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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