qzdoom/src/g_shared/a_specialspot.h
Christoph Oelckers affd0e5034 - Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
  for replacement actors.


SVN r1107 (trunk)
2008-08-03 19:10:48 +00:00

45 lines
940 B
C++

#ifndef __A_SPECSPOT_H
#define __A_SPECSPOT_H
#include "actor.h"
#include "tarray.h"
class ASpecialSpot : public AActor
{
DECLARE_CLASS (ASpecialSpot, AActor)
public:
void BeginPlay();
void Destroy();
};
struct FSpotList;
class DSpotState : public DThinker
{
DECLARE_CLASS(DSpotState, DThinker)
static TObjPtr<DSpotState> SpotState;
TArray<FSpotList *> SpotLists;
public:
DSpotState ();
void Destroy ();
void Tick ();
static DSpotState *GetSpotState(bool create = true);
FSpotList *FindSpotList(const PClass *type);
bool AddSpot(ASpecialSpot *spot);
bool RemoveSpot(ASpecialSpot *spot);
void Serialize(FArchive &arc);
ASpecialSpot *GetNextInList(const PClass *type, int skipcounter);
ASpecialSpot *GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance);
ASpecialSpot *GetRandomSpot(const PClass *type, bool onlyonce = false);
};
#endif