amxmodx/dlls/ns/SpawnManager.h

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/* AMX Mod X
* Natural Selection Module
*
* by the AMX Mod X Development Team
*
* This file is part of AMX Mod X.
*
*
* 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 2 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, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*/
#ifndef SPAWNMANAGER_H
#define SPAWNMANAGER_H
#include "CVector.h"
typedef struct spawndata_s
{
REAL Location[3];
REAL Angle[3];
} SpawnData;
class SpawnManager
{
private:
CVector<SpawnData> TeamSpawns[5];
public:
SpawnManager()
{
this->Clear();
};
inline void Clear(void)
{
TeamSpawns[0].clear();
TeamSpawns[1].clear();
TeamSpawns[2].clear();
TeamSpawns[3].clear();
TeamSpawns[4].clear();
// Reserve data for a "typical" map layout
// makes data entry faster on map load
TeamSpawns[0].reserve(32);
TeamSpawns[1].reserve(16);
TeamSpawns[2].reserve(48);
};
inline void Insert(const edict_t *Entity)
{
// Bounds check team
if (Entity->v.team<0 || Entity->v.team > 4)
{
return;
}
SpawnData TemporaryData;
Entity->v.origin.CopyToArray(TemporaryData.Location);
Entity->v.angles.CopyToArray(TemporaryData.Angle);
TeamSpawns[Entity->v.team].push_back(TemporaryData);
};
inline void InsertReadyRoom(const edict_t *Entity)
{
SpawnData TemporaryData;
Entity->v.origin.CopyToArray(TemporaryData.Location);
Entity->v.angles.CopyToArray(TemporaryData.Angle);
TeamSpawns[0].push_back(TemporaryData);
};
// ns_get_spawn(team,number=0,Float:ret[3]);
inline cell Lookup(AMX *amx, cell *params)
{
if (params[1] < 0 || params[1] > 4)
{
return 0;
}
if (params[2]==0)
{
return static_cast<int>(TeamSpawns[params[1]].size());
}
if (params[2]>=(int)TeamSpawns[params[1]].size())
{
return 0;
}
cell *Return=MF_GetAmxAddr(amx,params[3]);
SpawnData SpawnRet=TeamSpawns[params[1]][params[2]];
Return[0]=amx_ftoc2(SpawnRet.Location[0]);
Return[1]=amx_ftoc2(SpawnRet.Location[1]);
Return[2]=amx_ftoc2(SpawnRet.Location[2]);
return 1;
};
};
extern SpawnManager SpawnMan;
#endif // SPAWNMANAGER_H