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 "world_entity.h" |
---|
11 | |
---|
12 | class World; |
---|
13 | class TiXmlElement; |
---|
14 | |
---|
15 | |
---|
16 | //!< used to indicate what type of objects are spawned by this spawning point |
---|
17 | typedef enum SpawningPointMode |
---|
18 | { |
---|
19 | SPT_ALL_AT_ONCE = 0, //!< at this spawning points there will be players spawned (typicaly in MP games) |
---|
20 | SPT_ONE_AFTER_OTHER, //!< at this spawning points there will be NPS spawnded |
---|
21 | |
---|
22 | SPT_NUMBER |
---|
23 | }; |
---|
24 | |
---|
25 | |
---|
26 | /** |
---|
27 | * The spawning point for WorldEntities (and only WorldEntities) |
---|
28 | * |
---|
29 | * There are commonly two different spawning modes: |
---|
30 | * |
---|
31 | * 1) Just spawn whatever is in the queue with a given frequency (if delay = 0 => immediate spawn) |
---|
32 | * 2) Spawn everything in the queue together with the given frequency |
---|
33 | */ |
---|
34 | class SpawningPoint : public WorldEntity { |
---|
35 | |
---|
36 | public: |
---|
37 | SpawningPoint (ClassID classID, const Vector& position = Vector(0.0, 0.0, 0.0)); |
---|
38 | SpawningPoint (const Vector& position, ClassID classID, SpawningPointMode type, float delay); |
---|
39 | virtual ~SpawningPoint (); |
---|
40 | void init(); |
---|
41 | |
---|
42 | virtual void loadParams(const TiXmlElement* root); |
---|
43 | |
---|
44 | /** sets the entity that is going to be spawned by this point @param classID: the id from the class_id.h file */ |
---|
45 | void SpawningPoint::setSpawningEntity(ClassID classID) { this->classID = classID; } |
---|
46 | /** sets the frequency with which the point is going to spawn entities (1/sec) @param frequency: the frequency */ |
---|
47 | void SpawningPoint::setSpawningDelay(float delay) { this->delay = delay; } |
---|
48 | /** sets the spawning point mode @param mode: the mode */ |
---|
49 | void SpawningPoint::setSpawningMode(int mode) { this->mode = (SpawningPointMode)mode; } |
---|
50 | |
---|
51 | |
---|
52 | /** activates the spawning point */ |
---|
53 | void activate() { this->bSpawning = true; } |
---|
54 | /** deactivates the spawning point */ |
---|
55 | void deactivate() { this->bSpawning = false; } |
---|
56 | |
---|
57 | |
---|
58 | virtual void tick(float dt); |
---|
59 | virtual void draw(); |
---|
60 | |
---|
61 | |
---|
62 | private: |
---|
63 | void spawn(); |
---|
64 | |
---|
65 | |
---|
66 | private: |
---|
67 | float delay; //!< the timer that counts down until the next spawn |
---|
68 | float localTimer; //!< the local timer |
---|
69 | float seed; //!< the random seed of the position |
---|
70 | ClassID classID; //!< the classid of the entity to spawn |
---|
71 | SpawningPointMode mode; //!< the mode of the spawning point |
---|
72 | std::list<WorldEntity*> queue; //!< queue of waiting WorldEntities to be spawned |
---|
73 | bool bSpawning; //!< flag to indicate if this spawning point is active or not |
---|
74 | }; |
---|
75 | |
---|
76 | #endif /* _SPAWNING_POINT */ |
---|