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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /******************************************************************************
- *
- * FILE
- * Toolkit.h
- *
- * DESCRIPTION
- * Designer Common Toolkit for Mission Construction
- *
- * PROGRAMMER
- * Design Team
- *
- * VERSION INFO
- * $Author: Dan_e $
- * $Revision: 79 $
- * $Modtime: 12/07/01 1:18p $
- * $Archive: /Commando/Code/Scripts/Toolkit.h $
- *
- ******************************************************************************/
- #ifndef _TOOLKIT_H_
- #define _TOOLKIT_H_
- // Defines and Includes
- #define SCRIPT_DEBUG_MESSAGE( X )
- /*
- #ifdef WWDEBUG
- #define SCRIPT_DEBUG_MESSAGE( X ) if (debug_mode) { Commands->Debug_Message X ; }
- #else
- #define SCRIPT_DEBUG_MESSAGE( X )
- #endif
- */
- #ifdef WWDEBUG
- #define NULL_POINTER_CHECK( X ) (if (X == NULL) { Commands->Debug_Message("***NULL pointer found in script: Line %d of file %s.\n", __LINE__, __FILE__); })
- #else
- #define NULL_POINTER_CHECK( X )
- #endif
- #ifdef WWDEBUG
- #define DISPLAY_VECTOR3( V ) Commands->Debug_Message("Value of '%s' is (%3.2f, %3.2f, %3.2f) at line %d of file %s.\n", #V, V.X, V.Y, V.Z, __LINE__, __FILE__)
- #else
- #define DISPLAY_VECTOR3( V )
- #endif
- #define STAR (Commands->Get_A_Star(Commands->Get_Position(Owner())))
- #define DIFFICULTY (Commands->Get_Difficulty_Level())
- #define MAX3( a, b, c ) (WWMath::Max(WWMath::Max(a, b), WWMath::Max(b, c)))
- #include "customevents.h"
- #include "scripts.h"
- #include "dprint.h"
- #include "vector3.h"
- #include "wwmath.h"
- #include <string.h>
- #include <assert.h>
- #include <stdio.h>
- #include <time.h>
- #define M00_BROADCASTER_TERMINAL_SIZE_RAD 100
- #define M00_BROADCASTER_TERMINAL_PROMPT_SIZE_RAD 10
- #define M00_SIEGE_GROUP_MAXIMUM 10
- #define M00_SIEGE_ZONES_MAXIMUM 10
- // Innate Priority Levels
- #define INNATE_PRIORITY_IDLE 10
- #define INNATE_PRIORITY_FOOTSTEPS_HEARD 50 //30
- #define INNATE_PRIORITY_CONVERSATION 40
- #define INNATE_PRIORITY_BULLET_HEARD 50
- #define INNATE_PRIORITY_GUNSHOT_HEARD 50 //70
- #define INNATE_PRIORITY_ENEMY_SEEN 90
- // Movement Speeds
- #define RUN .8f
- #define WALK .3f
- #define CROUCH .1f
- // Secondary Pog Delay
- #define SECONDARY_POG_DELAY 15.0f
- //Designer Sound Types
- #define M00_SOUND_SIEGE_ZONE 1000
- #define M03_SOUND_VOLCANO 1001
- #define M00_SOUND_ENGINEER_WANDER 1002
- #define M03_SOUND_BUNKER_OCCUPY 1003
- #define M00_SOUND_ENGINEER_WANDER_EMERGENCY 1004
- #define M00_SOUND_BUILDING_DESTROYED 100000
- #define M00_SOUND_ALWAYS_RUN 1005
- #define M00_SOUND_ALWAYS_RUN_OFF 1006
- #define M00_CUSTOM_CAMERA_ALARM 1007
- #define M00_CUSTOM_SAM_SITE_IGNORE 100008
- // Toolkit Timer Enumerations
- enum
- {
- TOOLKIT_TIMER_START = STIMER_TOOLKIT, // 9900
- M00_TIMER_SOUND_PLAY_2D_RAD, // 9901
- M00_TIMER_SOUND_PLAY_3D_RAD, // 9902
- M00_TIMER_SOUND_PLAY_3D_ON_OBJECT_RAD, // 9903
- M00_TIMER_DROP_OBJECT_RMV, // 9904
- M00_TIMER_SIEGE_ACTOR_CHECK, // 9905
- M00_TIMER_TRIGGER_EXPIRED, // 9906
- M00_TIMER_SIEGE_ZONE // 9907
- };
- // Toolkit Custom Enumerations
- enum
- {
- M00_CUSTOM_TRIGGER_ACTIVATE_ALL = 9000, // 0
- M00_CUSTOM_TRIGGER_ACTIVATE_KILLED, // 1
- M00_CUSTOM_TRIGGER_ACTIVATE_DESTROYED, // 2
- M00_CUSTOM_TRIGGER_ACTIVATE_ZONE_ENTERED, // 3
- M00_CUSTOM_TRIGGER_ACTIVATE_ZONE_EXITED, // 4
- M00_CUSTOM_TRIGGER_ACTIVATE_ZONE_ENTERED_OR_EXITED, // 5
- M00_CUSTOM_TRIGGER_ACTIVATE_ENEMY_SEEN, // 6
- M00_CUSTOM_TRIGGER_ACTIVATE_DAMAGED, // 7
- M00_CUSTOM_TRIGGER_ACTIVATE_ACTION_COMPLETE, // 8
- M00_CUSTOM_TRIGGER_ACTIVATE_ANIMATION_COMPLETE, // 9
- M00_CUSTOM_BROADCASTER_REGISTRATION, // 10
- M00_CUSTOM_BROADCASTER_PROMPTER, // 11
- M00_CUSTOM_BROADCASTER_REGISTRY_ERROR, // 12
-
- M00_CUSTOM_ANIMATION_DROP_OBJECT, // 13
- M00_CUSTOM_ACTION_RECEIVE_TYPE_DEFAULT, // 14
- M00_CUSTOM_TRIGGER_TIMER_EXPIRED, // 15
- M00_CUSTOM_SIEGE_ACTOR_GROUP_CHECK, // 16
- M00_CUSTOM_SIEGE_ZONE_VERIFICATION, // 17
- M00_CUSTOM_SIEGE_ACTOR_IS_DEAD, // 18
- M00_CUSTOM_SIEGE_ZONE_CHECKING_ACTOR, // 19
- M00_CUSTOM_SIEGE_ACTOR_RESPONDING, // 20
- M00_CUSTOM_SIEGE_ACTOR_UNREGISTER, // 21
- M00_CUSTOM_SIEGE_OBJECT_GROUP_CHANGE, // 22
- M00_CUSTOM_CINEMATIC_PRIMARY_KILLED, // 23
- M00_CUSTOM_POWERUP_GRANT_DISABLE, // 24
- M00_CUSTOM_OBJECT_ATTACHED_PRIMARY, // 25
- M00_CUSTOM_SOUND_BUILDING, // 26
- M00_CUSTOM_BUILDING_EXPLODE, // 27
- M00_CUSTOM_BUILDING_EXPLODE_NO, // 28
- M00_CUSTOM_BUILDING_EXPLODE_YES, // 29
- M00_CUSTOM_PLAY_BUILDING_SOUND, // 30
- M00_CREATE_RANDOM_EXPLOSION, // 31
- M00_SELECT_EMPTY_HANDS, // 32
- M00_OBELISK_WEAPON_ID, // 33
- M00_LAUNCH_SSM, // 34
- M00_SEND_OBJECT_ID, // 35
- M00_LOITER_ENABLE_TOGGLE, // 36
- M00_ENABLE_DAMAGE_MOD, // 37
- // This type and the next 20+ are used to set a slot in a cinematic script to an ID
- M00_CUSTOM_CINEMATIC_SET_SLOT = 10000, // 10000
- };
- inline int Get_Int_Random(int min, int max)
- {
- float random;
- int d_random;
- random = Commands->Get_Random(float(min), float(max)+1.0f-WWMATH_EPSILON);
- d_random = int(random);
- d_random = (d_random > max) ? max : d_random;
- return d_random;
- }
- // Vector 3 Color definitions for use with Text messages
- #define TEXT_COLOR_OBJECTIVE_PRIMARY Vector3 ( .196f, .882f, .196f)
- #define TEXT_COLOR_OBJECTIVE_SECONDARY Vector3 ( .196f, .588f, .980f)
- #define TEXT_COLOR_OBJECTIVE_TERTIARY Vector3 ( .588f, .196f, .588f)
- #define TEXT_COLOR_PLAYERTYPE_GDI Vector3 ( .882f, .686f, .255f)
- #define TEXT_COLOR_PLAYERTYPE_NOD Vector3 ( .784f, 0.0f, 0.0f)
- #define TEXT_COLOR_PLAYERTYPE_NEUTRAL Vector3 ( .882f, .882f, .941f)
- #define TEXT_COLOR_PLAYERTYPE_MUTANT Vector3 ( 0.0f, .392f, 0.0f)
- #define TEXT_COLOR_WHITE Vector3 ( 1.0f, 1.0f, 1.0f)
- #define TEXT_COLOR_YELLOW Vector3 ( 1.0f, 1.0f, 0.0f)
- #endif // _TOOLKIT_H_
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