mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-22 20:50:15 +00:00
format codebase
This commit is contained in:
@@ -103,61 +103,61 @@ private:
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const LWOSCENEID LWOSCENEID_INVALID = -1;
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struct LWONameValue {
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uint32_t length = 0; //!< The length of the name
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std::u16string name; //!< The name
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LWONameValue(void) {}
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LWONameValue(const std::u16string& name) {
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this->name = name;
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this->length = static_cast<uint32_t>(name.length());
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}
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~LWONameValue(void) {}
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uint32_t length = 0; //!< The length of the name
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std::u16string name; //!< The name
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LWONameValue(void) {}
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LWONameValue(const std::u16string& name) {
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this->name = name;
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this->length = static_cast<uint32_t>(name.length());
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}
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~LWONameValue(void) {}
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};
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struct FriendData {
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public:
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bool isOnline = false;
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bool isBestFriend = false;
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bool isFTP = false;
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LWOZONEID zoneID;
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LWOOBJID friendID;
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std::string friendName;
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bool isOnline = false;
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bool isBestFriend = false;
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bool isFTP = false;
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LWOZONEID zoneID;
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LWOOBJID friendID;
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std::string friendName;
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void Serialize(RakNet::BitStream& bitStream) {
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bitStream.Write<uint8_t>(isOnline);
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bitStream.Write<uint8_t>(isBestFriend);
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bitStream.Write<uint8_t>(isFTP);
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bitStream.Write<uint32_t>(0); //???
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bitStream.Write<uint8_t>(0); //???
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bitStream.Write(zoneID.GetMapID());
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bitStream.Write(zoneID.GetInstanceID());
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bitStream.Write(zoneID.GetCloneID());
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bitStream.Write(friendID);
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uint32_t maxSize = 33;
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uint32_t size = static_cast<uint32_t>(friendName.length());
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uint32_t remSize = static_cast<uint32_t>(maxSize - size);
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void Serialize(RakNet::BitStream& bitStream) {
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bitStream.Write<uint8_t>(isOnline);
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bitStream.Write<uint8_t>(isBestFriend);
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bitStream.Write<uint8_t>(isFTP);
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bitStream.Write<uint32_t>(0); //???
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bitStream.Write<uint8_t>(0); //???
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bitStream.Write(zoneID.GetMapID());
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bitStream.Write(zoneID.GetInstanceID());
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bitStream.Write(zoneID.GetCloneID());
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bitStream.Write(friendID);
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if (size > maxSize) size = maxSize;
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uint32_t maxSize = 33;
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uint32_t size = static_cast<uint32_t>(friendName.length());
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uint32_t remSize = static_cast<uint32_t>(maxSize - size);
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for (uint32_t i = 0; i < size; ++i) {
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bitStream.Write(static_cast<uint16_t>(friendName[i]));
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}
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if (size > maxSize) size = maxSize;
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for (uint32_t j = 0; j < remSize; ++j) {
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bitStream.Write(static_cast<uint16_t>(0));
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}
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for (uint32_t i = 0; i < size; ++i) {
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bitStream.Write(static_cast<uint16_t>(friendName[i]));
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}
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bitStream.Write<uint32_t>(0); //???
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bitStream.Write<uint16_t>(0); //???
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}
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for (uint32_t j = 0; j < remSize; ++j) {
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bitStream.Write(static_cast<uint16_t>(0));
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}
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bitStream.Write<uint32_t>(0); //???
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bitStream.Write<uint16_t>(0); //???
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}
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};
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struct Brick {
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uint32_t designerID;
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uint32_t materialID;
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uint32_t designerID;
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uint32_t materialID;
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};
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//This union is used by the behavior system
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@@ -169,26 +169,26 @@ union suchar {
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//=========== DLU ENUMS ============
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enum eGameMasterLevel : int32_t {
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GAME_MASTER_LEVEL_CIVILIAN = 0, // Normal player.
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GAME_MASTER_LEVEL_FORUM_MODERATOR = 1, // No permissions on live servers.
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GAME_MASTER_LEVEL_JUNIOR_MODERATOR = 2, // Can kick/mute and pull chat logs.
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GAME_MASTER_LEVEL_MODERATOR = 3, // Can return lost items.
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GAME_MASTER_LEVEL_SENIOR_MODERATOR = 4, // Can ban.
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GAME_MASTER_LEVEL_LEAD_MODERATOR = 5, // Can approve properties.
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GAME_MASTER_LEVEL_JUNIOR_DEVELOPER = 6, // Junior developer & future content team. Civilan on live.
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GAME_MASTER_LEVEL_INACTIVE_DEVELOPER = 7, // Inactive developer, limited permissions.
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GAME_MASTER_LEVEL_DEVELOPER = 8, // Active developer, full permissions on live.
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GAME_MASTER_LEVEL_OPERATOR = 9 // Can shutdown server for restarts & updates.
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GAME_MASTER_LEVEL_CIVILIAN = 0, // Normal player.
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GAME_MASTER_LEVEL_FORUM_MODERATOR = 1, // No permissions on live servers.
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GAME_MASTER_LEVEL_JUNIOR_MODERATOR = 2, // Can kick/mute and pull chat logs.
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GAME_MASTER_LEVEL_MODERATOR = 3, // Can return lost items.
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GAME_MASTER_LEVEL_SENIOR_MODERATOR = 4, // Can ban.
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GAME_MASTER_LEVEL_LEAD_MODERATOR = 5, // Can approve properties.
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GAME_MASTER_LEVEL_JUNIOR_DEVELOPER = 6, // Junior developer & future content team. Civilan on live.
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GAME_MASTER_LEVEL_INACTIVE_DEVELOPER = 7, // Inactive developer, limited permissions.
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GAME_MASTER_LEVEL_DEVELOPER = 8, // Active developer, full permissions on live.
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GAME_MASTER_LEVEL_OPERATOR = 9 // Can shutdown server for restarts & updates.
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};
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//=========== LU ENUMS ============
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//! An enum for object ID bits
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enum eObjectBits : int32_t {
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OBJECT_BIT_PERSISTENT = 32, //!< The 32 bit index
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OBJECT_BIT_CLIENT = 46, //!< The 46 bit index
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OBJECT_BIT_SPAWNED = 58, //!< The 58 bit index
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OBJECT_BIT_CHARACTER = 60 //!< The 60 bit index
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OBJECT_BIT_PERSISTENT = 32, //!< The 32 bit index
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OBJECT_BIT_CLIENT = 46, //!< The 46 bit index
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OBJECT_BIT_SPAWNED = 58, //!< The 58 bit index
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OBJECT_BIT_CHARACTER = 60 //!< The 60 bit index
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};
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//! An enum for MatchUpdate types
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@@ -208,18 +208,18 @@ enum eCyclingMode : uint32_t {
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};
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enum eCinematicEvent : uint32_t {
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STARTED,
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WAYPOINT,
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ENDED,
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STARTED,
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WAYPOINT,
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ENDED,
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};
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//! An enum for character creation responses
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enum eCreationResponse : uint8_t {
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CREATION_RESPONSE_SUCCESS = 0, //!< The creation was successful
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CREATION_RESPONSE_OBJECT_ID_UNAVAILABLE, //!< The Object ID can't be used
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CREATION_RESPONSE_NAME_NOT_ALLOWED, //!< The name is not allowed
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CREATION_RESPONSE_PREDEFINED_NAME_IN_USE, //!< The predefined name is already in use
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CREATION_RESPONSE_CUSTOM_NAME_IN_USE //!< The custom name is already in use
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CREATION_RESPONSE_SUCCESS = 0, //!< The creation was successful
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CREATION_RESPONSE_OBJECT_ID_UNAVAILABLE, //!< The Object ID can't be used
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CREATION_RESPONSE_NAME_NOT_ALLOWED, //!< The name is not allowed
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CREATION_RESPONSE_PREDEFINED_NAME_IN_USE, //!< The predefined name is already in use
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CREATION_RESPONSE_CUSTOM_NAME_IN_USE //!< The custom name is already in use
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};
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//! An enum for login responses
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@@ -234,21 +234,21 @@ enum eLoginResponse : uint8_t {
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//! An enum for character rename responses
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enum eRenameResponse : uint8_t {
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RENAME_RESPONSE_SUCCESS = 0, //!< The renaming was successful
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RENAME_RESPONSE_UNKNOWN_ERROR, //!< There was an unknown error
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RENAME_RESPONSE_NAME_UNAVAILABLE, //!< The name is unavailable
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RENAME_RESPONSE_NAME_IN_USE //!< The name is already in use
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RENAME_RESPONSE_SUCCESS = 0, //!< The renaming was successful
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RENAME_RESPONSE_UNKNOWN_ERROR, //!< There was an unknown error
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RENAME_RESPONSE_NAME_UNAVAILABLE, //!< The name is unavailable
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RENAME_RESPONSE_NAME_IN_USE //!< The name is already in use
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};
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//! A replica packet type
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enum eReplicaPacketType {
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PACKET_TYPE_CONSTRUCTION, //!< A construction packet
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PACKET_TYPE_SERIALIZATION, //!< A serialization packet
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PACKET_TYPE_DESTRUCTION //!< A destruction packet
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PACKET_TYPE_CONSTRUCTION, //!< A construction packet
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PACKET_TYPE_SERIALIZATION, //!< A serialization packet
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PACKET_TYPE_DESTRUCTION //!< A destruction packet
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};
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enum ServerDisconnectIdentifiers {
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SERVER_DISCON_UNKNOWN_SERVER_ERROR = 0, //!< Unknown server error
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SERVER_DISCON_UNKNOWN_SERVER_ERROR = 0, //!< Unknown server error
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SERVER_DISCON_DUPLICATE_LOGIN = 4, //!< Used when another user with the same username is logged in (duplicate login)
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SERVER_DISCON_SERVER_SHUTDOWN = 5, //!< Used when the server is shutdown
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SERVER_DISCON_SERVER_MAP_LOAD_FAILURE = 6, //!< Used when the server cannot load a map
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@@ -263,80 +263,80 @@ enum ServerDisconnectIdentifiers {
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//! The Behavior Types for use with the AI system
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enum eCombatBehaviorTypes : uint32_t {
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PASSIVE = 0, //!< The object is passive
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AGGRESSIVE = 1, //!< The object is aggressive
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PASSIVE_TURRET = 2, //!< The object is a passive turret
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AGGRESSIVE_TURRET = 3 //!< The object is an aggressive turret
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PASSIVE = 0, //!< The object is passive
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AGGRESSIVE = 1, //!< The object is aggressive
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PASSIVE_TURRET = 2, //!< The object is a passive turret
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AGGRESSIVE_TURRET = 3 //!< The object is an aggressive turret
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};
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//! The Combat Role Type for use with the AI system
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enum eCombatRoleType : uint32_t {
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MELEE = 0, //!< Used for melee attacks
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RANGED = 1, //!< Used for range attacks
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SUPPORT = 2 //!< Used for support
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MELEE = 0, //!< Used for melee attacks
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RANGED = 1, //!< Used for range attacks
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SUPPORT = 2 //!< Used for support
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};
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//! The kill types for the Die packet
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enum eKillType : uint32_t {
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VIOLENT,
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SILENT
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VIOLENT,
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SILENT
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};
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//! The various world states used throughout the server
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enum eObjectWorldState {
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WORLDSTATE_INWORLD, //!< Probably used when the object is in the world
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WORLDSTATE_ATTACHED, //!< Probably used when the object is attached to another object
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WORLDSTATE_INVENTORY //!< Probably used when the object is in an inventory
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WORLDSTATE_INWORLD, //!< Probably used when the object is in the world
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WORLDSTATE_ATTACHED, //!< Probably used when the object is attached to another object
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WORLDSTATE_INVENTORY //!< Probably used when the object is in an inventory
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};
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//! The trigger stats (???)
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enum eTriggerStat {
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INVALID_STAT, //!< ???
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HEALTH, //!< Probably used for health
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ARMOR, //!< Probably used for armor
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IMAGINATION //!< Probably used for imagination
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INVALID_STAT, //!< ???
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HEALTH, //!< Probably used for health
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ARMOR, //!< Probably used for armor
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IMAGINATION //!< Probably used for imagination
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};
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//! The trigger operations (???)
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enum eTriggerOperator {
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INVALID_OPER, //!< ???
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EQUAL, //!< ???
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NOT_EQUAL, //!< ???
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GREATER, //!< ???
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GREATER_EQUAL, //!< ???
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LESS, //!< ???
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LESS_EQUAL //!< ???
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INVALID_OPER, //!< ???
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EQUAL, //!< ???
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NOT_EQUAL, //!< ???
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GREATER, //!< ???
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GREATER_EQUAL, //!< ???
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LESS, //!< ???
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LESS_EQUAL //!< ???
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};
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//! The various build types
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enum eBuildType {
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BUILD_NOWHERE, //!< Used if something can't be built anywhere
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BUILD_IN_WORLD, //!< Used if something can be built in the world
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BUILD_ON_PROPERTY //!< Used if something can be build on a property
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BUILD_NOWHERE, //!< Used if something can't be built anywhere
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BUILD_IN_WORLD, //!< Used if something can be built in the world
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BUILD_ON_PROPERTY //!< Used if something can be build on a property
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};
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//! Quickbuild fail reasons
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enum eFailReason : uint32_t {
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REASON_NOT_GIVEN,
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REASON_OUT_OF_IMAGINATION,
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REASON_CANCELED_EARLY,
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REASON_BUILD_ENDED
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REASON_NOT_GIVEN,
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REASON_OUT_OF_IMAGINATION,
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REASON_CANCELED_EARLY,
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REASON_BUILD_ENDED
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};
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//! Terminate interaction type
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enum eTerminateType : uint32_t {
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RANGE,
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USER,
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FROM_INTERACTION
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RANGE,
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USER,
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FROM_INTERACTION
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};
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//! The combat state
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enum eCombatState {
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IDLE, //!< The AI is in an idle state
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AGGRO, //!< The AI is in an aggressive state
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TETHER, //!< The AI is being redrawn back to tether point
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SPAWN, //!< The AI is spawning
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DEAD //!< The AI is dead
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IDLE, //!< The AI is in an idle state
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AGGRO, //!< The AI is in an aggressive state
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TETHER, //!< The AI is being redrawn back to tether point
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SPAWN, //!< The AI is spawning
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DEAD //!< The AI is dead
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};
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enum eControlSceme {
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@@ -348,7 +348,7 @@ enum eControlSceme {
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SCHEME_DRIVING,
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SCHEME_TAMING,
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SCHEME_MODULAR_BUILD,
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SCHEME_WEAR_A_ROBOT //== freecam?
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SCHEME_WEAR_A_ROBOT //== freecam?
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};
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enum eStunState {
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@@ -357,86 +357,86 @@ enum eStunState {
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};
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enum eNotifyType {
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NOTIFY_TYPE_SUCCESS,
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NOTIFY_TYPE_QUIT,
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NOTIFY_TYPE_FAILED,
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NOTIFY_TYPE_BEGIN,
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NOTIFY_TYPE_READY,
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NOTIFY_TYPE_NAMINGPET
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NOTIFY_TYPE_SUCCESS,
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NOTIFY_TYPE_QUIT,
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NOTIFY_TYPE_FAILED,
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NOTIFY_TYPE_BEGIN,
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NOTIFY_TYPE_READY,
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NOTIFY_TYPE_NAMINGPET
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};
|
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enum eReplicaComponentType : int32_t {
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COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component
|
||||
COMPONENT_TYPE_RENDER = 2, //!< The Render Component
|
||||
COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component
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||||
COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component
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||||
COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component
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||||
COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component
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||||
COMPONENT_TYPE_BUFF = 7, //!< The Buff Component
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||||
COMPONENT_TYPE_SKILL = 9, //!< The Skill Component
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COMPONENT_TYPE_ITEM = 11, //!< The Item Component
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COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component
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||||
COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component
|
||||
COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component
|
||||
COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component
|
||||
COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component
|
||||
COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component
|
||||
COMPONENT_TYPE_PET = 26, //!< The Pet Component
|
||||
COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component
|
||||
COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component
|
||||
COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component
|
||||
COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component
|
||||
COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component
|
||||
COMPONENT_TYPE_MODEL = 42, //!< The Model Component
|
||||
COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component
|
||||
COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component
|
||||
COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component
|
||||
COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component
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||||
COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component
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||||
COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component
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||||
COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component
|
||||
COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component
|
||||
COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component
|
||||
COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component
|
||||
COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component
|
||||
COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
|
||||
COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
|
||||
COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
|
||||
COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
|
||||
COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
|
||||
COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
|
||||
COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
|
||||
COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
|
||||
COMPONENT_TYPE_RAIL_ACTIVATOR = 104, //!< The Rail Activator Component
|
||||
COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT = 106, //!< The Player Forced Movement Component
|
||||
COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
|
||||
COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
|
||||
COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
|
||||
COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
|
||||
COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
|
||||
COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component
|
||||
COMPONENT_TYPE_RENDER = 2, //!< The Render Component
|
||||
COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component
|
||||
COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component
|
||||
COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component
|
||||
COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component
|
||||
COMPONENT_TYPE_BUFF = 7, //!< The Buff Component
|
||||
COMPONENT_TYPE_SKILL = 9, //!< The Skill Component
|
||||
COMPONENT_TYPE_ITEM = 11, //!< The Item Component
|
||||
COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component
|
||||
COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component
|
||||
COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component
|
||||
COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component
|
||||
COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component
|
||||
COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component
|
||||
COMPONENT_TYPE_PET = 26, //!< The Pet Component
|
||||
COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component
|
||||
COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component
|
||||
COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component
|
||||
COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component
|
||||
COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component
|
||||
COMPONENT_TYPE_MODEL = 42, //!< The Model Component
|
||||
COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component
|
||||
COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component
|
||||
COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component
|
||||
COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component
|
||||
COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component
|
||||
COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component
|
||||
COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component
|
||||
COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component
|
||||
COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component
|
||||
COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component
|
||||
COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component
|
||||
COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
|
||||
COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
|
||||
COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
|
||||
COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
|
||||
COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
|
||||
COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
|
||||
COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
|
||||
COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
|
||||
COMPONENT_TYPE_RAIL_ACTIVATOR = 104, //!< The Rail Activator Component
|
||||
COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT = 106, //!< The Player Forced Movement Component
|
||||
COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
|
||||
COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
|
||||
COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
|
||||
COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
|
||||
COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
|
||||
};
|
||||
|
||||
enum class UseItemResponse : uint32_t {
|
||||
NoImaginationForPet = 1,
|
||||
FailedPrecondition,
|
||||
MountsNotAllowed
|
||||
NoImaginationForPet = 1,
|
||||
FailedPrecondition,
|
||||
MountsNotAllowed
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents the different types of inventories an entity may have
|
||||
*/
|
||||
enum eInventoryType : uint32_t {
|
||||
ITEMS = 0,
|
||||
VAULT_ITEMS,
|
||||
BRICKS,
|
||||
TEMP_ITEMS = 4,
|
||||
MODELS,
|
||||
TEMP_MODELS,
|
||||
BEHAVIORS,
|
||||
PROPERTY_DEEDS,
|
||||
ITEMS = 0,
|
||||
VAULT_ITEMS,
|
||||
BRICKS,
|
||||
TEMP_ITEMS = 4,
|
||||
MODELS,
|
||||
TEMP_MODELS,
|
||||
BEHAVIORS,
|
||||
PROPERTY_DEEDS,
|
||||
VENDOR_BUYBACK = 11,
|
||||
HIDDEN = 12, //Used for missional items
|
||||
VAULT_MODELS = 14,
|
||||
HIDDEN = 12, //Used for missional items
|
||||
VAULT_MODELS = 14,
|
||||
ITEM_SETS, //internal
|
||||
INVALID // made up, for internal use!!!
|
||||
};
|
||||
@@ -450,7 +450,7 @@ enum eRebuildState : uint32_t {
|
||||
};
|
||||
|
||||
/**
|
||||
* The loot source's type.
|
||||
* The loot source's type.
|
||||
*/
|
||||
enum eLootSourceType : int32_t {
|
||||
LOOT_SOURCE_NONE = 0,
|
||||
@@ -542,7 +542,7 @@ enum ePlayerFlags {
|
||||
TOOLTIP_TALK_TO_SKYLAND_TO_GET_HAT = 52,
|
||||
MODULAR_BUILD_PLAYER_PLACES_FIRST_MODEL_IN_SCRATCH = 53,
|
||||
MODULAR_BUILD_FIRST_ARROW_DISPLAY_FOR_MODULE = 54,
|
||||
AG_BEACON_QB,_SO_THE_PLAYER_CAN_ALWAYS_BUILD_THEM = 55,
|
||||
AG_BEACON_QB_SO_THE_PLAYER_CAN_ALWAYS_BUILD_THEM = 55,
|
||||
GF_PET_DIG_FLAG_1 = 56,
|
||||
GF_PET_DIG_FLAG_2 = 57,
|
||||
GF_PET_DIG_FLAG_3 = 58,
|
||||
@@ -554,7 +554,7 @@ enum ePlayerFlags {
|
||||
ENTER_BBB_FROM_PROPERTY_EDIT_CONFIRMATION_DIALOG = 64,
|
||||
AG_FIRST_COMBAT_COMPLETE = 65,
|
||||
AG_COMPLETE_BOB_MISSION = 66,
|
||||
NJ_GARMADON_CINEMATIC_SEEN = 125,
|
||||
NJ_GARMADON_CINEMATIC_SEEN = 125,
|
||||
ELEPHANT_PET_3050 = 801,
|
||||
CAT_PET_3054 = 802,
|
||||
TRICERATOPS_PET_3195 = 803,
|
||||
@@ -631,19 +631,19 @@ enum ePlayerFlags {
|
||||
NT_FACTION_SPY_DUKE = 1974,
|
||||
NT_FACTION_SPY_OVERBUILD = 1976,
|
||||
NT_FACTION_SPY_HAEL = 1977,
|
||||
NJ_EARTH_SPINJITZU = 2030,
|
||||
NJ_LIGHTNING_SPINJITZU = 2031,
|
||||
NJ_ICE_SPINJITZU = 2032,
|
||||
NJ_FIRE_SPINJITZU = 2033,
|
||||
NJ_WU_SHOW_DAILY_CHEST = 2099
|
||||
NJ_EARTH_SPINJITZU = 2030,
|
||||
NJ_LIGHTNING_SPINJITZU = 2031,
|
||||
NJ_ICE_SPINJITZU = 2032,
|
||||
NJ_FIRE_SPINJITZU = 2033,
|
||||
NJ_WU_SHOW_DAILY_CHEST = 2099
|
||||
};
|
||||
|
||||
//======== FUNC ===========
|
||||
|
||||
template<typename T>
|
||||
inline T const& clamp(const T& val, const T& low, const T& high) {
|
||||
if (val < low) return low;
|
||||
else if (val > high) return high;
|
||||
|
||||
return val;
|
||||
if (val < low) return low;
|
||||
else if (val > high) return high;
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user