//======== (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: AvHMarineEquipment.h $ // $Date: 2002/11/06 01:40:17 $ // //------------------------------------------------------------------------------- // $Log: AvHMarineEquipment.h,v $ // Revision 1.29 2002/11/06 01:40:17 Flayra // - Turrets now need an active turret factory to keep firing // // Revision 1.28 2002/10/24 21:32:16 Flayra // - All heavy armor to be given via console // - Fix for AFKers on inf portals, also for REIN players when recycling portals // // Revision 1.27 2002/10/16 20:54:30 Flayra // - Added phase gate sound // - Fixed ghostly command station view model problem after building it // // Revision 1.26 2002/10/16 01:00:33 Flayra // - Phasegates play looping sound, and stop it when they are destroyed // // Revision 1.25 2002/09/23 22:21:21 Flayra // - Added jetpack and heavy armor // - Added "cc online" sound // - Turret factories now upgrade to advanced turret factories for siege // - Added automatic resupply at armory, but removed it // - Observatories scan in 2D now, to match commander range overlay // // Revision 1.24 2002/09/09 19:59:39 Flayra // - Fixed up phase gates (no longer teleport you unless you have two, and they work properly now) // - Refactored reinforcements // - Fixed bug where secondary command station couldn't be built // // Revision 1.23 2002/07/26 23:05:54 Flayra // - Numerical event feedback // - Started to add sparks when buildings were hit but didn't know the 3D point to play it at // // Revision 1.22 2002/07/23 17:11:47 Flayra // - Phase gates must be built and can be destroyed, observatories decloak aliens, hooks for fast reinforcements upgrade, nuke damage increased, commander banning // // Revision 1.21 2002/07/08 17:02:57 Flayra // - Refactored reinforcements, updated entities for new artwork // // Revision 1.20 2002/06/25 18:04:43 Flayra // - Renamed some buildings, armory is now upgraded to advanced armory // // Revision 1.19 2002/06/03 16:50:35 Flayra // - Renamed weapons factory and armory, added ammo resupplying // // Revision 1.18 2002/05/28 17:51:34 Flayra // - 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 // // Revision 1.17 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 AVHMARINEEQUIPMENT_H #define AVHMARINEEQUIPMENT_H #include "util/nowarnings.h" #include "weapons.h" #include "mod/AvHBasePlayerWeapon.h" #include "mod/AvHConstants.h" #include "mod/AvHMarineWeapons.h" #include "weapons.h" #include "dlls/turret.h" #include "mod/AvHEntities.h" #include "dlls/ctripmine.h" #include "mod/AvHReinforceable.h" //class AvHMine : public CTripmine //{ //public: // int GetItemInfo(ItemInfo *p); // void Holster( int skiplocal = 0 ); // virtual int iItemSlot(void); // virtual BOOL PlayEmptySound(void); // virtual void Spawn(); // //}; //class AvHDeployedTurret : public CSentry //{ //public: // AvHDeployedTurret(); // // virtual char* GetActiveSound() const; // virtual char* GetAlertSound() const; // virtual char* GetDeploySound() const; // virtual char* GetPingSound() const; // // virtual bool GetIsValidTarget(CBaseEntity* inEntity) const; // virtual bool GetIsBuilt() const; // virtual int GetPointValueOfTarget(void) const; // virtual int GetRange() const; // // virtual int IRelationship ( CBaseEntity *pTarget ); // virtual int ObjectCaps(void); // virtual void Precache(void); // void EXPORT ConstructUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // virtual void SetConstructionComplete(); // virtual void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); // virtual void Spawn(); // virtual void StopShooting(); // virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); // //protected: // float mTimeToConstruct; // //private: // int mDamage; // float mPercentageBuilt; // float mLastTimePlayedSound; // const int kStartAlpha; // const float kThinkInterval; // const float kConstructorRate; // const float kAverageSoundLength; // //}; //class AvHTurret : public CBasePlayerWeapon //{ //public: // virtual int iItemSlot(void); // void Spawn( void ); // void Precache( void ); // int GetItemInfo(ItemInfo *p); // // void PrimaryAttack( void ); // BOOL Deploy( void ); // void Holster( int skiplocal = 0 ); // void WeaponIdle( void ); //}; class AvHDeployedMine : public CBasePlayerItem { public: void EXPORT ActiveThink(); void EXPORT ActiveTouch(CBaseEntity* inOther); void Detonate(); void Precache(void); void EXPORT PowerupThink(); void SetPlacer(entvars_t* inPlacer); void Spawn(void); void Killed(entvars_t* inAttacker, int inGib); int TakeDamage(entvars_t *inInflictor, entvars_t *inAttacker, float inDamage, int inBitsDamageType); private: void DetonateIfOwnerInvalid(); void Explode(TraceResult* inTrace, int inBitsDamageType); void EXPORT Smoke(); Vector mVecDir; Vector mVecEnd; Vector mOwnerOrigin; Vector mOwnerAngles; float mTimePlaced; float mLastTimeTouched; bool mDetonated; bool mPoweredUp; EHANDLE mOwner; entvars_t* mPlacer; }; class AvHPlayerEquipment : public CBasePlayerItem { public: AvHPlayerEquipment(); virtual int GetLifetime() const; virtual bool GetIsPersistent() const; virtual void SetPersistent(); virtual void KeyValue(KeyValueData* pkvd); private: bool mIsPersistent; int mLifetime; }; class AvHHealth : public AvHPlayerEquipment { public: static BOOL GiveHealth(CBaseEntity* inOther); void Precache( void ); void Spawn( void ); void EXPORT Touch(CBaseEntity* inOther); }; class AvHCatalyst : public AvHPlayerEquipment { public: static BOOL GiveCatalyst(CBaseEntity* inOther); void Precache( void ); void Spawn( void ); void EXPORT Touch(CBaseEntity* inOther); }; class AvHGenericAmmo : public CBasePlayerAmmo { public: static BOOL GiveAmmo(CBaseEntity* inOther); BOOL AddAmmo( CBaseEntity *pOther ); void Precache( void ); void Spawn( void ); void EXPORT Dropped(void); private: bool mDropped; }; class AvHHeavyArmor : public AvHPlayerEquipment { public: void Precache( void ); void Spawn( void ); void EXPORT Touch(CBaseEntity* inOther); }; class AvHJetpack : public AvHPlayerEquipment { public: void Precache( void ); void Spawn( void ); void EXPORT Touch(CBaseEntity* inOther); }; class AvHAmmoPack : public AvHPlayerEquipment { public: char m_szAmmoType[32]; int m_iMaxAmmo; int m_iAmmoAmt; int m_iWeaponID; //weapon id this is for. float m_flNoTouch; //Dont let anyone touch it while its falling void Precache( void ); void Spawn( void ); void EXPORT Touch(CBaseEntity* inOther); }; class AvHScan : public CBaseAnimating { public: AvHScan(); void Precache(void); void Spawn(void); void ScanThink(); private: float mTimeCreated; }; //class AvHSiegeTurret : public AvHDeployedTurret //{ //public: // AvHSiegeTurret(); // // virtual CBaseEntity* BestVisibleEnemy (void); // // virtual char* GetActiveSound() const; // virtual char* GetAlertSound() const; // virtual char* GetDeploySound() const; // virtual char* GetPingSound() const; // // virtual bool GetIsValidTarget(CBaseEntity* inEntity) const; // virtual int GetPointValueOfTarget(void) const; // // virtual int GetMinimumRange() const; // // virtual bool NeedsLineOfSight() const; // // virtual void Precache(void); // // virtual void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); // // virtual void Spawn(); // //private: // float mTimeLastFired; //}; class AvHMarineBaseBuildable : public AvHBaseBuildable { public: AvHMarineBaseBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3); virtual char* GetDeploySound() const; virtual char* GetKilledSound() const; virtual int GetPointValue() const; virtual int GetTakeDamageAnimation() const; virtual void ResetEntity(); virtual int TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType); virtual bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const; virtual void TechnologyBuilt(AvHMessageID inMessageID); protected: void SetEnergy(float inEnergy); float mEnergy; }; const float kPhaseGateIdleThink = 1.0f; class AvHPhaseGate : public AvHMarineBaseBuildable { public: AvHPhaseGate(); virtual int GetIdleAnimation() const; bool GetIsEnabled() const; virtual int GetSequenceForBoundingBox() const; void Killed(entvars_t* inAttacker, int inGib); void Precache(void); void EXPORT IdleThink(); virtual void ResetEntity(); virtual void SetHasBeenBuilt(); void SetTimeOfLastDeparture(float timeOfLastDeparture); bool IsReadyToUse(); bool HasWarmedUp() const; void EXPORT TeleportUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); //void EXPORT TeleportTouch(CBaseEntity *pOther); virtual void UpdateOnRecycle(void); virtual void UpdateOnRemove(void); private: void KillBuildablesTouchingPlayer(AvHPlayer* inPlayer, entvars_t* inInflictor); bool GetAreTeammatesBlocking(AvHPlayer* thePlayer, const Vector& inOrigin) const; void SetEnabled(bool inEnabledState); bool mEnabled; bool mHasWarmedUp; float mTimeOfLastDeparture; }; class AvHNuke : public AvHMarineBaseBuildable { public: AvHNuke(); virtual void Precache(); void EXPORT ActiveThink(); void EXPORT DeathThink(); virtual char* GetDeploySound() const; virtual char* GetKilledSound() const; virtual void Spawn(); private: bool mActive; float mTimeActivated; }; class AvHInfantryPortal : public AvHMarineBaseBuildable, public AvHReinforceable { public: AvHInfantryPortal(); virtual void Killed(entvars_t* inAttacker, int inGib); virtual float GetReinforceTime() const; void EXPORT PortalThink(); virtual void Precache(); virtual void ResetEntity(); virtual void SetHasBeenBuilt(); // From AvHReinforceable virtual void CueRespawnEffect(AvHPlayer* inPlayer); virtual bool GetCanReinforce() const; virtual bool GetSpawnLocationForPlayer(CBaseEntity* inPlayer, Vector& outLocation) const; virtual AvHTeamNumber GetReinforceTeamNumber() const; virtual void UpdateOnRecycle(void); virtual void UpdateOnRemove(void); virtual int GetIdleAnimation() const; virtual int GetIdle1Animation() const; virtual int GetIdle2Animation() const; protected: virtual void ResetReinforcingPlayer(bool inSuccess); }; class AvHCommandStation : public AvHMarineBaseBuildable { public: AvHCommandStation(); void EXPORT CommandTouch( CBaseEntity *pOther ); void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual int GetIdleAnimation() const; virtual bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const; virtual char* GetKilledSound() const; virtual int GetPointValue() const; virtual void Killed( entvars_t *pevAttacker, int iGib ); virtual void Materialize(); virtual int ObjectCaps(void); virtual void Precache(void); virtual void SetHasBeenBuilt(); virtual void SetInactive(); virtual void Spawn(void); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); private: void EXPORT ActivateThink(void); void EXPORT CommanderUsingThink(void); void EjectCommander(); int mCommanderAtThisStation; float mTimeToPlayOnlineSound; }; class AvHTurretFactory : public AvHMarineBaseBuildable { public: AvHTurretFactory(); virtual int GetIdle1Animation() const; virtual int GetIdle2Animation() const; virtual int GetResearchAnimation() const; virtual bool GetSupportsTechID(AvHTechID inTechID) const; virtual void SetHasBeenBuilt(); virtual void TriggerAddTech() const; virtual void TriggerRemoveTech() const; virtual void Upgrade(); private: virtual void CheckTurretEnabledState() const; }; class AvHArmory : public AvHMarineBaseBuildable { public: AvHArmory(); virtual int GetActiveAnimation() const; virtual int GetIdle1Animation() const; virtual int GetIdle2Animation() const; virtual int GetResearchAnimation() const; virtual int GetSequenceForBoundingBox() const; virtual bool GetSupportsTechID(AvHTechID inTechID) const; virtual void Precache(); //void EXPORT ResupplyThink(); void EXPORT ResupplyUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue); virtual void SetHasBeenBuilt(); virtual void Upgrade(); }; class AvHArmsLab : public AvHMarineBaseBuildable { public: AvHArmsLab(); virtual int GetResearchAnimation() const; virtual int GetSequenceForBoundingBox() const; }; class AvHPrototypeLab : public AvHMarineBaseBuildable { public: AvHPrototypeLab(); }; class AvHObservatory : public AvHMarineBaseBuildable { public: AvHObservatory(); virtual int GetSequenceForBoundingBox() const; virtual void Materialize(); void EXPORT ObservatoryThink(); virtual void ResetEntity(); virtual void SetHasBeenBuilt(); virtual void Spawn(); virtual int GetActiveAnimation() const; virtual int GetIdle1Animation() const; virtual int GetIdle2Animation() const; virtual int GetResearchAnimation() const; }; //class AvHChemLab : public AvHMarineBaseBuildable //{ //public: // AvHChemLab(); //}; // //class AvHMedLab : public AvHMarineBaseBuildable //{ //public: // AvHMedLab(); //}; // //class AvHNukePlant : public AvHMarineBaseBuildable //{ //public: // AvHNukePlant(); //}; #endif