/*
** 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 .
*/
/******************************************************************************
*
* 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
#include
#include
#include
#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_