of the entity to spawn | 
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| 75 | SpawningPointMode               mode;                           //!< the mode of the spawning point | 
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| 76 | std::map<WorldEntity*, float>   queue;                          //!< queue of waiting WorldEntities to be spawned | 
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| 77 | bool                            bSpawning;                      //!< flag to indicate if this spawning point is active or not | 
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| 78 | }; | 
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| 79 |  | 
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| 80 | #endif /* _SPAWNING_POINT */ | 
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