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https://github.com/ENSL/NS.git
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225 lines
9.5 KiB
C
225 lines
9.5 KiB
C
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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Used to describe NS entity state on the client, server and in shared-code
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//
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// $Workfile: AvHSpecials.h $
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// $Date: 2002/11/15 04:41:53 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHSpecials.h,v $
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// Revision 1.33 2002/11/15 04:41:53 Flayra
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// - Added user3 to cull spawns
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//
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// Revision 1.32 2002/11/03 04:52:42 Flayra
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// - Added new user3s, to track entities for AddToFullPack (probably not needed)
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//
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// Revision 1.31 2002/09/23 22:32:51 Flayra
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// - Removed power armor
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// - Added heavy armor and jetpacks
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//
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// Revision 1.30 2002/08/16 02:48:33 Flayra
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// - Removed overwatch, added ensnared flag
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//
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// Revision 1.29 2002/08/02 21:47:00 Flayra
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// - Added max iuser3
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//
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// Revision 1.28 2002/07/23 17:28:39 Flayra
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// - New constants for phase gates and alien buildings, new marine upgrades
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//
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// Revision 1.27 2002/07/08 17:18:29 Flayra
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// - Mark spawn points (can't remember why this is needed), updated comments, removed offensive upgrade code
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//
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// Revision 1.26 2002/07/01 21:24:56 Flayra
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// - Regular update
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//
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// Revision 1.25 2002/06/25 18:18:56 Flayra
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// - Removed offensive upgrades, added charging, new alien upgrade system
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//
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// Revision 1.24 2002/06/03 17:00:48 Flayra
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// - Renamed weapons factory and armory
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//
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// Revision 1.23 2002/05/28 18:08:25 Flayra
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// - Added recycling and persistent masks
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//
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// Revision 1.22 2002/05/23 02:32:57 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_SPECIALS_H
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#define AVH_SPECIALS_H
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#include "types.h"
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#include "mod/AvHMessage.h"
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#include "mod/AvHConstants.h"
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// Only one of these allowed per entity, stored in pev->iuser3.
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typedef enum
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{
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AVH_USER3_NONE = 0,
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AVH_USER3_MARINE_PLAYER,
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AVH_USER3_COMMANDER_PLAYER,
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AVH_USER3_ALIEN_PLAYER1,
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AVH_USER3_ALIEN_PLAYER2,
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AVH_USER3_ALIEN_PLAYER3,
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AVH_USER3_ALIEN_PLAYER4,
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AVH_USER3_ALIEN_PLAYER5,
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AVH_USER3_ALIEN_EMBRYO,
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AVH_USER3_SPAWN_TEAMA,
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AVH_USER3_SPAWN_TEAMB,
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AVH_USER3_PARTICLE_ON, // only valid for AvHParticleEntity: entindex as int in fuser1, template index stored in fuser2
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AVH_USER3_PARTICLE_OFF, // only valid for AvHParticleEntity: particle system handle in fuser1
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AVH_USER3_WELD, // float progress (0 - 100) stored in fuser1
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AVH_USER3_ALPHA, // fuser1 indicates how much alpha this entity toggles to in commander mode, fuser2 for players
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AVH_USER3_MARINEITEM, // Something a friendly marine can pick up
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AVH_USER3_WAYPOINT,
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AVH_USER3_HIVE,
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AVH_USER3_NOBUILD,
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AVH_USER3_USEABLE,
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AVH_USER3_AUDIO_ON,
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AVH_USER3_AUDIO_OFF,
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AVH_USER3_FUNC_RESOURCE,
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AVH_USER3_COMMANDER_STATION,
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AVH_USER3_TURRET_FACTORY,
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AVH_USER3_ARMORY,
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AVH_USER3_ADVANCED_ARMORY,
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AVH_USER3_ARMSLAB,
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AVH_USER3_PROTOTYPE_LAB,
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AVH_USER3_OBSERVATORY,
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AVH_USER3_CHEMLAB,
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AVH_USER3_MEDLAB,
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AVH_USER3_NUKEPLANT,
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AVH_USER3_TURRET,
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AVH_USER3_SIEGETURRET,
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AVH_USER3_RESTOWER,
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AVH_USER3_PLACEHOLDER,
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AVH_USER3_INFANTRYPORTAL,
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AVH_USER3_NUKE,
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AVH_USER3_BREAKABLE,
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AVH_USER3_UMBRA,
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AVH_USER3_PHASEGATE,
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AVH_USER3_DEFENSE_CHAMBER,
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AVH_USER3_MOVEMENT_CHAMBER,
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AVH_USER3_OFFENSE_CHAMBER,
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AVH_USER3_SENSORY_CHAMBER,
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AVH_USER3_ALIENRESTOWER,
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AVH_USER3_HEAVY,
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AVH_USER3_JETPACK,
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AVH_USER3_ADVANCED_TURRET_FACTORY,
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AVH_USER3_SPAWN_READYROOM,
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AVH_USER3_CLIENT_COMMAND,
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AVH_USER3_FUNC_ILLUSIONARY,
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AVH_USER3_MENU_BUILD,
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AVH_USER3_MENU_BUILD_ADVANCED,
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AVH_USER3_MENU_ASSIST,
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AVH_USER3_MENU_EQUIP,
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AVH_USER3_MINE,
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AVH_USER3_UNKNOWN,
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AVH_USER3_MAX
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} AvHUser3;
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typedef enum
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{
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WEAPON_ON_TARGET = 0x01,
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WEAPON_IS_CURRENT = 0x02,
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WEAPON_IS_ENABLED = 0x04
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} CurWeaponStateFlags;
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typedef enum
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{
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BALANCE_ACTION_INSERT_INT = 0,
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BALANCE_ACTION_INSERT_FLOAT = 1,
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BALANCE_ACTION_INSERT_STRING = 2,
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BALANCE_ACTION_REMOVE = 3,
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BALANCE_ACTION_CLEAR = 4,
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BALANCE_ACTION_NOTIFY_PENDING = 5,
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BALANCE_ACTION_NOTIFY_FINISHED = 6
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} BalanceMessageAction;
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// AvHSpecials, only one per entity, stored in pev->iuser4.
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// Stored in iuser4. Some entities don't use these values, but most do. The ones that don't include:
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// AVH_USER3_AUDIO_OFF
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// AVH_USER3_AUDIO_ON
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typedef enum
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{
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MASK_NONE = 0x00000000,
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MASK_VIS_SIGHTED = 0x00000001, // This means this is an entity that can be seen by at least one member of the opposing team. Assumes commanders can never be seen.
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MASK_VIS_DETECTED = 0x00000002, // This entity has been detected by the other team but isn't currently seen
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MASK_BUILDABLE = 0x00000004, // This entity is buildable
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MASK_UPGRADE_1 = 0x00000008, // Marine weapons 1, armor, marine basebuildable slot #0
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MASK_UPGRADE_2 = 0x00000010, // Marine weapons 2, regen, marine basebuildable slot #1
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MASK_UPGRADE_3 = 0x00000020, // Marine weapons 3, redemption, marine basebuildable slot #2
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MASK_UPGRADE_4 = 0x00000040, // Marine armor 1, speed, marine basebuildable slot #3
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MASK_UPGRADE_5 = 0x00000080, // Marine armor 2, adrenaline, marine basebuildable slot #4
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MASK_UPGRADE_6 = 0x00000100, // Marine armor 3, silence, marine basebuildable slot #5
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MASK_UPGRADE_7 = 0x00000200, // Marine jetpacks, Cloaking, marine basebuildable slot #6
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MASK_UPGRADE_8 = 0x00000400, // Pheromone, motion-tracking, marine basebuildable slot #7
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MASK_UPGRADE_9 = 0x00000800, // Scent of fear, exoskeleton
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MASK_UPGRADE_10 = 0x00001000, // Defensive level 2, power armor
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MASK_UPGRADE_11 = 0x00002000, // Defensive level 3, electrical defense
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MASK_UPGRADE_12 = 0x00004000, // Movement level 2,
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MASK_UPGRADE_13 = 0x00008000, // Movement level 3, marine heavy armor
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MASK_UPGRADE_14 = 0x00010000, // Sensory level 2
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MASK_UPGRADE_15 = 0x00020000, // Sensory level 3
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MASK_ALIEN_MOVEMENT = 0x00040000, // Onos is charging
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MASK_WALLSTICKING = 0x00080000, // Flag for wall-sticking
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MASK_BUFFED = 0x00100000, // Alien is in range of active primal scream, or marine is under effects of catalyst
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MASK_UMBRA = 0x00200000,
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MASK_DIGESTING = 0x00400000, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
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MASK_RECYCLING = 0x00800000,
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MASK_TOPDOWN = 0x01000000,
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MASK_PLAYER_STUNNED = 0x02000000, // Player has been stunned by stomp
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MASK_ENSNARED = 0x04000000,
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MASK_ALIEN_EMBRYO = 0x08000000,
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MASK_SELECTABLE = 0x10000000,
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MASK_PARASITED = 0x20000000,
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MASK_SENSORY_NEARBY = 0x40000000
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} AvHUpgradeMask;
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// IMPORTANT: Keep this mask up to date as upgrades change and move around
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const int kUpgradeBitMask = MASK_UPGRADE_1 | MASK_UPGRADE_2 | MASK_UPGRADE_3 | MASK_UPGRADE_4 | MASK_UPGRADE_5 | MASK_UPGRADE_6 /*| MASK_UPGRADE_7*/ | MASK_UPGRADE_8 | MASK_UPGRADE_9 | MASK_UPGRADE_10 | MASK_UPGRADE_11 | MASK_UPGRADE_12 /*| MASK_UPGRADE_13 */ | MASK_UPGRADE_14 | MASK_UPGRADE_15;
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const int kMaxUpgradesTypes = 3;
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typedef enum
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{
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ALIEN_UPGRADE_CATEGORY_INVALID = 0,
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ALIEN_UPGRADE_CATEGORY_DEFENSE,
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ALIEN_UPGRADE_CATEGORY_OFFENSE,
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ALIEN_UPGRADE_CATEGORY_MOVEMENT,
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ALIEN_UPGRADE_CATEGORY_SENSORY,
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ALIEN_UPGRADE_CATEGORY_MAX_PLUS_ONE,
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} AvHAlienUpgradeCategory;
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typedef vector<AvHAlienUpgradeCategory> AvHAlienUpgradeListType;
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void InitializeBuildable(int& inUser3, int& inUser4, float& inFuser1, int inUser3ID);
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bool GetHasUpgrade(int inUpgrade, AvHUpgradeMask inUpgradeMask);
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void SetUpgradeMask(int* inPointer, AvHUpgradeMask inUpgradeMask, bool inSet = true);
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AvHUpgradeMask ProcessGenericUpgrade(int& inUpgradeVariable, AvHMessageID inUpgrade, bool inGive = true);
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bool AvHGetAlienUpgradeCategory(AvHMessageID inUpgrade, AvHAlienUpgradeCategory& outCategory);
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bool AvHGetAlienUpgradeCategoryFromMask(AvHUpgradeMask inUpgradeMask, AvHAlienUpgradeCategory& outCategory);
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bool AvHGetAlienUpgradeMask(AvHMessageID inUpgrade, AvHUpgradeMask& outUpgradeMask);
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int AvHGetAlienUpgradeLevel(int inUser4, AvHUpgradeMask inMask);
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bool AvHGetHasFreeUpgradeCategory(AvHAlienUpgradeCategory inUpgradeCategory, const AvHAlienUpgradeListType& inList, int inUser4, int* outNumFree = NULL);
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bool AvHGetHasUpgradeChoiceInCategory(AvHAlienUpgradeCategory inUpgradeCategory, const AvHAlienUpgradeListType& inList, int inUser4);
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bool AvHGetIsAlien(int inUser3);
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int AvHGetNumUpgradesInCategory(AvHAlienUpgradeCategory inUpgradeCategory, int inUser4);
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int AvHGetNumUpgradesInCategoryInList(const AvHAlienUpgradeListType& inList, AvHAlienUpgradeCategory inUpgradeCategory);
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void AvHAddHigherLevelUpgrades(const AvHAlienUpgradeListType& inList, int& inUser4);
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void AvHRemoveIrrelevantUpgrades(AvHAlienUpgradeListType& inList);
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int AvHRemoveExcessUpgrades(const AvHAlienUpgradeListType& inList, int& inUser4);
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void AvHAddUpgradeInCategory(AvHAlienUpgradeCategory inUpgradeCategory, int& inUser4);
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void AvHRemoveUpgradeInCategory(AvHAlienUpgradeCategory inUpgradeCategory, int& inUser4);
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bool AvHRemoveUpgradeCategory(AvHAlienUpgradeCategory inUpgradeCategory, AvHAlienUpgradeListType& inList);
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bool AvHGetTechSlotEnabled(int inSlot, int inUser4);
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void AvHSetTechSlotEnabledState(int inSlot, int* inUser4, bool inEnabled);
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#endif
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