mirror of
https://github.com/UberGames/EF2GameSource.git
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189 lines
4.4 KiB
C++
189 lines
4.4 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/spawners.h $
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// $Revision:: 18 $
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// $Author:: Jmartel $
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// $Date:: 9/26/02 7:07p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Various spawning entities
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#ifndef __SPAWNWERS_H__
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#define __SPAWNWERS_H__
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#include "g_local.h"
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#include "scriptslave.h"
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#include "actor.h"
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class Spawn : public ScriptSlave
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{
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private:
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Container<str> _modelNames;
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str _spawnTargetName;
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str _spawnTarget;
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str _pickupThread;
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str _spawnItem;
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float _spawnChance;
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int _attackMode;
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qboolean _startHidden;
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str _effectType;
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str _effectName;
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str _animName;
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Vector _velocity;
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int _spawnGroupID;
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str _masterStateMap;
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str _spawnGroupDeathThread;
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bool _checkForSpace;
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Container<str> _keys;
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Container<str> _values;
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void SetAngleEvent( Event *ev );
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void SetPickupThread( Event *ev );
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void ModelName( Event *ev );
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void SpawnTargetName( Event *ev );
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void SpawnTarget( Event *ev );
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void AttackMode( Event *ev );
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void SetSpawnItem( Event *ev );
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void SetSpawnChance( Event *ev );
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void SetStartHidden( Event *ev );
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void SetSpawnEffect( Event *ev );
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void SetAnimName( Event *ev );
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void SpawnNow( Event *ev );
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void SetSpawnVelocity( Event *ev );
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void SetSpawnGroupID( Event *ev );
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void SetSpawnMasterStateMap( Event *ev );
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void SetSpawnGroupDeathThread( Event *ev );
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void setCheckForSpace( Event *ev );
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void setSpawnKeyValue( Event *ev );
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void clearSpawnKeyValues( Event *ev );
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protected:
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virtual ~Spawn();
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void SetArgs( SpawnArgs &args );
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virtual void DoSpawn( Event *ev );
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void postSpawn( Entity *spawn );
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bool checkStuck( Entity *spawn );
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public:
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CLASS_PROTOTYPE( Spawn );
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Spawn();
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virtual void Archive( Archiver &arc );
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};
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inline void Spawn::Archive
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(
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Archiver &arc
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)
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{
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ScriptSlave::Archive( arc );
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_modelNames.Archive( arc );
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arc.ArchiveString( &_spawnTargetName );
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arc.ArchiveString( &_spawnTarget );
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arc.ArchiveString( &_pickupThread );
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arc.ArchiveString( &_spawnItem );
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arc.ArchiveFloat( &_spawnChance );
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arc.ArchiveInteger( &_attackMode );
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arc.ArchiveBoolean( &_startHidden );
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arc.ArchiveString( &_effectType );
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arc.ArchiveString( &_effectName );
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arc.ArchiveString( &_animName );
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arc.ArchiveVector ( &_velocity );
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arc.ArchiveInteger ( &_spawnGroupID );
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arc.ArchiveString ( &_masterStateMap );
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arc.ArchiveString ( &_spawnGroupDeathThread );
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arc.ArchiveBool( &_checkForSpace );
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_keys.Archive( arc );
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_values.Archive( arc );
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}
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class RandomSpawn : public Spawn
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{
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private:
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float min_time;
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float max_time;
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void MinTime( Event *ev );
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void MaxTime( Event *ev );
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void ToggleSpawn( Event *ev );
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void Think( Event *ev );
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public:
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CLASS_PROTOTYPE( RandomSpawn );
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RandomSpawn();
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virtual void Archive( Archiver &arc );
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};
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inline void RandomSpawn::Archive
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(
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Archiver &arc
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)
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{
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Spawn::Archive( arc );
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arc.ArchiveFloat( &min_time );
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arc.ArchiveFloat( &max_time );
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}
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class ReSpawn : public Spawn
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{
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protected:
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virtual void DoSpawn( Event *ev );
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public:
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CLASS_PROTOTYPE( ReSpawn );
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};
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class SpawnOutOfSight : public Spawn
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{
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private:
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bool checkFOV;
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protected:
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virtual void DoSpawn( Event *ev );
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void CheckFOV( Event* ev );
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public:
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CLASS_PROTOTYPE( SpawnOutOfSight );
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SpawnOutOfSight();
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virtual void Archive( Archiver& arc );
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};
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inline void SpawnOutOfSight::Archive( Archiver& arc )
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{
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Spawn::Archive( arc );
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arc.ArchiveBool( &checkFOV );
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}
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class SpawnChain : public Spawn
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{
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private:
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bool use3rdPersonCamera;
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protected:
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virtual void DoSpawn( Event *ev );
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public:
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CLASS_PROTOTYPE( SpawnChain );
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SpawnChain( void );
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void Use3rdPersonCamera( Event *ev );
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virtual void Archive( Archiver &arc );
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};
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inline void SpawnChain::Archive( Archiver &arc )
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{
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Spawn::Archive( arc );
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arc.ArchiveBool( &use3rdPersonCamera );
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}
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#endif //__SPAWNWERS_H__
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