/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ // common headers for flesh entity classes #ifndef SE_INCL_ENTITIESMP_COMMON_H #define SE_INCL_ENTITIESMP_COMMON_H #ifdef PRAGMA_ONCE #pragma once #endif #if 0 #include /* rcg01202003 need enum definition... */ #include /* rcg01202003 need enum definition... */ #endif #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; 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; } }; static inline CTStream &operator>>(CTStream &strm, PlayerStats &ps) { strm>>ps.ps_iScore; strm>>ps.ps_iKills; strm>>ps.ps_iDeaths; strm>>ps.ps_iSecrets; strm>>ps.ps_tmTime; return strm; } static inline CTStream &operator<<(CTStream &strm, const PlayerStats &ps) { strm<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)) #endif // include-once blocker.