/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see .
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/spawn.h $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 11/19/01 10:27a $*
* *
* $Revision:: 50 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SPAWN_H
#define SPAWN_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef PERSIST_H
#include "persist.h"
#endif
#ifndef DEFINITION_H
#include "definition.h"
#endif
#ifndef VECTOR_H
#include "vector.h"
#endif
#ifndef GAMEOBJREF_H
#include "gameobjref.h"
#endif
class PhysicalGameObj;
class SoldierGameObj;
/*
**
*/
class SpawnerDefClass : public DefinitionClass {
public:
SpawnerDefClass( void );
virtual uint32 Get_Class_ID( void ) const;
virtual PersistClass * Create( void ) const ;
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
DECLARE_EDITABLE( SpawnerDefClass, DefinitionClass );
const DynamicVectorClass & Get_Spawn_Definition_ID_List (void) const { return SpawnDefinitionIDList; }
int Get_Player_Type( void ) const { return PlayerType; }
bool Is_Multiplay_Weapon_Spawner(void) const { return IsMultiplayWeaponSpawner; }
protected:
DynamicVectorClass SpawnDefinitionIDList;
int PlayerType;
int SpawnMax;
float SpawnDelay;
float SpawnDelayVariation;
bool IsPrimary;
bool IsSoldierStartup;
bool GotoSpawnerPos;
float GotoSpawnerPosPriority;
bool TeleportFirstSpawn;
int SpecialEffectsObjID;
float PostVisualSpawnDelay;
bool StartsDisabled;
bool KillHibernatingSpawn;
bool ApplySpawnMaterialEffect;
bool IsMultiplayWeaponSpawner;
DynamicVectorClass ScriptNameList;
DynamicVectorClass ScriptParameterList;
friend class SpawnerClass;
friend class SpawnManager;
};
/*
**
*/
typedef DynamicVectorClass SpawnPointListType;
class SpawnerClass : public PersistClass {
public:
// Constructor and Destructor
SpawnerClass( void );
virtual ~SpawnerClass( void );
// Definitions
void Init( const SpawnerDefClass & definition );
const SpawnerDefClass & Get_Definition( void ) const { WWASSERT( Definition ); return *Definition; }
// Save / Load
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
// Parameters
SpawnPointListType * Get_Spawn_Point_List( void ) { return &SpawnPointList; }
Matrix3D Get_TM( void ) { return TM; }
void Set_TM( Matrix3D & tm ) { TM = tm; }
int Get_ID( void ) { return ID; }
void Set_ID( int id ) { ID = id; }
// Needed for Level Editor
PhysicalGameObj * Create_Spawned_Object( int obj_id = -1 );
// Add a script to this spawner instance (only applied to the spawn)
void Add_Script( const char * script_name, const char * script_parameter );
bool Can_Spawn_Object( int obj_def_id );
PhysicalGameObj * Spawn_Object( int obj_def_id );
void Enable( bool enable ) { Enabled = enable; }
private:
int ID;
Matrix3D TM;
Matrix3D SpawnTM;
const SpawnerDefClass * Definition;
GameObjReference LastSpawn;
bool Enabled;
int SpawnCount;
float SpawnDelayTimer;
SpawnPointListType SpawnPointList;
DynamicVectorClass ScriptNameList;
DynamicVectorClass ScriptParameterList;
/*
** Spawning
*/
PhysicalGameObj * Spawn( int obj_id = -1 );
void Check_Auto_Spawn( float dtime );
bool Determine_Spawn_TM( PhysicalGameObj * obj );
friend class SpawnManager;
};
/*
**
*/
class SpawnManager {
public:
~SpawnManager(void);
static void Update( void );
static bool Save( ChunkSaveClass &csave );
static bool Load( ChunkLoadClass &cload );
static Matrix3D Get_Primary_Spawn_Location( void );
static Matrix3D Get_Multiplayer_Spawn_Location( int player_type, SoldierGameObj * soldier );
static Matrix3D Get_Ctf_Spawn_Location( int team );
static bool Spawner_Exists( int player_type );
static SpawnerClass * Get_Primary_Spawner( void );
static PhysicalGameObj * Spawner_Trigger( int id );
static void Spawner_Enable( int id, bool enable );
static void Display_Unused_Spawners( void );
static bool Toggle_Allow_Killing_Hibernating_Spawn( void );
static DynamicVectorClass Get_Spawner_List(void) {return SpawnerList;}
protected:
static void Remove_All_Spawners( void );
static void Add_Spawner( SpawnerClass * spawner );
static void Remove_Spawner( SpawnerClass * spawner );
static DynamicVectorClass SpawnerList;
static float AutoSpawnTimer;
friend class SpawnerClass;
};
#endif // SPAWN_H
//static Matrix3D Get_First_Spawn_Location( int player_type );
//int SpawnNumber; // These are used for sequenced spawns
//static int GlobalSpawnNumber;
/*
void Set_Spawn_Number(int spawn_number) {SpawnNumber = spawn_number;}
int Get_Spawn_Number(void) {return SpawnNumber;}
void Update_Spawn_Number( void ) { SpawnNumber = GlobalSpawnNumber++; }
*/