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 | |
---|
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 */ |
---|