/*********************************************************************** * MapGenerator * genForestSpawns ***********************************************************************/ void fired::MapGenerator::genForestSpawns() { addSpawn( 6, 46, 10, 4, mstCritter); addSpawn(16, 46, 10, 4, mstCritter); addSpawn(26, 46, 10, 4, mstCritter); addSpawn(36, 46, 10, 4, mstCritter); addSpawn(46, 46, 10, 4, mstCritter); addSpawn(56, 46, 10, 4, mstCritter); addSpawn(66, 46, 10, 4, mstCritter); addSpawn(76, 46, 10, 4, mstCritter); addSpawn(86, 46, 10, 4, mstCritter); }
void Game::start() { GameTime t; t.reset(); _gameTime = t.getElapsedTime(); _map.init(); _map.setDelegate(this); _numberOfPlayerAlive = _playerList.size(); Message msg; while (stillPlaying()) { while (t.getElapsedTime() - _gameTime < TIME_UNIT) { getPlayerActions(msg); } _gameTime = t.getElapsedTime(); addSpawn(); updateMap(); sendMap(msg); } _gameEnd = _gameTime; while (msg.time - _gameTime < 100) { msg.messageType = (_gameState == GAME_WON) ? MSG_WON : MSG_LOST; msg.time = t.getElapsedTime(); sendAll(msg); getPlayerActions(msg); } while (msg.time - _gameTime < 100) { for (std::list<Player *>::iterator it = _playerList.begin(); it != _playerList.end(); ++it) { (*it)->recvMsg(msg); } } release(); }
void spawnPointsChtml::addSpawns(Spawns::IntPair spawns, Type t, const char* linkBase) { for(; spawns.first != spawns.second; ++spawns.first) { const Spawn& s(*spawns.first->second); addSpawn(s.map, s.position_x, s.position_y, t, linkBase, s.id); } }