//======== (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: AvHHive.h $ // $Date: 2002/10/24 21:26:44 $ // //------------------------------------------------------------------------------- // $Log: AvHHive.h,v $ // Revision 1.10 2002/10/24 21:26:44 Flayra // - Fixed hive wound animation when dying // - Hives now choose a random spawn point instead of the first // // Revision 1.9 2002/10/03 18:50:34 Flayra // - Trigger "hive complete" alert // - Trigger "hive is dying" alert // // Revision 1.8 2002/09/09 19:52:57 Flayra // - Animations play properly // - Hive can be hit once it starts gestating (hive becomes solid when gestating, not when complete) // - Respawn fixes // // Revision 1.7 2002/08/16 02:36:01 Flayra // - New damage system // - Fixed bug where hive was absorbing too much damage in armor // // Revision 1.6 2002/07/23 17:06:09 Flayra // - Added ability for aliens to donate their resources at the hive, bind technology to a hive (so builders can choose the route), fixed bug where death animation played repeatedly // // Revision 1.5 2002/07/08 17:03:04 Flayra // - Refactored reinforcements // // Revision 1.4 2002/07/01 21:33:48 Flayra // - Hives can no longer be "used" to speed construction, wound sounds play on CHAN_BODY // // Revision 1.3 2002/06/03 16:47:49 Flayra // - Hives are base buildables now (bug with allowing use to speed building), added other hive anims for hurt, death, bad-touch, fixed bug where hives didn't get full health when they were initially built (after being killed once) // // Revision 1.2 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_HIVE_H #define AVH_HIVE_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/AvHReinforceable.h" #define kHiveHitEvent "events/HiveHit.sc" const float kHiveAliveThinkInterval = 1.0f; //const int kNumWoundSounds = 2; //char** kWoundSoundList = //{ // "sounds/misc/hive_wound1.wav", // "sounds/misc/hive_wound2.wav", //} class AvHHive : public AvHBaseBuildable, public AvHReinforceable { public: AvHHive(); virtual bool CanBecomeActive() const; void EXPORT ConstructUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue); void EXPORT DonateUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue); virtual bool Energize(float inEnergyAmount); AvHTeamNumber GetTeamNumber() const; int GetIdle1Animation() const; int GetIdle2Animation() const; virtual int GetTakeDamageAnimation() const; virtual bool GetIsActive() const; virtual bool GetIsOrganic() const; virtual bool GetIsSpawning() const; virtual int GetMaxSpawnDistance() const; virtual int GetMoveType() const; // From AvHReinforceable virtual void CueRespawnEffect(AvHPlayer* inPlayer); virtual bool GetCanReinforce() const; virtual bool GetSpawnLocationForPlayer(CBaseEntity* inPlayer, Vector& outLocation) const; virtual bool GetTriggerAlertOnDamage() const; virtual AvHTeamNumber GetReinforceTeamNumber() const; //virtual CBaseEntity* GetRandomSpawnPointForPlayer(CBaseEntity* inPlayer) const; virtual float GetTimeLastContributed(); virtual int GetPointValue(void) const; virtual float GetReinforceTime() const; virtual int GetSpawnAnimation() const; AvHMessageID GetTechnology() const; void SetTechnology(AvHMessageID inMessageID); virtual void SetTimeLastContributed(float inTime); virtual void KeyValue( KeyValueData* pkvd ); virtual void Precache(void); virtual void ResetEntity(void); void EXPORT HiveTouch(CBaseEntity* inOther); virtual void SetActive(); virtual void SetHasBeenBuilt(); virtual void SetInactive(); virtual bool StartSpawningForTeam(AvHTeamNumber inTeam, bool inForce = false); virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual void TriggerDeathAudioVisuals(); virtual void Spawn(); void EXPORT TeleportUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue); //virtual void UpdateReinforcements(); protected: virtual void ResetReinforcingPlayer(bool inSuccess); private: void CreateUmbra(vec3_t& inOrigin); void UpdateUmbra(); void EXPORT HiveAliveThink(void); void ProcessHealing(); bool SetSolid(bool inForce = false); AvHMessageID mTechnology; int mMaxSpawnDistance; int mMaxHitPoints; bool mActive; bool mSolid; bool mSpawning; float mTimeLastContributed; float mTimeLastWoundSound; float mTimeOfNextUmbra; float mEnergy; float mLastTimeScannedHives; int mTeleportHiveIndex; }; #endif