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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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235
Code/Combat/spawn.h
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235
Code/Combat/spawn.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at 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,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU 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, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/spawn.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 11/19/01 10:27a $*
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* *
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* $Revision:: 50 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SPAWN_H
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#define SPAWN_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef PERSIST_H
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#include "persist.h"
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#endif
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#ifndef DEFINITION_H
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#include "definition.h"
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#endif
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#ifndef VECTOR_H
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#include "vector.h"
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#endif
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#ifndef GAMEOBJREF_H
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#include "gameobjref.h"
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#endif
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class PhysicalGameObj;
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class SoldierGameObj;
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/*
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**
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*/
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class SpawnerDefClass : public DefinitionClass {
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public:
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SpawnerDefClass( void );
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virtual uint32 Get_Class_ID( void ) const;
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virtual PersistClass * Create( void ) const ;
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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DECLARE_EDITABLE( SpawnerDefClass, DefinitionClass );
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const DynamicVectorClass<int> & Get_Spawn_Definition_ID_List (void) const { return SpawnDefinitionIDList; }
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int Get_Player_Type( void ) const { return PlayerType; }
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bool Is_Multiplay_Weapon_Spawner(void) const { return IsMultiplayWeaponSpawner; }
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protected:
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DynamicVectorClass<int> SpawnDefinitionIDList;
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int PlayerType;
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int SpawnMax;
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float SpawnDelay;
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float SpawnDelayVariation;
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bool IsPrimary;
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bool IsSoldierStartup;
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bool GotoSpawnerPos;
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float GotoSpawnerPosPriority;
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bool TeleportFirstSpawn;
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int SpecialEffectsObjID;
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float PostVisualSpawnDelay;
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bool StartsDisabled;
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bool KillHibernatingSpawn;
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bool ApplySpawnMaterialEffect;
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bool IsMultiplayWeaponSpawner;
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DynamicVectorClass<StringClass> ScriptNameList;
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DynamicVectorClass<StringClass> ScriptParameterList;
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friend class SpawnerClass;
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friend class SpawnManager;
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};
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/*
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**
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*/
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typedef DynamicVectorClass<Matrix3D> SpawnPointListType;
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class SpawnerClass : public PersistClass {
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public:
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// Constructor and Destructor
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SpawnerClass( void );
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virtual ~SpawnerClass( void );
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// Definitions
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void Init( const SpawnerDefClass & definition );
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const SpawnerDefClass & Get_Definition( void ) const { WWASSERT( Definition ); return *Definition; }
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// Save / Load
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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// Parameters
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SpawnPointListType * Get_Spawn_Point_List( void ) { return &SpawnPointList; }
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Matrix3D Get_TM( void ) { return TM; }
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void Set_TM( Matrix3D & tm ) { TM = tm; }
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int Get_ID( void ) { return ID; }
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void Set_ID( int id ) { ID = id; }
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// Needed for Level Editor
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PhysicalGameObj * Create_Spawned_Object( int obj_id = -1 );
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// Add a script to this spawner instance (only applied to the spawn)
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void Add_Script( const char * script_name, const char * script_parameter );
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bool Can_Spawn_Object( int obj_def_id );
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PhysicalGameObj * Spawn_Object( int obj_def_id );
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void Enable( bool enable ) { Enabled = enable; }
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private:
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int ID;
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Matrix3D TM;
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Matrix3D SpawnTM;
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const SpawnerDefClass * Definition;
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GameObjReference LastSpawn;
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bool Enabled;
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int SpawnCount;
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float SpawnDelayTimer;
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SpawnPointListType SpawnPointList;
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DynamicVectorClass<StringClass> ScriptNameList;
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DynamicVectorClass<StringClass> ScriptParameterList;
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/*
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** Spawning
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*/
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PhysicalGameObj * Spawn( int obj_id = -1 );
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void Check_Auto_Spawn( float dtime );
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bool Determine_Spawn_TM( PhysicalGameObj * obj );
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friend class SpawnManager;
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};
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/*
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**
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*/
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class SpawnManager {
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public:
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~SpawnManager(void);
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static void Update( void );
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static bool Save( ChunkSaveClass &csave );
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static bool Load( ChunkLoadClass &cload );
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static Matrix3D Get_Primary_Spawn_Location( void );
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static Matrix3D Get_Multiplayer_Spawn_Location( int player_type, SoldierGameObj * soldier );
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static Matrix3D Get_Ctf_Spawn_Location( int team );
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static bool Spawner_Exists( int player_type );
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static SpawnerClass * Get_Primary_Spawner( void );
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static PhysicalGameObj * Spawner_Trigger( int id );
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static void Spawner_Enable( int id, bool enable );
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static void Display_Unused_Spawners( void );
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static bool Toggle_Allow_Killing_Hibernating_Spawn( void );
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static DynamicVectorClass<SpawnerClass*> Get_Spawner_List(void) {return SpawnerList;}
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protected:
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static void Remove_All_Spawners( void );
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static void Add_Spawner( SpawnerClass * spawner );
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static void Remove_Spawner( SpawnerClass * spawner );
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static DynamicVectorClass<SpawnerClass*> SpawnerList;
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static float AutoSpawnTimer;
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friend class SpawnerClass;
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};
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#endif // SPAWN_H
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//static Matrix3D Get_First_Spawn_Location( int player_type );
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//int SpawnNumber; // These are used for sequenced spawns
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//static int GlobalSpawnNumber;
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/*
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void Set_Spawn_Number(int spawn_number) {SpawnNumber = spawn_number;}
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int Get_Spawn_Number(void) {return SpawnNumber;}
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void Update_Spawn_Number( void ) { SpawnNumber = GlobalSpawnNumber++; }
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*/
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