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

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2021-12-26 12:17:09 +01:00
// common headers for flesh entity classes
#include <Entities/Debris.h> /* rcg10062001 need enum definition... */
#include <Entities/KeyItem.h> /* rcg10062001 need enum definition... */
#define SURFACE_SAND 9
#define SURFACE_WATER 12
#define SURFACE_RED_SAND 13
// 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(250)
#define MAX_ELECTRICITY INDEX(400)
#define MAX_IRONBALLS INDEX(30)
//#define MAX_NUKEBALLS INDEX(3)
// 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
// 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)
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]
// 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;
inline void Clear() { es_strName.Clear(); }
};
// 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
//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 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);
// 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);