NS/main/source/mod/AvHBaseBuildable.h
Ari Timonen 4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00

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6.9 KiB
C++

//======== (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:
//
// $Workfile: AvHBaseBuildable.h$
// $Date: 2002/11/15 04:47:11 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBaseBuildable.h,v $
// Revision 1.11 2002/11/15 04:47:11 Flayra
// - Regenerate now returns bool if healed or not, for def chamber tweak
//
// Revision 1.10 2002/11/06 01:38:24 Flayra
// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
//
// Revision 1.9 2002/10/03 18:38:56 Flayra
// - Fixed problem where regenerating builders via healing spray wasn't updating health ring
// - Allow buildings to play custom damage alerts (for towers)
//
// Revision 1.8 2002/09/23 22:10:14 Flayra
// - Removed progress bar when building
// - Removed vestiges of fading building as building
// - Changed point costs
//
// Revision 1.7 2002/09/09 19:49:09 Flayra
// - Buildables now play animations better, without interrupting previous anims
//
// Revision 1.6 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.5 2002/08/16 02:32:45 Flayra
// - Added damage types
// - Added visual health for commander and marines
//
// Revision 1.4 2002/07/01 21:15:46 Flayra
// - Added auto-build capability
//
// Revision 1.3 2002/06/03 16:27:59 Flayra
// - Allow alien buildings to regenerate, renamed weapons factory and armory
//
// Revision 1.2 2002/05/28 17:37:27 Flayra
// - Added building recycling, mark mapper placed buildables so they aren't destroyed at the end of the round
//
// Revision 1.1 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_BASE_BUILDABLE_H
#define AVH_BASE_BUILDABLE_H
#include "../util/nowarnings.h"
#include "../dlls/extdll.h"
#include "../dlls/util.h"
#include "AvHConstants.h"
#include "../dlls/cbase.h"
#include "AvHMessage.h"
#include "AvHSpecials.h"
#include "AvHPlayer.h"
#include "AvHCloakable.h"
#include "AvHBuildable.h"
class AvHBaseBuildable : public CBaseAnimating, public AvHBuildable, public AvHCloakable
{
public:
AvHBaseBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3 = AVH_USER3_NONE);
void EXPORT AnimateThink();
virtual int BloodColor(void);
void EXPORT BuildableTouch(CBaseEntity* inEntity);
virtual void CheckEnabledState();
void EXPORT ConstructUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual bool Energize(float inEnergyAmount);
void EXPORT FallThink(void);
virtual void FireDeathTarget() const;
virtual void FireSpawnTarget() const;
virtual int GetBaseHealth() const;
virtual int GetIdleAnimation() const;
virtual bool GetIsRecycling() const;
virtual CBaseEntity* GetAttacker();
virtual char* GetClassName() const;
virtual char* GetDeploySound() const;
virtual bool GetIsBuilt(void) const;
virtual bool GetIsOrganic() const;
virtual bool GetIsTechActive() const;
virtual char* GetKilledSound() const;
virtual int GetActiveAnimation() const;
virtual int GetDeployAnimation() const;
virtual int GetIdle1Animation() const;
virtual int GetIdle2Animation() const;
virtual bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const;
virtual int GetKilledAnimation() const;
virtual AvHMessageID GetMessageID() const;
virtual int GetMoveType() const;
virtual int GetSequenceForBoundingBox() const;
virtual bool GetTriggerAlertOnDamage() const;
virtual float GetTimeAnimationDone() const;
virtual int GetRecycleAnimation() const;
virtual int GetResearchAnimation() const;
virtual int GetSpawnAnimation() const;
virtual int GetTakeDamageAnimation() const;
virtual char* GetModelName() const;
virtual float GetNormalizedBuildPercentage() const;
virtual float GetTimeForAnimation(int inIndex) const;
virtual void SetResearching(bool inState);
virtual bool GetIsPersistent() const;
virtual AvHTeamNumber GetTeamNumber() const;
virtual void HealthChanged();
virtual void KeyValue(KeyValueData* pkvd);
virtual void Killed(entvars_t* pevAttacker, int iGib);
virtual int ObjectCaps(void);
// Pass -1 to play an animation backwards
virtual void PlayAnimationAtIndex(int inIndex, bool inForce = false, float inFrameRate = 1.0f);
virtual void Precache(void);
virtual bool Regenerate(float inRegenerationAmount, bool inPlaySound = true, bool dcHealing = false);
virtual void ResetEntity();
virtual void SetConstructionComplete(bool inForce = false);
virtual void SetAverageUseSoundLength(float inLength);
virtual void StartRecycle();
virtual void Spawn();
virtual int TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType);
virtual void TechnologyBuilt(AvHMessageID inMessageID);
virtual void WorldUpdate();
virtual void UpdateOnRecycle();
virtual Vector EyePosition( );
protected:
virtual bool GetHasBeenKilled() const;
int GetStartAlpha() const;
void Init();
void InternalInitializeBuildable();
void InternalSetConstructionComplete(bool inForce = false);
virtual void Materialize();
void EXPORT RecycleComplete();
// Called when a persistent buildable is killed
virtual void SetActive();
virtual void SetInactive();
virtual void SetNormalizedBuildPercentage(float inPercentage, bool inForceIfComplete = false);
void SetPersistent();
void SetSelectID(int inSelectID);
virtual void TriggerDeathAudioVisuals(bool isRecycled=false);
void UpdateAutoBuild(float inTimePassed);
void UpdateAutoHeal();
void UpdateDamageEffects();
virtual void UpdateTechSlots();
int mBaseHealth;
AvHMessageID mMessageID;
private:
char* mClassName;
char* mModelName;
int mSelectID;
//float mPercentageBuilt;
float mLastTimePlayedSound;
float mTimeToConstruct;
const int kStartAlpha;
float mAverageUseSoundLength;
int mLastAnimationPlayed;
float mTimeAnimationDone;
// Marks entity to not be removed on level reset
bool mPersistent;
int mElectricalSprite;
bool mIsResearching;
string mTargetOnSpawn;
string mTargetOnDeath;
float mTimeOfLastAutoHeal;
bool mInternalSetConstructionComplete;
float mTimeOfLastDamageEffect;
float mTimeOfLastDamageUpdate;
float mTimeRecycleStarted;
float mTimeRecycleDone;
float mTimeOfLastDCRegeneration;
bool mKilled;
bool mGhost;
};
#endif