jedi-academy/code/game/fields.h

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// Filename:- fields.h
//
#ifndef FIELDS_H
#define FIELDS_H
//
// fields are needed for spawning from the entity string
// and saving / loading games
//
#define FFL_SPAWNTEMP 1
#define MAX_GHOULINST_SIZE 16384
#ifndef FOFS
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#define FOFS(x) ((size_t)&(((gentity_t *)0)->x)) // usually already defined in qshared.h
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#endif
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#define STOFS(x) ((size_t)&(((spawn_temp_t *)0)->x))
#define LLOFS(x) ((size_t)&(((level_locals_t *)0)->x))
#define CLOFS(x) ((size_t)&(((gclient_t *)0)->x))
#define NPCOFS(x) ((size_t)&(((gNPC_t *)0)->x))
#define VHOFS(x) ((size_t)&(((Vehicle_t *)0)->x))
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//
#define strFOFS(x) #x,FOFS(x)
#define strSTOFS(x) #x,STOFS(x)
#define strLLOFS(x) #x,LLOFS(x)
#define strCLOFS(x) #x,CLOFS(x)
#define strNPCOFS(x) #x,NPCOFS(x)
#define strVHICOFS(x) #x,VHOFS(x)
typedef enum
{
// F_INT,
// F_SHORT,
// F_FLOAT,
F_STRING, // string
// F_VECTOR,
F_NULL, // A ptr to null out
F_ITEM, // Item pointer handling
// F_MMOVE, // Mmove pointer handling
F_GCLIENT, // Client pointer handling
F_GENTITY, // gentity_t ptr handling
F_BOOLPTR, // Generic pointer that is recreated later, could be left alone, but clearer if only 0/1 rather than 0/alloc
F_BEHAVIORSET, // special scripting string ptr array handler
F_ALERTEVENT, // special handler for alertevent struct in level_locals_t
F_AIGROUPS, // some AI grouping stuff of Mike's
F_ANIMFILESETS, // animfileset animevent strings
F_GROUP,
F_VEHINFO,
F_IGNORE
} fieldtypeSAVE_t;
typedef struct
{
char *psName;
int iOffset;
fieldtypeSAVE_t eFieldType;
} save_field_t;
#endif // #ifndef FIELDS_H
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//////////////////////// eof //////////////////////////