ns/releases/valve/source/mod/AvHSpecials.h

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//======== (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 "mod/AvHMessage.h"
#include "mod/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_TEAMONE,
AVH_USER3_SPAWN_TEAMTWO,
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
//{
// AVH_USER4_PARTICLE_VISIBLE, // only valid for AvHParticleEntity: particle system handle in fuser1
// AVH_USER4_PARTICLE_NOTVISIBLE, // only valid for AvHParticleEntity: particle system handle in fuser1
//}
//AvHParticleUser4;
//typedef enum
//{
// AVH_USER4_NONE = 0,
// AVH_USER4_COMMANDER_STATION = 1,
// AVH_USER4_TURRET_FACTORY = 2,
// AVH_USER4_WEAPON_FACTORY = 3,
// AVH_USER4_ADVANCED_WEAPON_FACTORY = 4,
// AVH_USER4_ARMORY = 5,
// AVH_USER4_PROTOTYPE_LAB = 6,
// AVH_USER4_OBSERVATORY = 7,
// AVH_USER4_CHEMLAB = 8,
// AVH_USER4_MEDLAB = 9,
// AVH_USER4_NUKEPLANT = 10,
// AVH_USER4_TURRET = 11,
// AVH_USER4_RESTOWER = 12,
// AVH_USER4_CAMTOWER = 13,
// AVH_USER4_INFANTRYPORTAL = 14
//}
//AvHSelectableUser4;
// 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 = 0,
MASK_VIS_SIGHTED = 1, // 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 = 2, // This entity has been detected by the other team but isn't currently seen
MASK_BUILDABLE = 4, // This entity is buildable
MASK_UPGRADE_1 = 8, // Marine weapons 1, armor, marine basebuildable slot #0
MASK_UPGRADE_2 = 16, // Marine weapons 2, regen, marine basebuildable slot #1
MASK_UPGRADE_3 = 32, // Marine weapons 3, redemption, marine basebuildable slot #2
MASK_UPGRADE_4 = 64, // Marine armor 1, speed, marine basebuildable slot #3
MASK_UPGRADE_5 = 128, // Marine armor 2, adrenaline, marine basebuildable slot #4
MASK_UPGRADE_6 = 256, // Marine armor 3, silence, marine basebuildable slot #5
MASK_UPGRADE_7 = 512, // Marine jetpacks, Cloaking, marine basebuildable slot #6
MASK_UPGRADE_8 = 1024, // Pheromone, motion-tracking, marine basebuildable slot #7
MASK_UPGRADE_9 = 2048, // Scent of fear, exoskeleton
MASK_UPGRADE_10 = 4096, // Defensive level 2, power armor
MASK_UPGRADE_11 = 8192, // Defensive level 3, electrical defense
MASK_UPGRADE_12 = 16384, // Movement level 2,
MASK_UPGRADE_13 = 32768, // Movement level 3, marine heavy armor
MASK_UPGRADE_14 = 65536, // Sensory level 2
MASK_UPGRADE_15 = 131072, // Sensory level 3
MASK_ALIEN_MOVEMENT = 262144, // Onos is charging
MASK_WALLSTICKING = 524288, // Flag for wall-sticking
MASK_BUFFED = 1048576, // Alien is in range of active primal scream, or marine is under effects of catalyst
MASK_UMBRA = 2097152,
MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
MASK_RECYCLING = 8388608,
MASK_TOPDOWN = 16777216,
MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp
MASK_ENSNARED = 67108864,
MASK_ALIEN_EMBRYO = 268435456,
MASK_SELECTABLE = 536870912,
MASK_PARASITED = 1073741824,
MASK_SENSORY_NEARBY = 2147483648
} 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<AvHAlienUpgradeCategory> AvHAlienUpgradeListType;
//// Server ways to get/set upgrade masks
//#ifdef AVH_SERVER
//class AvHPlayer;
//bool GetHasUpgrade(AvHPlayer* inPlayer, AvHUpgradeMask inUpgrade);
//void SetUpgradeMask(AvHPlayer* inPlayer, AvHUpgradeMask inUpgrade);
//#endif
//
//// Client ways to get/set upgrade masks
//#ifdef AVH_CLIENT
//#include <assert.h>
//#include "mathlib.h"
//#include "const.h"
//#include "usercmd.h"
//#include "pm_defs.h"
//#include "pm_shared.h"
//#include "pm_movevars.h"
//#include "pm_debug.h"
//bool GetHasUpgrade(playermove_t* inPlayerMove, AvHUpgradeMask inUpgrade);
//void SetUpgradeMask(playermove_t* inPlayerMove, AvHUpgradeMask inUpgrade);
//#endif
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);
//int AvHGetUser3Base(int inUser3);
//
//int AvHGetUser4Base(int inUser4);
//int AvHGetUser4Extra(int inUser4);
//void AvHSetUser4(int& inUser4, int inBase, int inExtra);
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 AvHGetTechSlotList(const string& inClassName, TechSlotList& outTechSlotList);
bool AvHGetTechSlotEnabled(int inSlot, int inUser4);
void AvHSetTechSlotEnabledState(int inSlot, int* inUser4, bool inEnabled);
#endif