[6080] | 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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[8802] | 10 | #include "playable.h" |
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[6080] | 11 | |
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[9008] | 12 | #include "message_manager.h" |
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| 13 | |
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[8802] | 14 | #include <list> |
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[8068] | 15 | |
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[6083] | 16 | class World; |
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[6086] | 17 | class TiXmlElement; |
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[6083] | 18 | |
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[8802] | 19 | struct QueueEntry |
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| 20 | { |
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| 21 | float respawnTime; |
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[9008] | 22 | Playable * entity; |
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[8802] | 23 | }; |
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[7357] | 24 | |
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| 25 | //!< used to indicate what type of objects are spawned by this spawning point |
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| 26 | typedef enum SpawningPointMode |
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| 27 | { |
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| 28 | SPT_ALL_AT_ONCE = 0, //!< at this spawning points there will be players spawned (typicaly in MP games) |
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| 29 | SPT_ONE_AFTER_OTHER, //!< at this spawning points there will be NPS spawnded |
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| 30 | |
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| 31 | SPT_NUMBER |
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| 32 | }; |
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| 33 | |
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| 34 | |
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| 35 | /** |
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| 36 | * The spawning point for WorldEntities (and only WorldEntities) |
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| 37 | * |
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| 38 | * There are commonly two different spawning modes: |
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| 39 | * |
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| 40 | * 1) Just spawn whatever is in the queue with a given frequency (if delay = 0 => immediate spawn) |
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| 41 | * 2) Spawn everything in the queue together with the given frequency |
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| 42 | */ |
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[6080] | 43 | class SpawningPoint : public WorldEntity { |
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| 44 | |
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| 45 | public: |
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[9008] | 46 | SpawningPoint(const TiXmlElement* root = NULL); |
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[6080] | 47 | virtual ~SpawningPoint (); |
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[6088] | 48 | void init(); |
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[6080] | 49 | |
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[6512] | 50 | virtual void loadParams(const TiXmlElement* root); |
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[6086] | 51 | |
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[9494] | 52 | inline int getTeamId() const { return this->teamId; } |
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| 53 | inline void setTeamId( int teamId ) { this->teamId = teamId; } |
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[6081] | 54 | |
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[9008] | 55 | void pushEntity(Playable* entity, float delay = 0); |
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[6080] | 56 | |
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[7357] | 57 | /** activates the spawning point */ |
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[8068] | 58 | inline void activate() { this->bSpawning = true; } |
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[7357] | 59 | /** deactivates the spawning point */ |
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[8068] | 60 | inline void deactivate() { this->bSpawning = false; } |
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| 61 | inline bool isActive() const { return this->bSpawning; } |
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[7357] | 62 | |
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| 63 | |
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[6080] | 64 | virtual void tick(float dt); |
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[9494] | 65 | virtual void draw() const; |
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[6080] | 66 | |
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[7357] | 67 | |
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[6080] | 68 | private: |
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[9008] | 69 | void spawn(Playable* entity); |
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[9494] | 70 | |
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[9008] | 71 | void sendRespawnMessage( int uniqueId ); |
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[9656] | 72 | static bool respawnMessageHandler( MessageType messageType, byte * data, int dataLength, void * someData, int senderId, int destinationId ); |
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[6080] | 73 | |
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[7357] | 74 | |
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| 75 | private: |
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[8068] | 76 | float localTimer; //!< the local timer |
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[8802] | 77 | int teamId; //!< only spawn players of this team |
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| 78 | std::list<QueueEntry> queue; //!< queue of waiting WorldEntities to be spawned |
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[8068] | 79 | bool bSpawning; //!< flag to indicate if this spawning point is active or not |
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[6080] | 80 | }; |
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| 81 | |
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| 82 | #endif /* _SPAWNING_POINT */ |
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