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akmacros.inc
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2005-03-11
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#if defined _akmacros_inc
#endinput
#endif
#define _akmacros_inc
// String related constants:
#define CLASSNAME_MAXLENGTH 64
#define DEBUG_MESSAGE_MAXLENGTH 256
#define STR_PROP_MAX_LENGTH 64
#define STRID_MAX_LENGTH 64
// Float related constants:
#define PI 3.14159265
#define OK true
#define NOT_OK false
#define EAST 0.0
#define NORTHEAST 45.0
#define NORTH 90.0
#define NORTHWEST 135.0
#define WEST 180.0
#define SOUTHWEST 225.0
#define SOUTH 270.0
#define SOUTHEAST 315.0
enum eUnitCategory
{
UC_OTHER = 0,
UC_ARTILLERY =10,
UC_ATGUN =20,
UC_SPECINFANTRY =30,
UC_INFANTRY =40,
UC_TRANSPORTER =50,
UC_RECON =60,
UC_TANK =70,
UC_BUILDING =80,
UC_HERO =90
}
enum eEnd
{
STOP,
RESTART
}
enum eDebugLevel
{
DL_FORBID = -1,
DL_OFF = 0,
DL_CRITICAL,
DL_ERROR,
DL_WARNING,
DL_MESSAGE,
DL_BEHAVIOR
}
// EventID:
stock const UNIT_TEAM_CHANGED[] = "cAKEntity,08";
// UNIT_TEAM_CHANGED Event a valtozas utan kerul kuldesre, tehat
// a GetParamInt( GetEntity( something ), "Team" ) eredmenye a cel team. Ha az is erdekes,
// hogy melyik teambol valtott, akkor GetMsgParamInt() fuggvennyel lehet lekerdezni.
stock const ENTITY_SELECTED[]= "cAKEntity,01";
stock const ENTITY_DESELECTED[]= "cAKEntity,02";
stock const ENTITY_CREATE[]= "cAKEntity,03";
stock const ENTITY_ACTIVATE[]= "cAKEntity,04"; // If an entity is activated
stock const ENTITY_DEACTIVATE[]= "cAKEntity,05"; // If an entity is deactivate
// GetMsgParamStringgel lehet lekerni a groupot. Initkor nem mukodik, csak utana. (POST_GAME_START event utan)
stock const ENTITY_ADDGROUP[]= "cAKEntity,06";
stock const ENTITY_REMOVEGROUP[]= "cAKEntity,07";
stock const INIT[]= "cAkScript,00"; // Init
stock const DEINIT[]= "cAkScript,01"; // DeInit
stock const ACTIVATE[]= "cAkScript,02"; // Switched to game mode
stock const DEACTIVATE[]= "cAkScript,03"; // Switched off from game mode
stock const TEST_EVENT[]= "cAKScript,04"; // Test event
stock const DEBUG_EVENT[]= "cAKScript,05"; // Test2 a debuglevel allitashoz
stock const GROUPDIED[]= "cAKWorld,03"; // The sender is the World!
stock const MP_OK_PRESSED[]= "cAKWorld,04"; // Message Panel: OK pressed
stock const MP_SPEECH_FINISHED[]= "cAKWorld,05"; // Speech finished
// Use GetMsgParamString to identify the group
stock const CAMERA_TARGET_REACHED[]= "cCameraController,00"; // Ha a kamera odaert a targetjehez
stock const UNIT_COMMAND_QUEUE_EMPTY[] = "cCommandExecutor,00";
stock const CMD_EVENT[]= "cCommandExecutor,01"; // Event cmn from a command ????
stock const AREA_CLEAR[]= "cCompositeArea,00"; // Area clear
stock const AREA_DIRTY[]= "cCompositeArea,01"; // Area dirty
stock const AREA_CAMERA_ENTERED[]= "cCompositeArea,02"; // Camera target entered the area
stock const AREA_CAMERA_EXITED[]= "cCompositeArea,03"; // Camera target exited the area
stock const COUNTDOWN_DONE[]= "cCountDown,00"; // Lejart az ora
// Use GetMsgParamString to get the Area Name
// Sender is the world
stock const UNIT_DIED[]= "cDRSimple,00"; // Ha meghalt a unit. GetMsgParamObj visszaadja, ki olte meg.
stock const UNIT_DAMAGED[]= "cDRSimple,01"; // Ha megsebesult egy unit. GetMsgParamObj visszaadja, ki lott ra.
stock const UNIT_HIT[]= "cDRSimple,02"; // Ha eltalaltak a unitot. GetMsgParamObj visszaadja, ki lott ra.
stock const UNIT_POST_DAMAGED[]= "cDRSimple,03"; // Ha eltalaltak a unitot. GetMsgParamObj visszaadja, ki lott ra.
stock const HQ_TAKEOVER[]= "cHQ,00"; // Elfoglaltak a zaszlot
stock const MISSION_END[]= "cMission,00"; // Ha vegetert a palya
stock const UNIT_MOUNTED[]= "cMountPoint,00"; // A Sender az aki mountolt!
// GetMsgParamObject() adja vissza, hogy kibe mountoltak be
stock const UNIT_UNMOUNTED[]= "cMountPoint,01"; // Az dobja, aki kimountolt!
stock const UNIT_ARRIVED[] = "cUnitController,00"; // Ha megerkezett a unit a celpontjahoz.
stock const UNIT_AREA_ENTER[] = "cUnitController,01"; // Ha belepett egy circle areaba.
// GetMsgParamObject() adja vissza, hogy hova erkeztunk.
stock const UNIT_AREA_EXIT[] = "cUnitController,02"; // Ha elhagyott egy circle areat.
stock const UNIT_STARTED[] = "cUnitController,03"; // Ha a unit megallt.
stock const UNIT_STOPPED[] = "cUnitController,04"; // Ha elindult
stock const UNIT_LANDING[] = "cUnitController,08"; // Ha foldet ert (ejtoernyos)
stock const UNIT_ENEMY_SEEN[] = "cUnitAI,00";
stock const UNIT_SEEN_BY_ENEMY[] = "cUnitAI,01";
stock const UNIT_BEGIN_COMBAT[] = "cUnitAI,02";
stock const UNIT_END_COMBAT[] = "cUnitAI,03";
stock const UNIT_BEGIN_REPAIR[] = "cRepairController,00"; // A javito dobja, parametere a javitott DrID-je
stock const UNIT_END_REPAIR[] = "cRepairController,01"; // A javito dobja, parametere a javitott DrID-je
stock const UNIT_FINISH_REPAIR[] = "cRepairController,02"; // A javito dobja, parametere a javitott DrID-je
stock const UNIT_BEGIN_HEAL[] = "cHealController,00";
stock const UNIT_END_HEAL[] = "cHealController,01";
stock const UNIT_FINISH_HEAL[] = "cHealController,02";
stock const UNIT_DETECTED_MINE[] = "cMineDetector,07"; // the parameter is the mine's DrID
stock const UNIT_TURRET_DESTROYED[] = "cDRVehicle,01"; // ha a unitnak megsemmisult a turretje
stock const UNIT_CATERPILLAR_DESTROYED[] = "cDRVehicle,03"; // ha a untinak leesett a lanctalpa
stock const WEAPON_SHOT[] = "cWeapon,00"; // A loves pillanataban erkezik
stock const WEAPON_SHOT_AT[] = "cWeapon,01"; // Ha entitasra lott. GetMsgParamObj visszaadja a cel entitast
stock const WEAPON_TARGET_CHANGE[] = "cWeapon,02";
stock const WEAPON_START_RELOADING[] = "cWeapon,03";
stock const POSTGAMESTART[]= "cWorld,00"; // After all other cAKScripts are initialized
stock const SQ_ENEMY_DETECTED[]= "cAISquad,00"; // Meglatott egy ellenfelet
stock const SQ_DETECTED[]= "cAISquad,01"; // Meglatta egy ellenfel
stock const SQ_FIGHT_BEGIN[]= "cAISquad,02"; // Harc kezdodott
stock const SQ_FIGTH_ENDED[]= "cAISquad,03"; // Harc vegetert
stock const SQ_DIED[]= "cAISquad,04"; // Kihalt a squad
stock const SQ_RETREAT_START[]= "cAISquad,05"; // Visszavonulast kezdemenyezett
stock const SQ_HELP_CALLED[]= "cAISquad,06"; // Segitseget hivott
stock const MESSAGE_END[]= "cSoundMessageManager,00"; // After playing a queued sound message
stock const REINFORCEMENT_TRIGGERED[]= "cReinforcementSystem,00"; // After triggering a team
stock const MINE_EXPLODE[] = "cMine,00";
stock const MINE_DETECTED[] = "cMine,01"; // the parameter is the detector's DrID
// Other constants:
stock DrID:ANY_ENTITY = DrID:0;
stock DrID:NULL = DrID:0;
#define MAPTICK_DYNAMIT "Gfx\\GUI\\map_tick_dinamit.tga", "dynamit"
#define MAPTICK_SABOTAGE "Gfx\\GUI\\map_tick_sabotage.tga", "sabotage"
#define MAPTICK_CROSS "Gfx\\GUI\\map_tick.dds", "cross"
#define MAPTICK_CIRCLE "Gfx\\GUI\\map_tick2.dds", "circle"
#define MAPTICK_FLAG "Gfx\\GUI\\map_tick_zaszlo.tga", "normal"
#define MAPTICK_SMOKE "Gfx\\GUI\\map_tick_smoke.tga", "normal"