//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: Used to describe NS entity state on the client, server and in shared-code // // $Workfile: AvHSpecials.h $ // $Date: 2002/11/15 04:41:53 $ // //------------------------------------------------------------------------------- // $Log: AvHSpecials.h,v $ // Revision 1.33 2002/11/15 04:41:53 Flayra // - Added user3 to cull spawns // // Revision 1.32 2002/11/03 04:52:42 Flayra // - Added new user3s, to track entities for AddToFullPack (probably not needed) // // Revision 1.31 2002/09/23 22:32:51 Flayra // - Removed power armor // - Added heavy armor and jetpacks // // Revision 1.30 2002/08/16 02:48:33 Flayra // - Removed overwatch, added ensnared flag // // Revision 1.29 2002/08/02 21:47:00 Flayra // - Added max iuser3 // // Revision 1.28 2002/07/23 17:28:39 Flayra // - New constants for phase gates and alien buildings, new marine upgrades // // Revision 1.27 2002/07/08 17:18:29 Flayra // - Mark spawn points (can't remember why this is needed), updated comments, removed offensive upgrade code // // Revision 1.26 2002/07/01 21:24:56 Flayra // - Regular update // // Revision 1.25 2002/06/25 18:18:56 Flayra // - Removed offensive upgrades, added charging, new alien upgrade system // // Revision 1.24 2002/06/03 17:00:48 Flayra // - Renamed weapons factory and armory // // Revision 1.23 2002/05/28 18:08:25 Flayra // - Added recycling and persistent masks // // Revision 1.22 2002/05/23 02:32:57 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #ifndef AVH_SPECIALS_H #define AVH_SPECIALS_H #include "../types.h" #include "AvHMessage.h" #include "AvHConstants.h" // Only one of these allowed per entity, stored in pev->iuser3. typedef enum { AVH_USER3_NONE = 0, AVH_USER3_MARINE_PLAYER, AVH_USER3_COMMANDER_PLAYER, AVH_USER3_ALIEN_PLAYER1, AVH_USER3_ALIEN_PLAYER2, AVH_USER3_ALIEN_PLAYER3, AVH_USER3_ALIEN_PLAYER4, AVH_USER3_ALIEN_PLAYER5, AVH_USER3_ALIEN_EMBRYO, AVH_USER3_SPAWN_TEAMA, AVH_USER3_SPAWN_TEAMB, AVH_USER3_PARTICLE_ON, // only valid for AvHParticleEntity: entindex as int in fuser1, template index stored in fuser2 AVH_USER3_PARTICLE_OFF, // only valid for AvHParticleEntity: particle system handle in fuser1 AVH_USER3_WELD, // float progress (0 - 100) stored in fuser1 AVH_USER3_ALPHA, // fuser1 indicates how much alpha this entity toggles to in commander mode, fuser2 for players AVH_USER3_MARINEITEM, // Something a friendly marine can pick up AVH_USER3_WAYPOINT, AVH_USER3_HIVE, AVH_USER3_NOBUILD, AVH_USER3_USEABLE, AVH_USER3_AUDIO_ON, AVH_USER3_AUDIO_OFF, AVH_USER3_FUNC_RESOURCE, AVH_USER3_COMMANDER_STATION, AVH_USER3_TURRET_FACTORY, AVH_USER3_ARMORY, AVH_USER3_ADVANCED_ARMORY, AVH_USER3_ARMSLAB, AVH_USER3_PROTOTYPE_LAB, AVH_USER3_OBSERVATORY, AVH_USER3_CHEMLAB, AVH_USER3_MEDLAB, AVH_USER3_NUKEPLANT, AVH_USER3_TURRET, AVH_USER3_SIEGETURRET, AVH_USER3_RESTOWER, AVH_USER3_PLACEHOLDER, AVH_USER3_INFANTRYPORTAL, AVH_USER3_NUKE, AVH_USER3_BREAKABLE, AVH_USER3_UMBRA, AVH_USER3_PHASEGATE, AVH_USER3_DEFENSE_CHAMBER, AVH_USER3_MOVEMENT_CHAMBER, AVH_USER3_OFFENSE_CHAMBER, AVH_USER3_SENSORY_CHAMBER, AVH_USER3_ALIENRESTOWER, AVH_USER3_HEAVY, AVH_USER3_JETPACK, AVH_USER3_ADVANCED_TURRET_FACTORY, AVH_USER3_SPAWN_READYROOM, AVH_USER3_CLIENT_COMMAND, AVH_USER3_FUNC_ILLUSIONARY, AVH_USER3_MENU_BUILD, AVH_USER3_MENU_BUILD_ADVANCED, AVH_USER3_MENU_ASSIST, AVH_USER3_MENU_EQUIP, AVH_USER3_MINE, AVH_USER3_UNKNOWN, AVH_USER3_MAX } AvHUser3; typedef enum { WEAPON_ON_TARGET = 0x01, WEAPON_IS_CURRENT = 0x02, WEAPON_IS_ENABLED = 0x04 } CurWeaponStateFlags; typedef enum { BALANCE_ACTION_INSERT_INT = 0, BALANCE_ACTION_INSERT_FLOAT = 1, BALANCE_ACTION_INSERT_STRING = 2, BALANCE_ACTION_REMOVE = 3, BALANCE_ACTION_CLEAR = 4, BALANCE_ACTION_NOTIFY_PENDING = 5, BALANCE_ACTION_NOTIFY_FINISHED = 6 } BalanceMessageAction; // AvHSpecials, only one per entity, stored in pev->iuser4. // Stored in iuser4. Some entities don't use these values, but most do. The ones that don't include: // AVH_USER3_AUDIO_OFF // AVH_USER3_AUDIO_ON typedef enum { MASK_NONE = 0x00000000, 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. MASK_VIS_DETECTED = 0x00000002, // This entity has been detected by the other team but isn't currently seen MASK_BUILDABLE = 0x00000004, // This entity is buildable MASK_UPGRADE_1 = 0x00000008, // Marine weapons 1, armor, marine basebuildable slot #0 MASK_UPGRADE_2 = 0x00000010, // Marine weapons 2, regen, marine basebuildable slot #1 MASK_UPGRADE_3 = 0x00000020, // Marine weapons 3, redemption, marine basebuildable slot #2 MASK_UPGRADE_4 = 0x00000040, // Marine armor 1, speed, marine basebuildable slot #3 MASK_UPGRADE_5 = 0x00000080, // Marine armor 2, adrenaline, marine basebuildable slot #4 MASK_UPGRADE_6 = 0x00000100, // Marine armor 3, silence, marine basebuildable slot #5 MASK_UPGRADE_7 = 0x00000200, // Marine jetpacks, Cloaking, marine basebuildable slot #6 MASK_UPGRADE_8 = 0x00000400, // Pheromone, motion-tracking, marine basebuildable slot #7 MASK_UPGRADE_9 = 0x00000800, // Scent of fear, exoskeleton MASK_UPGRADE_10 = 0x00001000, // Defensive level 2, power armor MASK_UPGRADE_11 = 0x00002000, // Defensive level 3, electrical defense MASK_UPGRADE_12 = 0x00004000, // Movement level 2, MASK_UPGRADE_13 = 0x00008000, // Movement level 3, marine heavy armor MASK_UPGRADE_14 = 0x00010000, // Sensory level 2 MASK_UPGRADE_15 = 0x00020000, // Sensory level 3 MASK_ALIEN_MOVEMENT = 0x00040000, // Onos is charging MASK_WALLSTICKING = 0x00080000, // Flag for wall-sticking MASK_BUFFED = 0x00100000, // Alien is in range of active primal scream, or marine is under effects of catalyst MASK_UMBRA = 0x00200000, MASK_DIGESTING = 0x00400000, // When set on a visible player, player is digesting. When set on invisible player, player is being digested MASK_RECYCLING = 0x00800000, MASK_TOPDOWN = 0x01000000, MASK_PLAYER_STUNNED = 0x02000000, // Player has been stunned by stomp MASK_ENSNARED = 0x04000000, MASK_ALIEN_EMBRYO = 0x08000000, MASK_SELECTABLE = 0x10000000, MASK_PARASITED = 0x20000000, MASK_SENSORY_NEARBY = 0x40000000 } AvHUpgradeMask; // IMPORTANT: Keep this mask up to date as upgrades change and move around 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; const int kMaxUpgradesTypes = 3; typedef enum { ALIEN_UPGRADE_CATEGORY_INVALID = 0, ALIEN_UPGRADE_CATEGORY_DEFENSE, ALIEN_UPGRADE_CATEGORY_OFFENSE, ALIEN_UPGRADE_CATEGORY_MOVEMENT, ALIEN_UPGRADE_CATEGORY_SENSORY, ALIEN_UPGRADE_CATEGORY_MAX_PLUS_ONE, } AvHAlienUpgradeCategory; typedef vector AvHAlienUpgradeListType; void InitializeBuildable(int& inUser3, int& inUser4, float& inFuser1, int inUser3ID); bool GetHasUpgrade(int inUpgrade, AvHUpgradeMask inUpgradeMask); void SetUpgradeMask(int* inPointer, AvHUpgradeMask inUpgradeMask, bool inSet = true); AvHUpgradeMask ProcessGenericUpgrade(int& inUpgradeVariable, AvHMessageID inUpgrade, bool inGive = true); bool AvHGetAlienUpgradeCategory(AvHMessageID inUpgrade, AvHAlienUpgradeCategory& outCategory); bool AvHGetAlienUpgradeCategoryFromMask(AvHUpgradeMask inUpgradeMask, AvHAlienUpgradeCategory& outCategory); bool AvHGetAlienUpgradeMask(AvHMessageID inUpgrade, AvHUpgradeMask& outUpgradeMask); int AvHGetAlienUpgradeLevel(int inUser4, AvHUpgradeMask inMask); bool AvHGetHasFreeUpgradeCategory(AvHAlienUpgradeCategory inUpgradeCategory, const AvHAlienUpgradeListType& inList, int inUser4, int* outNumFree = NULL); bool AvHGetHasUpgradeChoiceInCategory(AvHAlienUpgradeCategory inUpgradeCategory, const AvHAlienUpgradeListType& inList, int inUser4); bool AvHGetIsAlien(int inUser3); int AvHGetNumUpgradesInCategory(AvHAlienUpgradeCategory inUpgradeCategory, int inUser4); int AvHGetNumUpgradesInCategoryInList(const AvHAlienUpgradeListType& inList, AvHAlienUpgradeCategory inUpgradeCategory); void AvHAddHigherLevelUpgrades(const AvHAlienUpgradeListType& inList, int& inUser4); void AvHRemoveIrrelevantUpgrades(AvHAlienUpgradeListType& inList); int AvHRemoveExcessUpgrades(const AvHAlienUpgradeListType& inList, int& inUser4); void AvHAddUpgradeInCategory(AvHAlienUpgradeCategory inUpgradeCategory, int& inUser4); void AvHRemoveUpgradeInCategory(AvHAlienUpgradeCategory inUpgradeCategory, int& inUser4); bool AvHRemoveUpgradeCategory(AvHAlienUpgradeCategory inUpgradeCategory, AvHAlienUpgradeListType& inList); bool AvHGetTechSlotEnabled(int inSlot, int inUser4); void AvHSetTechSlotEnabledState(int inSlot, int* inUser4, bool inEnabled); #endif