mirror of
https://github.com/ptitSeb/Serious-Engine
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209 lines
7.3 KiB
C
209 lines
7.3 KiB
C
// common headers for flesh entity classes
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#include <Entities/Debris.h> /* rcg10062001 need enum definition... */
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#include <Entities/KeyItem.h> /* rcg10062001 need enum definition... */
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#define SURFACE_SAND 9
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#define SURFACE_WATER 12
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#define SURFACE_RED_SAND 13
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// Max ammo
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#define MAX_BULLETS INDEX(500)
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#define MAX_SHELLS INDEX(100)
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#define MAX_ROCKETS INDEX(50)
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#define MAX_GRENADES INDEX(50)
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//#define MAX_NAPALM INDEX(250)
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#define MAX_ELECTRICITY INDEX(400)
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#define MAX_IRONBALLS INDEX(30)
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//#define MAX_NUKEBALLS INDEX(3)
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// Bit shifters for ammo
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#define AMMO_BULLETS 0
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#define AMMO_SHELLS 1
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#define AMMO_ROCKETS 2
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#define AMMO_GRENADES 3
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//#define AMMO_NAPALM 4
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#define AMMO_ELECTRICITY 5
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//#define AMMO_NUKEBALLS 6
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#define AMMO_IRONBALLS 7
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// Ammo mana Value
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#define AV_SHELLS INDEX(70)
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#define AV_BULLETS INDEX(10)
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#define AV_ROCKETS INDEX(150)
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#define AV_GRENADES INDEX(150)
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#define AV_ELECTRICITY INDEX(250)
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#define AV_IRONBALLS INDEX(700)
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//#define AV_NUKEBALLS INDEX(1800)
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//#define AV_NAPALM INDEX(200)
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enum EmptyShellType {
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ESL_BULLET = 0,
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ESL_SHOTGUN = 1,
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ESL_BUBBLE = 2,
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ESL_BULLET_SMOKE = 3,
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ESL_SHOTGUN_SMOKE = 4,
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ESL_COLT_SMOKE = 5,
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};
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// empty shell launch info
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#define MAX_FLYING_SHELLS 32
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struct ShellLaunchData {
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FLOAT sld_fSize; // size multiplier
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FLOAT3D sld_vPos; // launch position
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FLOAT3D sld_vSpeed; // launch speed
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FLOAT3D sld_vUp; // up vector in moment of launch
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FLOAT sld_tmLaunch; // time of launch
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EmptyShellType sld_estType; // shell type
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};
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#define ShellLaunchData_array m_asldData[MAX_FLYING_SHELLS]
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// world change
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struct WorldChange {
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CTString strGroup; // group name
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CPlacement3D plLink; // link placement for relative change
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INDEX iType; // change type
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};
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extern struct WorldChange _SwcWorldChange;
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// entity info
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struct EntityInfo {
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EntityInfoBodyType Eeibt; // body type
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FLOAT fMass; // mass (in kg)
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FLOAT vSourceCenter[3]; // body point (offset from handle) when entity look another entity
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FLOAT vTargetCenter[3]; // body point (offset from handle) when entity is target of look
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};
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// entity info
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struct EntityStats {
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CTString es_strName;
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INDEX es_ctCount;
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INDEX es_ctAmmount;
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FLOAT es_fValue;
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INDEX es_iScore;
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inline void Clear() { es_strName.Clear(); }
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};
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// statistics data for player stats management
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struct DECL_DLL PlayerStats {
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INDEX ps_iScore;
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INDEX ps_iKills;
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INDEX ps_iDeaths;
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INDEX ps_iSecrets;
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TIME ps_tmTime;
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PlayerStats(void): ps_iScore(0), ps_iKills(0), ps_iDeaths(0), ps_iSecrets(0), ps_tmTime(0.0f){}
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};
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// get info position for entity
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DECL_DLL void GetEntityInfoPosition(CEntity *pen, FLOAT *pf, FLOAT3D &vPos);
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// get source and target positions for ray cast
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DECL_DLL void GetPositionCastRay(CEntity *penSource, CEntity *penTarget, FLOAT3D &vSource, FLOAT3D &vTarget);
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// set bool from bool enum type
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DECL_DLL void SetBoolFromBoolEType(BOOL &bSet, BoolEType bet);
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// send event to target
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DECL_DLL void SendToTarget(CEntity *penSendEvent, EventEType eetEventType, CEntity *penCaused = NULL);
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// send event in range
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DECL_DLL void SendInRange(CEntity *penSource, EventEType eetEventType, const FLOATaabbox3D &boxRange);
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// spawn reminder
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DECL_DLL CEntityPointer SpawnReminder(CEntity *penOwner, FLOAT fWaitTime, INDEX iValue);
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// spawn flame
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//CEntityPointer SpawnFlame(CEntity *penOwner, CEntity *penAttach, const FLOAT3D &vSource);
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// Set components
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DECL_DLL void SetComponents(CEntity *pen, CModelObject &mo, ULONG ulIDModel, ULONG ulIDTexture,
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ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture);
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// Add attachment to model
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DECL_DLL void AddAttachmentToModel(CEntity *pen, CModelObject &mo, INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture,
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ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture);
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// Remove attachment from model
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DECL_DLL void RemoveAttachmentFromModel(CModelObject &mo, INDEX iAttachment);
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// Kick entity
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DECL_DLL void KickEntity(CEntity *penTarget, FLOAT3D vSpeed);
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// lens flare variables
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extern CLensFlareType _lftStandard;
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extern CLensFlareType _lftStandardReflections;
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extern CLensFlareType _lftYellowStarRedRing;
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extern CLensFlareType _lftYellowStarRedRingFar;
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extern CLensFlareType _lftWhiteGlowStarRedRing;
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extern CLensFlareType _lftWhiteGlowStar;
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extern CLensFlareType _lftWhiteGlowStarNG;
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extern CLensFlareType _lftWhiteStarRedRingStreaks;
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extern CLensFlareType _lftWhiteStarRedReflections;
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extern CLensFlareType _lftBlueStarBlueReflections;
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extern CLensFlareType _lftProjectileStarGlow;
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extern CLensFlareType _lftProjectileWhiteBubbleGlow;
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extern CLensFlareType _lftProjectileYellowBubbleGlow;
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extern CLensFlareType _lftPVSpaceShipWindowFlare;
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extern CLensFlareType _lftCatmanFireGlow;
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extern CLensFlareType _lftWhiteGlowFar;
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// init lens flare effects
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void InitLensFlares(void);
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// close lens flares effects
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void CloseLensFlares(void);
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DECL_DLL BOOL SetPlayerAppearance(CModelObject *mo, CPlayerCharacter *ppc, CTString &strName, BOOL bPreview);
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// debugging functions
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DECL_DLL const char *PrintConsole(void);
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DECL_DLL const char *PrintStack(CEntity *pen);
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// debris spawning
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DECL_DLL void Debris_Begin(
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EntityInfoBodyType Eeibt,
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enum DebrisParticlesType dptParticles,
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enum BasicEffectType betStain,
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FLOAT fEntitySize, // entity size in meters
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const FLOAT3D &vSpeed,
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const FLOAT3D &vSpawnerSpeed, // how fast was the entity moving
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const FLOAT fConeSize, // size multiplier for debris cone
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const FLOAT fSpeedUp, // size multiplier for debris catapulting up (0-no multiply)
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const COLOR colDebris=C_WHITE // multiply color
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);
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DECL_DLL CEntityPointer Debris_Spawn(
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CEntity *penSpawner,
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CEntity *penComponents,
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SLONG idModelComponent,
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SLONG idTextureComponent,
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SLONG idReflectionTextureComponent,
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SLONG idSpecularTextureComponent,
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SLONG idBumpTextureComponent,
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INDEX iModelAnim,
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FLOAT fSize, // size relative to entity size (or 0 for absolute stretch of 1)
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const FLOAT3D &vPosRatio);
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// get default entity info for given body type
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DECL_DLL EntityInfo *GetStdEntityInfo(EntityInfoBodyType eibt);
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// damage control functions
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DECL_DLL FLOAT DamageStrength(EntityInfoBodyType eibtBody, enum DamageType dtDamage);
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// Print center screen message
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DECL_DLL void PrintCenterMessage(CEntity *penThis, CEntity *penTarget,
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const CTString &strMessage, TIME tmLength, enum MessageSound mssSound);
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// get name of a key item
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DECL_DLL const char *GetKeyName(enum KeyItemType kit);
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// get session properties
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DECL_DLL inline const CSessionProperties *GetSP(void)
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{
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return ((const CSessionProperties *)_pNetwork->GetSessionProperties());
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}
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// i.e. weapon sound when fireing or exploding
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DECL_DLL void SpawnRangeSound( CEntity *penPlayer, CEntity *penPos, enum SoundType st, FLOAT fRange);
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// get some player for trigger source if any is existing
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DECL_DLL CEntity *FixupCausedToPlayer(CEntity *penThis, CEntity *penCaused, BOOL bWarning=TRUE);
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// precisely lerp between two placement using quaternions
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DECL_DLL CPlacement3D LerpPlacementsPrecise(const CPlacement3D &pl0, const CPlacement3D &pl1, FLOAT fRatio);
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// obtain game extra damage per enemy and per player
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DECL_DLL FLOAT GetGameDamageMultiplier(void);
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