//======== (C) Copyright 2001 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: // // $Workfile: AvHEntities.h$ // $Date: 2002/11/12 02:23:22 $ // //------------------------------------------------------------------------------- // $Log: AvHEntities.h,v $ // Revision 1.32 2002/11/12 02:23:22 Flayra // - Removed ancient egg // // Revision 1.31 2002/10/03 18:42:31 Flayra // - func_resources now are destroyed if a resource tower is destroyed // // Revision 1.30 2002/09/23 22:12:36 Flayra // - Resource towers give 3 points to team in general // // Revision 1.29 2002/07/23 17:01:33 Flayra // - Updated resource model, removed old junk // // Revision 1.28 2002/07/10 14:40:04 Flayra // - Fixed bug where .mp3s weren't being processed client-side // // Revision 1.27 2002/07/08 16:55:35 Flayra // - Added max ensnare, can't remember why I'm tagging team starts, changed resources functions to floats (for proper handicapping) // // Revision 1.26 2002/06/25 17:54:20 Flayra // - New info_location entity, make resource tower sounds very quiet // // Revision 1.25 2002/05/28 17:37:01 Flayra // - Track number of web strands to enforce limit, reworking of webs in general, removed duplicate code for AvHResourceTower // // Revision 1.24 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #ifndef AVH_ENTITIES_H #define AVH_ENTITIES_H #include "util/nowarnings.h" #include "dlls/extdll.h" #include "dlls/util.h" #include "dlls/cbase.h" #include "mod/AvHConstants.h" #include "dlls/func_break.h" #include "mod/AvHSpecials.h" #include "dlls/cbasedoor.h" #include "dlls/effects.h" #include "mod/AvHMapExtents.h" #include "mod/AvHBuildable.h" #include "mod/AvHPlayer.h" #include "mod/AvHBaseBuildable.h" #include "mod/AvHBaseInfoLocation.h" #include "mod/AvHCommandConstants.h" void ExplodeEntity(CBaseEntity* inEntity, Materials inMaterial); class AvHBaseEntity : public CBaseEntity { public: AvHBaseEntity(); AvHTeamNumber GetTeamNumber() const; void EXPORT FallThink(void); virtual void KeyValue( KeyValueData* pkvd ); virtual void NotifyUpgrade(AvHUpgradeMask inUpgradeMask); private: //AvHTeamNumber mTeam; }; class AvHClientCommandEntity : public AvHBaseEntity { public: AvHClientCommandEntity(); void EXPORT ClientCommandTouch( CBaseEntity *pOther ); //virtual void KeyValue( KeyValueData* pkvd ); virtual const char* GetClientCommand() = 0; virtual void Spawn(void); private: }; class AvHJoinTeamEntity : public AvHClientCommandEntity { public: virtual const char* GetClientCommand(); }; class AvHSpectateEntity : public AvHClientCommandEntity { public: virtual const char* GetClientCommand() { return kcSpectate; } }; //class AvHLeaveGameEntity : public AvHClientCommandEntity //{ //public: // virtual const char* GetClientCommand() // { return kcReadyRoom; } // //}; class AvHTeamStartEntity : public AvHBaseEntity { public: virtual void KeyValue( KeyValueData* pkvd ); virtual void Spawn(void); }; class AvHAutoAssignEntity : public AvHClientCommandEntity { public: virtual const char* GetClientCommand() { return kcAutoAssign; } }; // //class AvHBuildableAnimating : public CBaseAnimating //{ //public: // void EXPORT BuildUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // // virtual int GetMinHitPoints() const; // // virtual int GetMaxHitPoints() const; // // virtual bool GetIsBuilt() const; // // virtual void SetIsBuilt(); // // virtual float GetNormalizedBuildPercentage() const; // // virtual void SetNormalizedBuildPercentage(float inPercentage); // // virtual void Spawn(void); // //private: // float mTimeLastUsed; // //}; // Build site entities //class AvHResource : public AvHBaseEntity //class AvHResource : public AvHBaseBuildable //CBaseAnimating //{ //public: // AvHResource(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inHealth, AvHSelectableUser4 inUser4); // // int BloodColor( void ); // virtual float GetBuildRange(void) const; // virtual bool GetIsActive(void) const; // // virtual void Killed( entvars_t *pevAttacker, int iGib ); // virtual int ObjectCaps(void); // virtual void Precache(void); // // virtual float GetTimeLastContributed(); // virtual void SetTimeLastContributed(float inTime); // // void EXPORT ResourceThink(void); // void EXPORT ResourceTouch( CBaseEntity *pOther ); // //void EXPORT ResourceUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // // virtual void SetConstructionComplete(); // virtual void Spawn(void); // virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); // //private: // //void LoopSound(void) const; // //void PlayBuildSound(void); // //void StopBuildSound(void); // // const float mThinkInterval; // bool mBuildSoundPlaying; // int mBuildRange; // int mResourceRating; // bool mHasResource; // bool mStartAlreadyBuilt; // int mValidTeams; // float mTimeLastContributed; //}; class AvHSeeThrough : public CBaseEntity { public: AvHSeeThrough(); virtual void KeyValue( KeyValueData* pkvd ); virtual void Spawn(); private: int mCommanderAlpha; int mPlayerAlpha; }; class AvHSeeThroughDoor : public CBaseDoor { public: AvHSeeThroughDoor(); virtual void KeyValue( KeyValueData* pkvd ); virtual void Spawn(); private: int mCommanderAlpha; int mPlayerAlpha; }; class AvHNoBuild : public AvHBaseEntity { public: AvHNoBuild(); virtual void KeyValue( KeyValueData* pkvd ); virtual void Spawn(); private: }; class AvHMP3Audio : public AvHBaseEntity { public: AvHMP3Audio(); int GetFadeDistance() const; virtual void KeyValue( KeyValueData* pkvd ); virtual void Precache(); virtual void Spawn(); void EXPORT SpecialSoundUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); static void ClearSoundNameList(); static const StringList& GetSoundNameList(); private: static StringList sSoundList; string mSoundName; int mSoundVolume; int mFadeDistance; bool mUseState; bool mLooping; }; class AvHMapInfo : public AvHBaseEntity { public: AvHMapInfo(); const AvHMapExtents& GetMapExtents() const; virtual void KeyValue( KeyValueData* pkvd ); virtual void Spawn(); private: AvHMapExtents mMapExtents; }; class AvHGameplay : public AvHBaseEntity { public: AvHGameplay(); int GetInitialHives() const; int GetInitialAlienPoints() const; int GetInitialMarinePoints() const; int GetAlienRespawnCost() const; int GetAlienRespawnTime() const; int GetTowerInjectionTime() const; int GetTowerInjectionAmount() const; int GetMarineRespawnCost() const; AvHClassType GetTeamAType() const; AvHClassType GetTeamBType() const; virtual void KeyValue( KeyValueData* pkvd ); virtual void Reset(); virtual void Spawn(); private: AvHClassType mTeamAType; AvHClassType mTeamBType; int mInitialHives; //int mInitialAlienPoints; //int mInitialMarinePoints; //int mAlienRespawnCost; //int mAlienRespawnTime; //int mMarineResourceInjectionTime; //int mMarineResourceInjectionAmount; }; class AvHGamma : public AvHBaseEntity { public: AvHGamma(); virtual void KeyValue( KeyValueData* pkvd ); virtual float GetGamma() const; virtual void Spawn(); private: float mGammaScalar; }; //class AvHCommandStation : public AvHBaseEntity //{ //public: // void EXPORT CommandTouch( CBaseEntity *pOther ); // // void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // // virtual int ObjectCaps(void); // // virtual void Precache(void); // // virtual void ResetEntity(); // // virtual void SetInactive(); // // virtual void Spawn(void); // // virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); // // //private: // void EXPORT CommanderUsingThink(void); //}; // class TriggerPresence : public CBaseEntity { public: TriggerPresence(); virtual void KeyValue(KeyValueData* pkvd); virtual void Precache(void); virtual void Spawn(void); void EXPORT TriggerThink(); void EXPORT TriggerTouch(CBaseEntity *pOther); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); private: void SetPresence(bool inPresence); // Settings string mMaster; string mTargetEnter; string mTargetLeave; string mMomentaryTarget; bool mPlayersDontActivate; bool mMonstersDontActivate; bool mPushablesDontActivate; bool mTeamAOnly; bool mTeamBOnly; float mTimeBeforeLeave; float mMomentaryOpenTime; float mMomentaryCloseTime; // Run-time bool mEnabled; bool mPresence; float mTimeOfLastTouch; float mMomentaryValue; }; class AvHTriggerRandom : public AvHBaseEntity { public: AvHTriggerRandom(); virtual void KeyValue(KeyValueData* pkvd); virtual void ResetEntity(); virtual void Spawn(void); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); private: void SetNextTrigger(); void EXPORT TriggerTargetThink(void); // "template" variables (don't change with each game) float mMaxFireTime; float mMinFireTime; int mWaitBeforeReset; bool mStartOn; bool mToggle; bool mRemoveOnFire; StringList mTargetList; string mBalancedTarget; // State variables (change with each game) bool mFiredAtLeastOnce; bool mToggleableAndOn; float mTimeOfLastActivation; float mTimeOfLastTrigger; }; class AvHTriggerScript : public AvHBaseEntity { public: AvHTriggerScript(); virtual void KeyValue(KeyValueData* pkvd); virtual void ResetEntity(); virtual void Spawn(); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); private: void Trigger(); bool mStartOn; bool mTriggered; string mScriptName; }; //class AvHEgg : public CBaseAnimating //{ //public: // AvHEgg(); // // virtual void Hatch(); // // virtual void Killed( entvars_t *pevAttacker, int iGib ); // // virtual void Precache(void); // // virtual void Spawn(); // // virtual void SpawnPlayer(); // // virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); // // void EXPORT EggThink(void); // //private: //}; class AvHWebStrand : public CBeam { public: AvHWebStrand(); void Break(); virtual void Killed(entvars_t *pevAttacker, int iGib); virtual void Precache(void); void Setup(const Vector& inPointOne, const Vector& inPointTwo); virtual void Spawn(void); void EXPORT StrandTouch( CBaseEntity *pOther ); void EXPORT StrandExpire(); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); private: }; class AvHFuncResource : public CBaseAnimating { public: AvHFuncResource(); bool GetIsActive() const; bool GetIsOccupied() const; int GetParticleSystemIndex() const; void EXPORT DrawUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); //int ObjectCaps(void); virtual void KeyValue(KeyValueData* pkvd); virtual void Precache(); virtual void ResetEntity(); virtual void Spawn(); virtual void TriggerOccupy(); virtual void TriggerBuild(); virtual void TriggerDestroy(); private: void DeleteParticleSystem(); void TurnOffParticleSystem(); void TurnOnParticleSystem(); void EXPORT FuncResourceThink(); string mTargetOnBuild; string mTargetOnDestroy; bool mOccupied; bool mActive; int mParticleSystemIndex; float mLastTimeDrawnUpon; }; class AvHFog : public CBaseEntity { public: AvHFog(); virtual void KeyValue( KeyValueData* pkvd ); void EXPORT FogTouch(CBaseEntity* inEntity); void GetFogColor(int& outRed, int& outGreen, int& outBlue) const; float GetFogEnd() const; float GetFogStart() const; virtual void Spawn(); private: int mFogColor[3]; float mFogStart; float mFogEnd; float mFogExpireTime; }; class AvHResourceTower : public AvHBaseBuildable { public: AvHResourceTower(); // For subclassing AvHResourceTower(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3 = AVH_USER3_NONE); void EXPORT ResourceTowerThink(void); virtual AvHFuncResource* GetHostResource() const; virtual int GetIdleAnimation() const; virtual bool GetIsActive() const; virtual int GetResourceEntityIndex() const; virtual int GetSequenceForBoundingBox() const; virtual int GetPointValue() const; virtual int GetTechLevel() const; virtual float GetTimeLastContributed(); virtual void SetTimeLastContributed(float inTime); virtual void Killed(entvars_t *pevAttacker, int iGib); virtual void Precache(void); virtual void SetActivateTime(int inTime); virtual void SetHasBeenBuilt(); virtual void Spawn(); virtual void Upgrade(); virtual char* GetClassName() const; //virtual char* GetHarvestSound() const; virtual char* GetDeploySound() const; virtual char* GetModelName() const; virtual char* GetActiveSoundList() const; private: void EXPORT ActivateThink(); virtual int GetMaxHitPoints() const; float mTimeOfLastSound; //float mTimeOfNextActiveAnim; int mTechLevel; int mResourceEntityIndex; int mActivateTime; float mTimeLastContributed; bool mScannedForFuncResource; }; class AvHInfoLocation : public CBaseEntity, public AvHBaseInfoLocation { public: virtual void KeyValue(KeyValueData* pkvd); virtual void Spawn(); virtual void UpdateOnRemove(void); }; #endif