mirror of
https://github.com/alliedmodders/amxmodx.git
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129 lines
3.3 KiB
C++
129 lines
3.3 KiB
C++
/* AMX Mod X
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* Natural Selection Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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#ifndef SPAWNMANAGER_H
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#define SPAWNMANAGER_H
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#include "CVector.h"
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typedef struct spawndata_s
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{
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REAL Location[3];
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REAL Angle[3];
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} SpawnData;
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class SpawnManager
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{
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private:
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CVector<SpawnData> TeamSpawns[5];
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public:
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SpawnManager()
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{
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this->Clear();
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};
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inline void Clear(void)
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{
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TeamSpawns[0].clear();
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TeamSpawns[1].clear();
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TeamSpawns[2].clear();
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TeamSpawns[3].clear();
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TeamSpawns[4].clear();
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// Reserve data for a "typical" map layout
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// makes data entry faster on map load
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TeamSpawns[0].reserve(32);
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TeamSpawns[1].reserve(16);
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TeamSpawns[2].reserve(48);
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};
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inline void Insert(const edict_t *Entity)
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{
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// Bounds check team
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if (Entity->v.team<0 || Entity->v.team > 4)
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{
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return;
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}
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SpawnData TemporaryData;
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Entity->v.origin.CopyToArray(TemporaryData.Location);
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Entity->v.angles.CopyToArray(TemporaryData.Angle);
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TeamSpawns[Entity->v.team].push_back(TemporaryData);
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};
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inline void InsertReadyRoom(const edict_t *Entity)
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{
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SpawnData TemporaryData;
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Entity->v.origin.CopyToArray(TemporaryData.Location);
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Entity->v.angles.CopyToArray(TemporaryData.Angle);
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TeamSpawns[0].push_back(TemporaryData);
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};
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// ns_get_spawn(team,number=0,Float:ret[3]);
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inline cell Lookup(AMX *amx, cell *params)
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{
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if (params[1] < 0 || params[1] > 4)
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{
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return 0;
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}
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if (params[2]==0)
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{
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return static_cast<int>(TeamSpawns[params[1]].size());
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}
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if (params[2]>=(int)TeamSpawns[params[1]].size())
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{
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return 0;
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}
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cell *Return=MF_GetAmxAddr(amx,params[3]);
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SpawnData SpawnRet=TeamSpawns[params[1]][params[2]];
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Return[0]=amx_ftoc2(SpawnRet.Location[0]);
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Return[1]=amx_ftoc2(SpawnRet.Location[1]);
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Return[2]=amx_ftoc2(SpawnRet.Location[2]);
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return 1;
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};
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};
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extern SpawnManager SpawnMan;
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#endif // SPAWNMANAGER_H
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