openmohaa/code/fgame/spawners.h

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// spawners.h: Various spawning entities
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#pragma once
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#include "g_local.h"
#include "scriptslave.h"
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class SpawnArgs;
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class Spawn : public ScriptSlave
{
private:
str modelname;
str spawntargetname;
str spawntarget;
str pickup_thread;
str spawnitem;
float spawnchance;
int attackmode;
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 );
protected:
void SetArgs( SpawnArgs &args );
virtual void DoSpawn( Event *ev );
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public:
CLASS_PROTOTYPE( Spawn );
Spawn();
void Archive( Archiver &arc ) override;
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};
inline void Spawn::Archive
(
Archiver &arc
)
{
ScriptSlave::Archive( arc );
arc.ArchiveString( &modelname );
arc.ArchiveString( &spawntargetname );
arc.ArchiveString( &spawntarget );
arc.ArchiveString( &pickup_thread );
arc.ArchiveString( &spawnitem );
arc.ArchiveFloat( &spawnchance );
arc.ArchiveInteger( &attackmode );
}
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();
void Archive( Archiver &arc ) override;
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};
inline void RandomSpawn::Archive
(
Archiver &arc
)
{
Spawn::Archive( arc );
arc.ArchiveFloat( &min_time );
arc.ArchiveFloat( &max_time );
}
class ReSpawn : public Spawn
{
protected:
void DoSpawn( Event *ev ) override;
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public:
CLASS_PROTOTYPE( ReSpawn );
};
class SpawnOutOfSight : public Spawn
{
protected:
void DoSpawn( Event *ev ) override;
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public:
CLASS_PROTOTYPE( SpawnOutOfSight );
};
class SpawnChain : public Spawn
{
protected:
void DoSpawn( Event *ev ) override;
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public:
CLASS_PROTOTYPE( SpawnChain );
};