//======== (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 "mod/AvHConstants.h" #include "dlls/cbase.h" #include "mod/AvHMessage.h" #include "mod/AvHSpecials.h" #include "mod/AvHPlayer.h" #include "mod/AvHCloakable.h" #include "mod/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); 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(); 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(); 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; bool mKilled; }; #endif