ns/dev/performance-3.0.5/source/mod/AvHMarineEquipment.h
2005-06-29 13:51:58 +00:00

566 lines
No EOL
15 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: 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