| 1 | /*! | 
|---|
| 2 | * @file spawning_point.h | 
|---|
| 3 | *  Definition of a spawning point within the game, used for network game | 
|---|
| 4 | */ | 
|---|
| 5 |  | 
|---|
| 6 |  | 
|---|
| 7 | #ifndef _SPAWNING_POINT | 
|---|
| 8 | #define _SPAWNING_POINT | 
|---|
| 9 |  | 
|---|
| 10 | #include "playable.h" | 
|---|
| 11 |  | 
|---|
| 12 | #include "message_manager.h" | 
|---|
| 13 |  | 
|---|
| 14 | #include <list> | 
|---|
| 15 |  | 
|---|
| 16 | class World; | 
|---|
| 17 | class TiXmlElement; | 
|---|
| 18 |  | 
|---|
| 19 | struct QueueEntry | 
|---|
| 20 | { | 
|---|
| 21 | float respawnTime; | 
|---|
| 22 | Playable * entity; | 
|---|
| 23 | }; | 
|---|
| 24 |  | 
|---|
| 25 | //!< used to indicate what type of objects are spawned by this spawning point | 
|---|
| 26 | typedef enum SpawningPointMode | 
|---|
| 27 | { | 
|---|
| 28 | SPT_ALL_AT_ONCE = 0,                               //!< at this spawning points there will be players spawned (typicaly in MP games) | 
|---|
| 29 | SPT_ONE_AFTER_OTHER,                               //!< at this spawning points there will be NPS spawnded | 
|---|
| 30 |  | 
|---|
| 31 | SPT_NUMBER | 
|---|
| 32 | }; | 
|---|
| 33 |  | 
|---|
| 34 |  | 
|---|
| 35 | /** | 
|---|
| 36 | * The spawning point for WorldEntities (and only WorldEntities) | 
|---|
| 37 | * | 
|---|
| 38 | * There are commonly two different spawning modes: | 
|---|
| 39 | * | 
|---|
| 40 | *  1) Just spawn whatever is in the queue with a given frequency (if delay = 0 => immediate spawn) | 
|---|
| 41 | *  2) Spawn everything in the queue together with the given frequency | 
|---|
| 42 | */ | 
|---|
| 43 | class SpawningPoint : public WorldEntity { | 
|---|
| 44 | ObjectListDeclaration(SpawningPoint); | 
|---|
| 45 | public: | 
|---|
| 46 | SpawningPoint(const TiXmlElement* root = NULL); | 
|---|
| 47 | virtual ~SpawningPoint (); | 
|---|
| 48 | void init(); | 
|---|
| 49 |  | 
|---|
| 50 | virtual void loadParams(const TiXmlElement* root); | 
|---|
| 51 |  | 
|---|
| 52 | inline int getTeamId() const { return this->teamId; } | 
|---|
| 53 | inline void setTeamId( int teamId ) { this->teamId = teamId; } | 
|---|
| 54 |  | 
|---|
| 55 | void pushEntity(Playable* entity, float delay = 0); | 
|---|
| 56 |  | 
|---|
| 57 | /** activates the spawning point */ | 
|---|
| 58 | inline void activate() { this->bSpawning = true; } | 
|---|
| 59 | /** deactivates the spawning point */ | 
|---|
| 60 | inline void deactivate() { this->bSpawning = false; } | 
|---|
| 61 | inline bool isActive() const { return this->bSpawning; } | 
|---|
| 62 |  | 
|---|
| 63 |  | 
|---|
| 64 | virtual void tick(float dt); | 
|---|
| 65 | virtual void draw() const; | 
|---|
| 66 |  | 
|---|
| 67 |  | 
|---|
| 68 | private: | 
|---|
| 69 | void spawn(Playable* entity); | 
|---|
| 70 |  | 
|---|
| 71 | void sendRespawnMessage( int uniqueId ); | 
|---|
| 72 | static bool respawnMessageHandler( MessageType messageType, byte * data, int dataLength, void * someData, int senderId, int destinationId  ); | 
|---|
| 73 |  | 
|---|
| 74 |  | 
|---|
| 75 | private: | 
|---|
| 76 | float                           localTimer;                     //!< the local timer | 
|---|
| 77 | int                             teamId;                         //!< only spawn players of this team | 
|---|
| 78 | std::list<QueueEntry>           queue;                          //!< queue of waiting WorldEntities to be spawned | 
|---|
| 79 | bool                            bSpawning;                      //!< flag to indicate if this spawning point is active or not | 
|---|
| 80 | }; | 
|---|
| 81 |  | 
|---|
| 82 | #endif /* _SPAWNING_POINT */ | 
|---|