Serious-Engine/Sources/EntitiesMP/Common/Common.h

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
// common headers for flesh entity classes
#define SURFACE_SAND 9
#define SURFACE_WATER 12
#define SURFACE_RED_SAND 13
#define SURFACE_GRASS 17
#define SURFACE_GRASS_SLIDING 19
#define SURFACE_GRASS_NOIMPACT 20
#define SURFACE_WOOD 18
#define SURFACE_SNOW 21
// Max ammo
#define MAX_BULLETS INDEX(500)
#define MAX_SHELLS INDEX(100)
#define MAX_ROCKETS INDEX(50)
#define MAX_GRENADES INDEX(50)
#define MAX_NAPALM INDEX(500)
#define MAX_ELECTRICITY INDEX(400)
#define MAX_IRONBALLS INDEX(30)
//#define MAX_NUKEBALLS INDEX(3)
#define MAX_SNIPERBULLETS INDEX(50)
// Bit shifters for ammo
#define AMMO_BULLETS 0
#define AMMO_SHELLS 1
#define AMMO_ROCKETS 2
#define AMMO_GRENADES 3
#define AMMO_NAPALM 4
#define AMMO_ELECTRICITY 5
//#define AMMO_NUKEBALLS 6
#define AMMO_IRONBALLS 7
#define AMMO_SNIPERBULLETS 8
#define BLOOD_SPILL_RED RGBAToColor(250,20,20,255)
#define BLOOD_SPILL_GREEN RGBAToColor(0,250,0,255)
// Ammo mana Value
#define AV_SHELLS INDEX(70)
#define AV_BULLETS INDEX(10)
#define AV_ROCKETS INDEX(150)
#define AV_GRENADES INDEX(150)
#define AV_ELECTRICITY INDEX(250)
#define AV_IRONBALLS INDEX(700)
//#define AV_NUKEBALLS INDEX(1800)
#define AV_NAPALM INDEX(200)
#define AV_SNIPERBULLETS INDEX(200)
// used for invisibility powerup
#define INVISIBILITY_ALPHA_LOCAL 0x55
#define INVISIBILITY_ALPHA_REMOTE 0x11
enum EmptyShellType {
ESL_BULLET = 0,
ESL_SHOTGUN = 1,
ESL_BUBBLE = 2,
ESL_BULLET_SMOKE = 3,
ESL_SHOTGUN_SMOKE = 4,
ESL_COLT_SMOKE = 5,
};
// empty shell launch info
#define MAX_FLYING_SHELLS 32
struct ShellLaunchData {
FLOAT sld_fSize; // size multiplier
FLOAT3D sld_vPos; // launch position
FLOAT3D sld_vSpeed; // launch speed
FLOAT3D sld_vUp; // up vector in moment of launch
FLOAT sld_tmLaunch; // time of launch
EmptyShellType sld_estType; // shell type
};
#define ShellLaunchData_array m_asldData[MAX_FLYING_SHELLS]
// player bullet spray fx list
#define MAX_BULLET_SPRAYS 32
struct BulletSprayLaunchData {
INDEX bsld_iRndBase; // random base
FLOAT3D bsld_vPos; // launch position
FLOAT3D bsld_vG; // gravity vector
EffectParticlesType bsld_eptType; // type
FLOAT bsld_tmLaunch; // time of launch
FLOAT3D bsld_vStretch; // stretch
};
#define BulletSprayLaunchData_array m_absldData[MAX_BULLET_SPRAYS]
#define MAX_GORE_SPRAYS 32
struct GoreSprayLaunchData {
FLOAT3D gsld_vPos; // launch position
FLOAT3D gsld_v3rdPos; // launch position for 3rd perspective
FLOAT3D gsld_vG; // gravity vector
FLOAT gsld_fGA; // gravity strength
SprayParticlesType gsld_sptType; // type
FLOATaabbox3D gsld_boxHitted; // box of hitted object
FLOAT3D gsld_vSpilDirection; // spill direction
FLOAT gsld_fDamagePower; // damage power
FLOAT gsld_tmLaunch; // time of launch
COLOR gsld_colParticles; // color of particles
};
#define GoreSprayLaunchData_array m_agsldData[MAX_GORE_SPRAYS]
// world change
struct WorldChange {
CTString strGroup; // group name
CPlacement3D plLink; // link placement for relative change
INDEX iType; // change type
};
extern struct WorldChange _SwcWorldChange;
// entity info
struct EntityInfo {
EntityInfoBodyType Eeibt; // body type
FLOAT fMass; // mass (in kg)
FLOAT vSourceCenter[3]; // body point (offset from handle) when entity look another entity
FLOAT vTargetCenter[3]; // body point (offset from handle) when entity is target of look
};
// entity info
struct EntityStats {
CTString es_strName;
INDEX es_ctCount;
INDEX es_ctAmmount;
FLOAT es_fValue;
INDEX es_iScore;
};
// statistics data for player stats management
struct DECL_DLL PlayerStats {
INDEX ps_iScore;
INDEX ps_iKills;
INDEX ps_iDeaths;
INDEX ps_iSecrets;
TIME ps_tmTime;
PlayerStats(void)
{
ps_iScore = 0;
ps_iKills = 0;
ps_iDeaths = 0;
ps_iSecrets = 0;
ps_tmTime = 0.0f;
}
};
// get info position for entity
DECL_DLL void GetEntityInfoPosition(CEntity *pen, FLOAT *pf, FLOAT3D &vPos);
// get source and target positions for ray cast
DECL_DLL void GetPositionCastRay(CEntity *penSource, CEntity *penTarget, FLOAT3D &vSource, FLOAT3D &vTarget);
// set bool from bool enum type
DECL_DLL void SetBoolFromBoolEType(BOOL &bSet, BoolEType bet);
// send event to target
DECL_DLL void SendToTarget(CEntity *penSendEvent, EventEType eetEventType, CEntity *penCaused = NULL);
// send event in range
DECL_DLL void SendInRange(CEntity *penSource, EventEType eetEventType, const FLOATaabbox3D &boxRange);
// spawn reminder
DECL_DLL CEntityPointer SpawnReminder(CEntity *penOwner, FLOAT fWaitTime, INDEX iValue);
// spawn flame
DECL_DLL CEntityPointer SpawnFlame(CEntity *penOwner, CEntity *penAttach, const FLOAT3D &vSource);
// Set components
DECL_DLL void SetComponents(CEntity *pen, CModelObject &mo, ULONG ulIDModel, ULONG ulIDTexture,
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture);
// Add attachment to model
DECL_DLL void AddAttachmentToModel(CEntity *pen, CModelObject &mo, INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture,
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture);
// Remove attachment from model
DECL_DLL void RemoveAttachmentFromModel(CModelObject &mo, INDEX iAttachment);
// Kick entity
DECL_DLL void KickEntity(CEntity *penTarget, FLOAT3D vSpeed);
// lens flare variables
extern CLensFlareType _lftStandard;
extern CLensFlareType _lftStandardReflections;
extern CLensFlareType _lftYellowStarRedRing;
extern CLensFlareType _lftYellowStarRedRingFar;
extern CLensFlareType _lftWhiteGlowStarRedRing;
extern CLensFlareType _lftWhiteGlowStar;
extern CLensFlareType _lftWhiteGlowStarNG;
extern CLensFlareType _lftWhiteStarRedRingStreaks;
extern CLensFlareType _lftWhiteStarRedReflections;
extern CLensFlareType _lftBlueStarBlueReflections;
extern CLensFlareType _lftProjectileStarGlow;
extern CLensFlareType _lftProjectileWhiteBubbleGlow;
extern CLensFlareType _lftProjectileYellowBubbleGlow;
extern CLensFlareType _lftPVSpaceShipWindowFlare;
extern CLensFlareType _lftCatmanFireGlow;
extern CLensFlareType _lftWhiteGlowFar;
// init lens flare effects
void InitLensFlares(void);
// close lens flares effects
void CloseLensFlares(void);
DECL_DLL BOOL SetPlayerAppearanceCfunc(void* pArgs);
DECL_DLL BOOL SetPlayerAppearance(CModelObject *mo, CPlayerCharacter *ppc, CTString &strName, BOOL bPreview);
// debugging functions
DECL_DLL const char *PrintConsole(void);
DECL_DLL const char *PrintStack(CEntity *pen);
// debris spawning
DECL_DLL void Debris_Begin(
EntityInfoBodyType Eeibt,
enum DebrisParticlesType dptParticles,
enum BasicEffectType betStain,
FLOAT fEntitySize, // entity size in meters
const FLOAT3D &vSpeed,
const FLOAT3D &vSpawnerSpeed, // how fast was the entity moving
const FLOAT fConeSize, // size multiplier for debris cone
const FLOAT fSpeedUp, // size multiplier for debris catapulting up (0-no multiply)
const COLOR colDebris=C_WHITE // multiply color
);
DECL_DLL CEntityPointer Debris_Spawn(
CEntity *penSpawner,
CEntity *penComponents,
SLONG idModelComponent,
SLONG idTextureComponent,
SLONG idReflectionTextureComponent,
SLONG idSpecularTextureComponent,
SLONG idBumpTextureComponent,
INDEX iModelAnim,
FLOAT fSize, // size relative to entity size (or 0 for absolute stretch of 1)
const FLOAT3D &vPosRatio);
DECL_DLL CEntityPointer Debris_Spawn_Independent(
CEntity *penSpawner,
CEntity *penComponents,
SLONG idModelComponent,
SLONG idTextureComponent,
SLONG idReflectionTextureComponent,
SLONG idSpecularTextureComponent,
SLONG idBumpTextureComponent,
INDEX iModelAnim,
FLOAT fSize,
CPlacement3D plAbsolutePlacement,
FLOAT3D vTranslation,
ANGLE3D aRotation);
DECL_DLL CEntityPointer Debris_Spawn_Template(
EntityInfoBodyType eibt,
enum DebrisParticlesType dptParticles,
enum BasicEffectType betStain,
class CModelHolder2 *penmhDestroyed,
CEntity *penComponents,
class CModelHolder2 *penmh2,
FLOAT3D vStretch,
FLOAT fSize,
CPlacement3D plAbsolutePlacement,
FLOAT3D vLaunchSpeed,
ANGLE3D aRotSpeed,
BOOL bDebrisImmaterialASAP,
FLOAT fDustStretch,
COLOR colBurning);
// get default entity info for given body type
DECL_DLL EntityInfo *GetStdEntityInfo(EntityInfoBodyType eibt);
// damage control functions
DECL_DLL FLOAT DamageStrength(EntityInfoBodyType eibtBody, enum DamageType dtDamage);
// Print center screen message
DECL_DLL void PrintCenterMessage(CEntity *penThis, CEntity *penTarget,
const CTString &strMessage, TIME tmLength, enum MessageSound mssSound);
// get name of a key item
DECL_DLL const char *GetKeyName(enum KeyItemType kit);
// get session properties
DECL_DLL inline const CSessionProperties *GetSP(void)
{
return (const CSessionProperties *)_pNetwork->GetSessionProperties();
}
// i.e. weapon sound when fireing or exploding
DECL_DLL void SpawnRangeSound( CEntity *penPlayer, CEntity *penPos, enum SoundType st, FLOAT fRange);
// get some player for trigger source if any is existing
DECL_DLL CEntity *FixupCausedToPlayer(CEntity *penThis, CEntity *penCaused, BOOL bWarning=TRUE);
// precisely lerp between two placement using quaternions
DECL_DLL CPlacement3D LerpPlacementsPrecise(const CPlacement3D &pl0, const CPlacement3D &pl1, FLOAT fRatio);
// obtain game extra damage per enemy and per player
DECL_DLL FLOAT GetGameDamageMultiplier(void);
// get entity's serious damage multiplier
DECL_DLL FLOAT GetSeriousDamageMultiplier( CEntity *pen);
// get current world settings controller
DECL_DLL class CWorldSettingsController *GetWSC(CEntity *pen);
// helper functions
// distance between two entities
DECL_DLL inline FLOAT DistanceTo(CEntity *penE1, CEntity *penE2) {
return (penE1->GetPlacement().pl_PositionVector -
penE2->GetPlacement().pl_PositionVector).Length();
}
BulletHitType GetBulletHitTypeForSurface(INDEX iSurfaceType);
EffectParticlesType GetParticleEffectTypeForSurface(INDEX iSurfaceType);
// spawn effect from hit type
void SpawnHitTypeEffect(CEntity *pen, enum BulletHitType bhtType, BOOL bSound, FLOAT3D vHitNormal, FLOAT3D vHitPoint,
FLOAT3D vIncommingBulletDir, FLOAT3D vDistance);
#define FRndIn(a, b) (a + FRnd()*(b - a))