ns/dev/3.2-LUA/source/mod/AvHSharedUtil.h
tankefugl f0bcdd7a9f Branched for LUA development.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@266 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-13 11:35:45 +00:00

173 lines
8.8 KiB
C

//======== (C) Copyright 2002 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:
//
// $Workfile: AvHSharedUtil.h $
// $Date: 2002/11/12 22:39:26 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSharedUtil.h,v $
// Revision 1.24 2002/11/12 22:39:26 Flayra
// - Logging changes for Psychostats compatibility
//
// Revision 1.23 2002/10/16 01:07:26 Flayra
// - Added official sizes that HL supports (ugh)
// - Added utility function for drawing range of ghost building, but it's unused
//
// Revision 1.22 2002/09/25 20:51:05 Flayra
// - Allow small items to be built on entities (health can be dropped right on players)
//
// Revision 1.21 2002/08/16 02:47:06 Flayra
// - Fixed bug where not all the entities were iterated through
// - Support for ring-drawing (but not for all entities)
//
// Revision 1.20 2002/08/09 00:51:11 Flayra
// - Cleaned up useless special casing of tracetangible, fixed some problems where buildings could be built on players
//
// Revision 1.19 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.18 2002/07/23 17:26:49 Flayra
// - Siege don't require a nearby turret factory, only add built buildings for range detection, build problems on client (point contents failing on rough surfaces)
//
// Revision 1.17 2002/07/08 17:17:44 Flayra
// - Reworked colors, moved functions into server util
//
// Revision 1.16 2002/07/01 21:46:39 Flayra
// - Added support for generic building ranges, fixed morphing problems
//
// Revision 1.15 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_SHAREDUTIL_H
#define AVH_SHAREDUTIL_H
#ifdef AVH_CLIENT
#include "cl_dll/cl_util.h"
#include "cl_dll/util_vector.h"
#include "common/const.h"
#include "engine/progdefs.h"
#include "cl_dll/ev_hldm.h"
#include "common/vector_util.h"
#endif
#ifdef AVH_SERVER
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "common/vector_util.h"
#endif
#include "pm_shared/pm_defs.h"
#include "pm_shared/pm_shared.h"
#include "pm_shared/pm_movevars.h"
#include "pm_shared/pm_debug.h"
#include "mod/AvHMessage.h"
#include "mod/AvHConstants.h"
#include "mod/AvHMapExtents.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHBaseInfoLocation.h"
#include "mod/AvHBasePlayerWeaponConstants.h"
const int kHitOffsetAmount = 10;
#define kNoBuildTexture "nobuild"
#define kSeeThroughTexture "seethrough"
//physent_t* AvHSUGetEntity(int inPhysIndex);
const char* AvHSHUGetClassNameFromUser3(AvHUser3 inUser3);
int AvHSHUGetDrawRangeForMessageID(AvHMessageID inMessageID);
int AvHSHUGetDrawRangeForUser3(AvHUser3 inUser3);
bool AvHSHUGetDrawRingsForUser3(AvHUser3 inUser3, float& outScalar);
bool AvHSHUGetBuildRegions(AvHMessageID inMessageID, EntityListType& outEntities, IntList& outRanges, float& outZAdjustment, bool& outSnapToLocation);
bool AvHSHUGetAreSpecialBuildingRequirementsMet(AvHMessageID inMessageID, vec3_t& inLocation);
bool AvHSHUGetBuildTechClassName(AvHMessageID inMessageID, char*& outClassName);
bool AvHSHUGetResearchTechName(AvHMessageID inMessageID, char*& outResearchTechName);
bool AvHSHUGetCenterPositionForGroup(int inGroupNumber, float* inPlayerOrigin, float* outCenterPosition);
void AvHSHUGetEntities(int inUser3, EntityListType& outEntities);
bool AvHSHUGetEntityLocation(int inEntity, vec3_t& outLocation);
bool AvHSHUGetEntityIUser4(int inEntity, int& outIUser4);
vec3_t AvHSHUGetRealLocation(const vec3_t& inLocation, const vec3_t& inMinBox, const vec3_t& inMaxBox);
void AvHSHUGetFirstNonSolidPoint(float* inStartPos, float* inEndPos, float* outNonSolidPoint);
void AvHSHUGetFirstNonSolidPoint(const vec3_t& inStartPos, const vec3_t& inEndPos, vec3_t& outNonSolidPoint);
bool AvHSHUGetIsBuilding(AvHMessageID inMessageID);
bool AvHSHUGetIsBuildTech(AvHMessageID inMessageID);
bool AvHSHUGetIsWeaponFocusable(AvHWeaponID inWeaponID);
bool AvHSHUGetDoesTechCostEnergy(AvHMessageID inMessageID);
bool AvHSHUGetIsCombatModeTech(AvHMessageID inMessageID);
bool AvHSHUUser3ToMessageID(AvHUser3 inUser3, AvHMessageID& outMessageID);
bool AvHSHUMessageIDToUser3(AvHMessageID inMessageID, AvHUser3& outUser3);
bool AvHSHUGetIsResearchTech(AvHMessageID inMessageID);
bool AvHSHUGetIsGroupMessage(AvHMessageID inMessageID);
bool AvHSHUGetBuildTechRange(AvHMessageID inMessageID, float& outRange);
char* AvHSHUGetBuildTechModelName(AvHMessageID inMessageID);
bool AvHSHUGetSizeForPlayerUser3(AvHUser3 inUser3, Vector& outMinSize, Vector& outMaxSize, bool inDucking);
bool AvHSHUGetSizeForTech(AvHMessageID inMessageID, Vector& outMinSize, Vector& outMaxSize, bool inGetSizeToPlace = false);
bool AvHSHUGetSizeForUser3(AvHUser3 inUser3, Vector& outMinSize, Vector& outMaxSize);
float AvHSHUGetTime();
bool AvHSHUGetCanDropItem(vec3_t& inCenter, Vector& inMinSize, Vector& inMaxSize, float inMaxSlopeTangent, int inIgnoredEntityIndex, bool inIgnorePlayers);
bool AvHSHUGetIsVolumeContentNonsolid(vec3_t inCenter, Vector& inMinSize, Vector& inMaxSize, edict_t* inIgnoreEntity, bool inIgnorePlayers);
bool AvHSHUGetIsAreaFree(vec3_t inCenter, Vector& inMinSize, Vector& inMaxSize, edict_t* inIgnoreEntity = NULL, bool inIgnorePlayers = false);
bool AvHSHUGetEntitiesBlocking(Vector& inOrigin, Vector& inMinSize, Vector& inMaxSize, edict_t* inIgnoreEntity = NULL, bool inIgnorePlayers = false);
void AvHSHUGetMinBuildRadiusViolations(AvHMessageID inMessageID, vec3_t& inLocation, EntityListType& outViolations);
bool AvHSHUGetIsSiteValidForBuild(AvHMessageID inMessageID, Vector* inLocation, int inIgnoredEntityIndex = -1);
void AvHSHUMakeViewFriendlyKillerName(string& ioKillerName);
bool AvHSHUTraceAndGetIsSiteValidForBuild(AvHMessageID inMessageID, const Vector& inPointOfView, const Vector& inNormRay, Vector* outLocation = NULL);
bool AvHSHUGetEntityAtRay(const Vector& inPointOfView, const Vector& inNormRay, int& outEntIndex);
const AvHMapExtents& AvHSHUGetMapExtents();
bool AvHSHUTraceTangible(const vec3_t& inStartPos, const vec3_t& inEndPos, int& outIndex, vec3_t& outLocation, AvHTeamNumber& outTeamNumber, bool& outPlayerWasHit, int& outUserThree, int& outUserFour);
bool AvHSHUTraceTangible(const Vector& inPointOfView, const Vector& inNormRay, int* outUserThree = NULL, vec3_t* outLocation = NULL, AvHTeamNumber* outTeamNumber = NULL, bool* outPlayerWasHit = NULL);
bool AvHSHUTraceVerticalTangible(float inX, float inY, float inZ, int& outUserThree, float& outHeight);
bool AvHSHUTraceLineIsAreaFree(Vector& inStart, Vector& inEnd, edict_t* inIgnoreEntity = NULL, bool inIgnorePlayers = false);
float AvHTraceLineAgainstWorld(Vector& vecStart, Vector& vecEnd);
typedef enum
{
WAYPOINT_SUCCESS,
WAYPOINT_NOBUILD,
WAYPOINT_TOOSTEEP,
WAYPOINT_SEETHROUGH,
WAYPOINT_CONTENTSFULL,
WAYPOINT_ENTITYHIT,
} WaypointReturnCode;
#ifdef AVH_CLIENT
void AvHSHUClientGetFirstNonSolidPoint(const vec3_t& inStartPos, const vec3_t& inEndPos, vec3_t& outNonSolidPoint);
bool AvHSHUClientTraceWaypoint(const vec3_t& inStartPos, const vec3_t& inEndPos, vec3_t* outLocation, WaypointReturnCode* outReturnCode = NULL);
#endif
#ifdef AVH_SERVER
void AvHSHUServerGetFirstNonSolidPoint(const vec3_t& inStartPos, const vec3_t& inEndPos, vec3_t& outNonSolidPoint);
bool AvHSHUServerTraceWaypoint(const vec3_t& inStartPos, const vec3_t& inEndPos, vec3_t* outLocation, WaypointReturnCode* outReturnCode);
#endif
typedef enum
{
WEAPON_SOUND_INVALID,
WEAPON_SOUND_HUD_ON,
WEAPON_SOUND_HUD_OFF,
WEAPON_SOUND_MOVE_SELECT,
WEAPON_SOUND_SELECT,
WEAPON_SOUND_DENYSELECT
} WeaponHUDSound;
const char* AvHSHUGetCommonSoundName(bool inIsAlien, WeaponHUDSound inHUDSound);
void AvHSHUGetBuildResearchState(int inUser3, int inUser4, float inFuser1, bool& outIsBuilding, bool& outIsResearching, float& outNormalizedPercentage);
void AvHSHUSetBuildResearchState(int inUser3, int inUser4, float &outFuser1, bool inTrueBuildOrFalseResearch, float inNormalizedPercentage);
void AvHSHUSetEnergyState(int inUser3, float &outFuser1, float inNormalizedPercentage);
string AvHSHUBuildExecutableScriptName(const string& inScriptName, const string& inCurrentMapName);
string AvHSHUGetTimeDateString();
bool AvHSHUGetNameOfLocation(const AvHBaseInfoLocationListType& inLocations, vec3_t inLocation, string& outLocation);
bool AvHSHUGetForceHUDSound(AvHHUDSound inHUDSound);
#endif