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c89fe4e37e
o Added +use ability to hives which teleports the player to the next hive. - Hives are round robin in entity id order ( order will not change with hive creation and destruction ). - Hives under attack are not given priority. - Increased the range of +use by 2x for hives ( more options here, including 2d distance checks and traces ) git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@416 67975925-1194-0748-b3d5-c16f83f1a3a1
189 lines
No EOL
5.6 KiB
C++
189 lines
No EOL
5.6 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: AvHHive.h $
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// $Date: 2002/10/24 21:26:44 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHHive.h,v $
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// Revision 1.10 2002/10/24 21:26:44 Flayra
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// - Fixed hive wound animation when dying
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// - Hives now choose a random spawn point instead of the first
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//
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// Revision 1.9 2002/10/03 18:50:34 Flayra
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// - Trigger "hive complete" alert
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// - Trigger "hive is dying" alert
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//
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// Revision 1.8 2002/09/09 19:52:57 Flayra
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// - Animations play properly
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// - Hive can be hit once it starts gestating (hive becomes solid when gestating, not when complete)
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// - Respawn fixes
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//
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// Revision 1.7 2002/08/16 02:36:01 Flayra
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// - New damage system
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// - Fixed bug where hive was absorbing too much damage in armor
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//
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// Revision 1.6 2002/07/23 17:06:09 Flayra
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// - Added ability for aliens to donate their resources at the hive, bind technology to a hive (so builders can choose the route), fixed bug where death animation played repeatedly
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//
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// Revision 1.5 2002/07/08 17:03:04 Flayra
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// - Refactored reinforcements
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//
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// Revision 1.4 2002/07/01 21:33:48 Flayra
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// - Hives can no longer be "used" to speed construction, wound sounds play on CHAN_BODY
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//
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// Revision 1.3 2002/06/03 16:47:49 Flayra
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// - Hives are base buildables now (bug with allowing use to speed building), added other hive anims for hurt, death, bad-touch, fixed bug where hives didn't get full health when they were initially built (after being killed once)
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//
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// Revision 1.2 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 AVH_HIVE_H
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#define AVH_HIVE_H
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#include "util/nowarnings.h"
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#include "dlls/extdll.h"
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#include "dlls/util.h"
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#include "dlls/cbase.h"
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#include "mod/AvHConstants.h"
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#include "dlls/func_break.h"
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#include "mod/AvHSpecials.h"
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#include "dlls/cbasedoor.h"
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#include "dlls/effects.h"
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#include "mod/AvHMapExtents.h"
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#include "mod/AvHBuildable.h"
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#include "mod/AvHPlayer.h"
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#include "mod/AvHBaseBuildable.h"
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#include "mod/AvHReinforceable.h"
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#define kHiveHitEvent "events/HiveHit.sc"
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const float kHiveAliveThinkInterval = 1.0f;
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//const int kNumWoundSounds = 2;
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//char** kWoundSoundList =
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//{
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// "sounds/misc/hive_wound1.wav",
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// "sounds/misc/hive_wound2.wav",
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//}
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class AvHHive : public AvHBaseBuildable, public AvHReinforceable
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{
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public:
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AvHHive();
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virtual bool CanBecomeActive() const;
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void EXPORT ConstructUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue);
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void EXPORT DonateUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue);
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virtual bool Energize(float inEnergyAmount);
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AvHTeamNumber GetTeamNumber() const;
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int GetIdle1Animation() const;
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int GetIdle2Animation() const;
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virtual int GetTakeDamageAnimation() const;
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virtual bool GetIsActive() const;
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virtual bool GetIsOrganic() const;
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virtual bool GetIsSpawning() const;
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virtual int GetMaxSpawnDistance() const;
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virtual int GetMoveType() const;
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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 bool GetTriggerAlertOnDamage() const;
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virtual AvHTeamNumber GetReinforceTeamNumber() const;
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//virtual CBaseEntity* GetRandomSpawnPointForPlayer(CBaseEntity* inPlayer) const;
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virtual float GetTimeLastContributed();
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virtual int GetPointValue(void) const;
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virtual float GetReinforceTime() const;
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virtual int GetSpawnAnimation() const;
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AvHMessageID GetTechnology() const;
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void SetTechnology(AvHMessageID inMessageID);
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virtual void SetTimeLastContributed(float inTime);
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Precache(void);
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virtual void ResetEntity(void);
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void EXPORT HiveTouch(CBaseEntity* inOther);
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virtual void SetActive();
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virtual void SetHasBeenBuilt();
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virtual void SetInactive();
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virtual bool StartSpawningForTeam(AvHTeamNumber inTeam, bool inForce = false);
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual void TriggerDeathAudioVisuals();
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virtual void Spawn();
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void EXPORT TeleportUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue);
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//virtual void UpdateReinforcements();
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protected:
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virtual void ResetReinforcingPlayer(bool inSuccess);
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private:
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void CreateUmbra(vec3_t& inOrigin);
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void UpdateUmbra();
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void EXPORT HiveAliveThink(void);
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void ProcessHealing();
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bool SetSolid(bool inForce = false);
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AvHMessageID mTechnology;
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int mMaxSpawnDistance;
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int mMaxHitPoints;
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bool mActive;
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bool mSolid;
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bool mSpawning;
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float mTimeLastContributed;
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float mTimeLastWoundSound;
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float mTimeOfNextUmbra;
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float mEnergy;
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float mLastTimeScannedHives;
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int mTeleportHiveIndex;
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};
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#endif |