DarkflameServer/dZoneManager/Spawner.h

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#ifndef SPAWNER_H
#define SPAWNER_H
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Entity.h"
#include "dZMCommon.h"
#include <vector>
#include <string>
#include <functional>
#include "LDFFormat.h"
#include "EntityInfo.h"
#include "SpawnPatterns.h"
struct SpawnerNode {
NiPoint3 position = NiPoint3::ZERO;
NiQuaternion rotation = NiQuaternion::IDENTITY;
uint32_t nodeID = 0;
uint32_t nodeMax = 1;
std::vector<LWOOBJID> entities;
std::vector<LDFBaseData*> config;
};
struct SpawnerInfo {
LWOOBJID spawnerID = LWOOBJID_EMPTY;
LOT templateID = -1;
std::string name = "";
float templateScale = 1;
float respawnTime = 0.0f;
int32_t maxToSpawn = -1;
uint32_t amountMaintained = 1;
bool activeOnLoad = true;
std::vector<SpawnerNode*> nodes = {};
bool isNetwork = false;
bool spawnsOnSmash = false;
std::string spawnOnSmashGroupName = "";
std::vector<std::string> groups = {};
bool noAutoSpawn = false;
bool noTimedSpawn = false;
std::string grpNameQBShowBricks = "";
bool spawnActivator = true;
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bool emulated = false;
LWOOBJID emulator = LWOOBJID_EMPTY;
};
class Spawner {
public:
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Spawner(SpawnerInfo info);
~Spawner();
Entity* Spawn();
Entity* Spawn(std::vector<SpawnerNode*> freeNodes, bool force = false);
void Update(float deltaTime);
void NotifyOfEntityDeath(const LWOOBJID& objectID);
void Activate();
void Deactivate() { m_Active = false; };
int32_t GetAmountSpawned() { return m_AmountSpawned; };
std::string GetName() { return m_Info.name; };
std::vector<std::string> GetGroups() { return m_Info.groups; };
void AddSpawnedEntityDieCallback(std::function<void()> callback);
void AddEntitySpawnedCallback(std::function<void(Entity*)> callback);
void SetSpawnLot(LOT lot);
void Reset();
void DestroyAllEntities();
void SoftReset();
void SetRespawnTime(float time);
void SetNumToMaintain(int32_t value);
bool GetIsSpawnSmashGroup() const { return m_SpawnSmashFoundGroup; };
static void UpdateRatings(float deltaTime);
SpawnerInfo m_Info;
bool m_Active = true;
private:
std::vector<std::function<void()>> m_SpawnedEntityDieCallbacks = {};
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std::vector<std::function<void(Entity*)>> m_EntitySpawnedCallbacks = {};
bool m_SpawnSmashFoundGroup = false;
std::vector<float> m_WaitTimes = {};
bool m_NeedsUpdate = true;
std::map<LWOOBJID, SpawnerNode*> m_Entities = {};
EntityInfo m_EntityInfo;
int32_t m_AmountSpawned = 0;
bool m_Start = false;
Spawner* m_SpawnOnSmash = nullptr;
SpawnPatterns* m_SpawnPattern = nullptr;
std::vector<LOT> m_LotsToCheck = {};
static std::map<LOT, std::vector<std::pair<NiPoint3, float>>> m_Ratings;
};
#endif // SPAWNER_H