ef2-sdk/dlls/game/spawners.h

190 lines
4.6 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/spawners.h $
// $Revision:: 18 $
// $Author:: Jmartel $
// $Date:: 9/26/02 7:07p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Various spawning entities
#ifndef __SPAWNWERS_H__
#define __SPAWNWERS_H__
#include "g_local.h"
#include "scriptslave.h"
#include "actor.h"
class Spawn : public ScriptSlave
{
private:
Container<str> _modelNames;
str _spawnTargetName;
str _spawnTarget;
str _pickupThread;
str _spawnItem;
float _spawnChance;
int _attackMode;
qboolean _startHidden;
str _effectType;
str _effectName;
str _animName;
Vector _velocity;
int _spawnGroupID;
str _masterStateMap;
str _spawnGroupDeathThread;
bool _checkForSpace;
Container<str> _keys;
Container<str> _values;
void SetAngleEvent( Event *ev );
void SetPickupThread( Event *ev );
void ModelName( Event *ev );
void SpawnTargetName( Event *ev );
void SpawnTarget( Event *ev );
void AttackMode( Event *ev );
void SetSpawnItem( Event *ev );
void SetSpawnChance( Event *ev );
void SetStartHidden( Event *ev );
void SetSpawnEffect( Event *ev );
void SetAnimName( Event *ev );
void SpawnNow( Event *ev );
void SetSpawnVelocity( Event *ev );
void SetSpawnGroupID( Event *ev );
void SetSpawnMasterStateMap( Event *ev );
void SetSpawnGroupDeathThread( Event *ev );
void setCheckForSpace( Event *ev );
void setSpawnKeyValue( Event *ev );
void clearSpawnKeyValues( Event *ev );
protected:
virtual ~Spawn();
void SetArgs( SpawnArgs &args );
virtual void DoSpawn( Event *ev );
void postSpawn( Entity *spawn );
bool checkStuck( Entity *spawn );
public:
CLASS_PROTOTYPE( Spawn );
Spawn();
virtual void Archive( Archiver &arc );
};
inline void Spawn::Archive
(
Archiver &arc
)
{
ScriptSlave::Archive( arc );
_modelNames.Archive( arc );
arc.ArchiveString( &_spawnTargetName );
arc.ArchiveString( &_spawnTarget );
arc.ArchiveString( &_pickupThread );
arc.ArchiveString( &_spawnItem );
arc.ArchiveFloat( &_spawnChance );
arc.ArchiveInteger( &_attackMode );
arc.ArchiveBoolean( &_startHidden );
arc.ArchiveString( &_effectType );
arc.ArchiveString( &_effectName );
arc.ArchiveString( &_animName );
arc.ArchiveVector ( &_velocity );
arc.ArchiveInteger ( &_spawnGroupID );
arc.ArchiveString ( &_masterStateMap );
arc.ArchiveString ( &_spawnGroupDeathThread );
arc.ArchiveBool( &_checkForSpace );
_keys.Archive( arc );
_values.Archive( arc );
}
class RandomSpawn : public Spawn
{
private:
float min_time;
float max_time;
void MinTime( Event *ev );
void MaxTime( Event *ev );
void ToggleSpawn( Event *ev );
void Think( Event *ev );
public:
CLASS_PROTOTYPE( RandomSpawn );
RandomSpawn();
virtual void Archive( Archiver &arc );
};
inline void RandomSpawn::Archive
(
Archiver &arc
)
{
Spawn::Archive( arc );
arc.ArchiveFloat( &min_time );
arc.ArchiveFloat( &max_time );
}
class ReSpawn : public Spawn
{
protected:
virtual void DoSpawn( Event *ev );
public:
CLASS_PROTOTYPE( ReSpawn );
};
class SpawnOutOfSight : public Spawn
{
private:
bool checkFOV;
protected:
virtual void DoSpawn( Event *ev );
void CheckFOV( Event* ev );
public:
CLASS_PROTOTYPE( SpawnOutOfSight );
SpawnOutOfSight();
virtual void Archive( Archiver& arc );
};
inline void SpawnOutOfSight::Archive( Archiver& arc )
{
Spawn::Archive( arc );
arc.ArchiveBool( &checkFOV );
}
class SpawnChain : public Spawn
{
private:
bool use3rdPersonCamera;
protected:
virtual void DoSpawn( Event *ev );
public:
CLASS_PROTOTYPE( SpawnChain );
SpawnChain( void );
void Use3rdPersonCamera( Event *ev );
virtual void Archive( Archiver &arc );
};
inline void SpawnChain::Archive( Archiver &arc )
{
Spawn::Archive( arc );
arc.ArchiveBool( &use3rdPersonCamera );
}
#endif //__SPAWNWERS_H__