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4f13237895
Change CRLF to LF in repo.
473 lines
12 KiB
C++
473 lines
12 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHMarineEquipment.h $
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// $Date: 2002/11/06 01:40:17 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineEquipment.h,v $
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// Revision 1.29 2002/11/06 01:40:17 Flayra
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// - Turrets now need an active turret factory to keep firing
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//
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// Revision 1.28 2002/10/24 21:32:16 Flayra
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// - All heavy armor to be given via console
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// - Fix for AFKers on inf portals, also for REIN players when recycling portals
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//
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// Revision 1.27 2002/10/16 20:54:30 Flayra
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// - Added phase gate sound
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// - Fixed ghostly command station view model problem after building it
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//
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// Revision 1.26 2002/10/16 01:00:33 Flayra
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// - Phasegates play looping sound, and stop it when they are destroyed
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//
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// Revision 1.25 2002/09/23 22:21:21 Flayra
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// - Added jetpack and heavy armor
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// - Added "cc online" sound
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// - Turret factories now upgrade to advanced turret factories for siege
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// - Added automatic resupply at armory, but removed it
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// - Observatories scan in 2D now, to match commander range overlay
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//
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// Revision 1.24 2002/09/09 19:59:39 Flayra
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// - Fixed up phase gates (no longer teleport you unless you have two, and they work properly now)
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// - Refactored reinforcements
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// - Fixed bug where secondary command station couldn't be built
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//
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// Revision 1.23 2002/07/26 23:05:54 Flayra
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// - Numerical event feedback
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// - Started to add sparks when buildings were hit but didn't know the 3D point to play it at
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//
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// Revision 1.22 2002/07/23 17:11:47 Flayra
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// - Phase gates must be built and can be destroyed, observatories decloak aliens, hooks for fast reinforcements upgrade, nuke damage increased, commander banning
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//
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// Revision 1.21 2002/07/08 17:02:57 Flayra
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// - Refactored reinforcements, updated entities for new artwork
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//
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// Revision 1.20 2002/06/25 18:04:43 Flayra
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// - Renamed some buildings, armory is now upgraded to advanced armory
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//
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// Revision 1.19 2002/06/03 16:50:35 Flayra
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// - Renamed weapons factory and armory, added ammo resupplying
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//
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// Revision 1.18 2002/05/28 17:51:34 Flayra
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// - Tried to make nuke sound play, extended shake duration to sound length, reinforcement refactoring, mark command stations as mapper placed, so they aren't deleted on level cleanup, support for point-entity buildable command stations
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//
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// Revision 1.17 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVHMARINEEQUIPMENT_H
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#define AVHMARINEEQUIPMENT_H
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#include "../util/nowarnings.h"
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#include "../dlls/weapons.h"
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#include "AvHBasePlayerWeapon.h"
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#include "AvHConstants.h"
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#include "AvHMarineWeapons.h"
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#include "../dlls/turret.h"
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#include "AvHEntities.h"
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#include "../dlls/ctripmine.h"
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#include "AvHReinforceable.h"
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class AvHDeployedMine : public CBasePlayerItem
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{
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public:
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void EXPORT ActiveThink();
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void EXPORT ActiveTouch(CBaseEntity* inOther);
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void Detonate();
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void Precache(void);
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void EXPORT PowerupThink();
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void SetPlacer(entvars_t* inPlacer);
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void Spawn(void);
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void Killed(entvars_t* inAttacker, int inGib);
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int TakeDamage(entvars_t *inInflictor, entvars_t *inAttacker, float inDamage, int inBitsDamageType);
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private:
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void DetonateIfOwnerInvalid();
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void Explode(TraceResult* inTrace, int inBitsDamageType);
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void EXPORT Smoke();
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Vector mVecDir;
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Vector mVecEnd;
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Vector mOwnerOrigin;
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Vector mOwnerAngles;
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float mTimePlaced;
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float mLastTimeTouched;
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bool mDetonated;
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bool mPoweredUp;
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EHANDLE mOwner;
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entvars_t* mPlacer;
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};
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class AvHPlayerEquipment : public CBasePlayerItem
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{
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public:
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AvHPlayerEquipment();
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virtual int GetLifetime() const;
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virtual bool GetIsPersistent() const;
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virtual void SetPersistent();
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virtual void KeyValue(KeyValueData* pkvd);
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private:
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bool mIsPersistent;
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int mLifetime;
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};
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class AvHHealth : public AvHPlayerEquipment
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{
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public:
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// : 1017 GiveHealth now takes the amount as a paramater.
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static BOOL GiveHealth(CBaseEntity* inOther, float points);
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void Precache( void );
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void Spawn( void );
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void EXPORT Touch(CBaseEntity* inOther);
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};
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class AvHCatalyst : public AvHPlayerEquipment
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{
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public:
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static BOOL GiveCatalyst(CBaseEntity* inOther);
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void Precache( void );
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void Spawn( void );
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void EXPORT Touch(CBaseEntity* inOther);
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};
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class AvHGenericAmmo : public CBasePlayerAmmo
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{
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public:
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static BOOL GiveAmmo(CBaseEntity* inOther);
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BOOL AddAmmo( CBaseEntity *pOther );
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void Precache( void );
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void Spawn( void );
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void EXPORT Dropped(void);
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private:
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bool mDropped;
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};
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class AvHHeavyArmor : public AvHPlayerEquipment
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{
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public:
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void Precache( void );
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void Spawn( void );
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void EXPORT Touch(CBaseEntity* inOther);
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};
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class AvHJetpack : public AvHPlayerEquipment
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{
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public:
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void Precache( void );
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void Spawn( void );
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void EXPORT Touch(CBaseEntity* inOther);
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};
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class AvHAmmoPack : public AvHPlayerEquipment
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{
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public:
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char m_szAmmoType[32];
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int m_iMaxAmmo;
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int m_iAmmoAmt;
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int m_iWeaponID; //weapon id this is for.
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float m_flNoTouch; //Dont let anyone touch it while its falling
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void Precache( void );
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void Spawn( void );
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void EXPORT Touch(CBaseEntity* inOther);
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};
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class AvHScan : public CBaseAnimating
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{
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public:
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AvHScan();
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void Precache(void);
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void Spawn(void);
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void ScanThink();
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private:
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float mTimeCreated;
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};
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class AvHMarineBaseBuildable : public AvHBaseBuildable
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{
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public:
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AvHMarineBaseBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3);
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virtual char* GetDeploySound() const;
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virtual char* GetKilledSound() const;
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virtual int GetPointValue() const;
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virtual int GetTakeDamageAnimation() const;
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virtual void ResetEntity();
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virtual int TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType);
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virtual bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const;
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virtual void TechnologyBuilt(AvHMessageID inMessageID);
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protected:
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void SetEnergy(float inEnergy);
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float mEnergy;
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};
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const float kPhaseGateIdleThink = 1.0f;
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class AvHPhaseGate : public AvHMarineBaseBuildable
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{
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public:
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AvHPhaseGate();
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virtual int GetIdleAnimation() const;
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bool GetIsEnabled() const;
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virtual int GetSequenceForBoundingBox() const;
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void Killed(entvars_t* inAttacker, int inGib);
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void Precache(void);
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void EXPORT IdleThink();
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virtual void ResetEntity();
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virtual void SetHasBeenBuilt();
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void SetTimeOfLastDeparture(float timeOfLastDeparture);
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bool IsReadyToUse();
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bool HasWarmedUp() const;
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void EXPORT TeleportUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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//void EXPORT TeleportTouch(CBaseEntity *pOther);
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virtual void UpdateOnRecycle(void);
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virtual void UpdateOnRemove(void);
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private:
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void KillBuildablesTouchingPlayer(AvHPlayer* inPlayer, entvars_t* inInflictor);
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bool GetAreTeammatesBlocking(AvHPlayer* thePlayer, const Vector& inOrigin) const;
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void SetEnabled(bool inEnabledState);
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bool mEnabled;
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bool mHasWarmedUp;
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float mTimeOfLastDeparture;
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};
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class AvHNuke : public AvHMarineBaseBuildable
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{
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public:
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AvHNuke();
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virtual void Precache();
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void EXPORT ActiveThink();
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void EXPORT DeathThink();
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virtual char* GetDeploySound() const;
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virtual char* GetKilledSound() const;
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virtual void Spawn();
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private:
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bool mActive;
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float mTimeActivated;
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};
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class AvHInfantryPortal : public AvHMarineBaseBuildable, public AvHReinforceable
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{
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public:
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AvHInfantryPortal();
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virtual void Killed(entvars_t* inAttacker, int inGib);
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virtual float GetReinforceTime() const;
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void EXPORT PortalThink();
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virtual void Precache();
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virtual void ResetEntity();
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virtual void SetHasBeenBuilt();
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// From AvHReinforceable
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virtual void CueRespawnEffect(AvHPlayer* inPlayer);
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virtual bool GetCanReinforce() const;
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virtual bool GetSpawnLocationForPlayer(CBaseEntity* inPlayer, Vector& outLocation) const;
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virtual AvHTeamNumber GetReinforceTeamNumber() const;
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virtual void UpdateOnRecycle(void);
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virtual void UpdateOnRemove(void);
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virtual int GetIdleAnimation() const;
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virtual int GetIdle1Animation() const;
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virtual int GetIdle2Animation() const;
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// virtual int GetDeployAnimation() const;
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// virtual int GetSpawnAnimation() const;
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protected:
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virtual void ResetReinforcingPlayer(bool inSuccess);
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};
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class AvHCommandStation : public AvHMarineBaseBuildable
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{
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public:
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AvHCommandStation();
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void EXPORT CommandTouch( CBaseEntity *pOther );
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void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int GetIdleAnimation() const;
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virtual bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const;
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virtual char* GetKilledSound() const;
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virtual int GetPointValue() const;
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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virtual void Materialize();
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virtual int ObjectCaps(void);
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virtual void Precache(void);
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virtual void SetHasBeenBuilt();
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virtual void SetInactive();
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virtual void Spawn(void);
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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private:
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void EXPORT ActivateThink(void);
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void EXPORT CommanderUsingThink(void);
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void EjectCommander();
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int mCommanderAtThisStation;
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float mTimeToPlayOnlineSound;
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};
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class AvHTurretFactory : public AvHMarineBaseBuildable
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{
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public:
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AvHTurretFactory();
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virtual int GetIdle1Animation() const;
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virtual int GetIdle2Animation() const;
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virtual int GetResearchAnimation() const;
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virtual bool GetSupportsTechID(AvHTechID inTechID) const;
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virtual void SetHasBeenBuilt();
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virtual void TriggerAddTech() const;
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virtual void TriggerRemoveTech() const;
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virtual void Upgrade();
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private:
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virtual void CheckTurretEnabledState() const;
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};
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class AvHArmory : public AvHMarineBaseBuildable
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{
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public:
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AvHArmory();
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virtual int GetActiveAnimation() const;
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virtual int GetIdle1Animation() const;
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virtual int GetIdle2Animation() const;
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virtual int GetResearchAnimation() const;
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virtual int GetSequenceForBoundingBox() const;
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virtual bool GetSupportsTechID(AvHTechID inTechID) const;
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virtual void Precache();
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//void EXPORT ResupplyThink();
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void EXPORT ResupplyUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue);
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virtual void SetHasBeenBuilt();
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virtual void Upgrade();
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};
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class AvHArmsLab : public AvHMarineBaseBuildable
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{
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public:
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AvHArmsLab();
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virtual int GetResearchAnimation() const;
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virtual int GetSequenceForBoundingBox() const;
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};
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class AvHPrototypeLab : public AvHMarineBaseBuildable
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{
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public:
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AvHPrototypeLab();
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};
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class AvHObservatory : public AvHMarineBaseBuildable
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{
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public:
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AvHObservatory();
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virtual int GetSequenceForBoundingBox() const;
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virtual void Materialize();
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void EXPORT ObservatoryThink();
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virtual void ResetEntity();
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virtual void SetHasBeenBuilt();
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virtual void Spawn();
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virtual int GetActiveAnimation() const;
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virtual int GetIdle1Animation() const;
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virtual int GetIdle2Animation() const;
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virtual int GetResearchAnimation() const;
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};
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//class AvHChemLab : public AvHMarineBaseBuildable
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//{
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//public:
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// AvHChemLab();
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//};
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//
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//class AvHMedLab : public AvHMarineBaseBuildable
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//{
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//public:
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// AvHMedLab();
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//};
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//
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//class AvHNukePlant : public AvHMarineBaseBuildable
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//{
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//public:
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// AvHNukePlant();
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//};
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#endif
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