Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "effects.h"
#include "weapons.h"
#include "explode.h"
#include "monsters.h"
#include "movewith.h"
#include "player.h"
#define SF_TANK_ACTIVE 0x0001
//#define SF_TANK_PLAYER 0x0002
//#define SF_TANK_HUMANS 0x0004
//#define SF_TANK_ALIENS 0x0008
#define SF_TANK_LINEOFSIGHT 0x0010
#define SF_TANK_CANCONTROL 0x0020
#define SF_TANK_LASERSPOT 0x0040 //LRC
#define SF_TANK_MATCHTARGET 0x0080 //LRC
#define SF_TANK_SOUNDON 0x8000
#define SF_TANK_SEQFIRE 0x10000 //LRC - a TankSequence is telling me to fire
enum TANKBULLET
{
TANK_BULLET_NONE = 0,
TANK_BULLET_9MM = 1,
TANK_BULLET_MP5 = 2,
TANK_BULLET_12MM = 3,
};
class CFuncTank;
class CTankSequence;
// declare Controls up here to stop the compiler complaining. (come back Java, all is forgiven...)
class CFuncTankControls : public CBaseEntity
{
public:
virtual int ObjectCaps( void );
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// void Think( void );
void KeyValue( KeyValueData *pkvd );
STATE GetState(void) { return m_active?STATE_ON:STATE_OFF; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL OnControls( entvars_t *pevTest );
BOOL m_active; // am I being used to control tanks right now?
Vector m_vecControllerUsePos; // where was the player standing when he used me?
// for a 'movewith' controls entity, this is relative to the movewith ent.
CBasePlayer* m_pController;
int m_iCrosshair; //LRC - show a crosshair while in use. (currently this is just yes or no,
// but in future it will be the id of the weapon whose crosshair should be used.)
// CFuncTank *m_pTank;
};
#define SF_TSEQ_DUMPPLAYER 1
#define SF_TSEQ_REPEATABLE 2
#define TSEQ_UNTIL_NONE 0
#define TSEQ_UNTIL_FACING 1
#define TSEQ_UNTIL_DEATH 2
#define TSEQ_TURN_NO 0
#define TSEQ_TURN_ANGLE 1
#define TSEQ_TURN_FACE 2
#define TSEQ_TURN_ENEMY 3
#define TSEQ_SHOOT_NO 0
#define TSEQ_SHOOT_ONCE 1
#define TSEQ_SHOOT_ALWAYS 2
#define TSEQ_SHOOT_FACING 3
#define TSEQ_FLAG_NOCHANGE 0
#define TSEQ_FLAG_ON 1
#define TSEQ_FLAG_OFF 2
#define TSEQ_FLAG_TOGGLE 3
class CTankSequence : public CBaseEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EndThink( void );
void TimeOutThink( void );
void KeyValue( KeyValueData *pkvd );
STATE GetState( void ) { return m_pTank?STATE_ON:STATE_OFF; }
virtual int ObjectCaps( void );
void StopSequence( void );
void FacingNotify( void );
void DeadEnemyNotify( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
string_t m_iszEntity;
string_t m_iszEnemy;
int m_iUntil;
float m_fDuration;
int m_iTurn;
int m_iShoot;
int m_iActive;
int m_iControllable;
int m_iLaserSpot;
CFuncTank *m_pTank; // the sequence can only control one tank at a time, for the moment
};
// Custom damage
// env_laser (duration is 0.5 rate of fire)
// rockets
// explosion?
class CFuncTank : public CBaseEntity
{
public:
void Spawn( void );
void PostSpawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Think( void );
void TrackTarget( void );
CBaseEntity* BestVisibleEnemy( void );
int IRelationship( CBaseEntity* pTarget );
int Classify( void ) { return m_iTankClass; }
void TryFire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
virtual Vector UpdateTargetPosition( CBaseEntity *pTarget )
{
return pTarget->BodyTarget( pev->origin );
}
void StartRotSound( void );
void StopRotSound( void );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
inline BOOL IsActive( void ) { return (pev->spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
inline void TankActivate( void ) { pev->spawnflags |= SF_TANK_ACTIVE; SetNextThink(0.1); m_fireLast = 0; }
inline void TankDeactivate( void ) { pev->spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); }
inline BOOL CanFire( void ) { return (gpGlobals->time - m_lastSightTime) < m_persist; }
BOOL InRange( float range );
// Acquire a target. pPlayer is a player in the PVS
edict_t *FindTarget( edict_t *pPlayer );
void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr );
Vector BarrelPosition( void )
{
Vector forward, right, up;
UTIL_MakeVectorsPrivate( pev->angles, forward, right, up );
return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
}
void AdjustAnglesForBarrel( Vector &angles, float distance );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// BOOL OnControls( entvars_t *pevTest );
BOOL StartControl( CBasePlayer* pController, CFuncTankControls* pControls );
void StopControl( CFuncTankControls* pControls );
// void ControllerPostFrame( void );
CFuncTankControls* m_pControls; //LRC - tankcontrols is used as a go-between.
void StartSequence( CTankSequence *pSequence);
void StopSequence();
CTankSequence *m_pSequence; //LRC - if set, then this is the sequence the tank is currently performing
CBaseEntity *m_pSequenceEnemy; //LRC - the entity that our sequence wants us to attack
CLaserSpot* m_pSpot; // Laser spot entity
//LRC - unprotected these, so that TankSequence can look at them
float m_maxRange; // Max range to aim/track
float m_fireLast; // Last time I fired
float m_fireRate; // How many rounds/second
protected:
// CBasePlayer* m_pController;
float m_flNextAttack;
//LRC Vector m_vecControllerUsePos;
float m_yawCenter; // "Center" yaw
float m_yawRate; // Max turn rate to track targets
float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
// Zero is full rotation
float m_yawTolerance; // Tolerance angle
float m_pitchCenter; // "Center" pitch
float m_pitchRate; // Max turn rate on pitch
float m_pitchRange; // Range of pitch motion as above
float m_pitchTolerance; // Tolerance angle
float m_lastSightTime;// Last time I saw target
float m_persist; // Persistence of firing (how long do I shoot when I can't see)
float m_minRange; // Minimum range to aim/track
Vector m_barrelPos; // Length of the freakin barrel
float m_spriteScale; // Scale of any sprites we shoot
int m_iszSpriteSmoke;
int m_iszSpriteFlash;
TANKBULLET m_bulletType; // Bullet type
int m_iBulletDamage; // 0 means use Bullet type's default damage
Vector m_sightOrigin; // Last sight of target
int m_spread; // firing spread
int m_iszMaster; // Master entity
int m_iszFireMaster;//LRC - Fire-Master entity (prevents firing when inactive)
int m_iTankClass; // Behave As
void UpdateSpot( void );
// CLaserSpot* m_pViewTarg; // Player view indicator
CPointEntity *m_pFireProxy; //LRC - locus position for custom shots
int m_iszLocusFire;
};
TYPEDESCRIPTION CFuncTank::m_SaveData[] =
{
DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_yawRate, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_yawRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_yawTolerance, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchCenter, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchRate, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchTolerance, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_fireLast, FIELD_TIME ),
DEFINE_FIELD( CFuncTank, m_fireRate, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_lastSightTime, FIELD_TIME ),
DEFINE_FIELD( CFuncTank, m_persist, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_minRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_maxRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_barrelPos, FIELD_VECTOR ),
DEFINE_FIELD( CFuncTank, m_spriteScale, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_iszSpriteSmoke, FIELD_STRING ),
DEFINE_FIELD( CFuncTank, m_iszSpriteFlash, FIELD_STRING ),
DEFINE_FIELD( CFuncTank, m_bulletType, FIELD_INTEGER ),
DEFINE_FIELD( CFuncTank, m_sightOrigin, FIELD_VECTOR ),
DEFINE_FIELD( CFuncTank, m_spread, FIELD_INTEGER ),
DEFINE_FIELD( CFuncTank, m_pControls, FIELD_CLASSPTR ), //LRC
DEFINE_FIELD( CFuncTank, m_pSequence, FIELD_CLASSPTR ), //LRC
DEFINE_FIELD( CFuncTank, m_pSequenceEnemy, FIELD_CLASSPTR ), //LRC
DEFINE_FIELD( CFuncTank, m_pSpot, FIELD_CLASSPTR ), //LRC
//LRC DEFINE_FIELD( CFuncTank, m_pController, FIELD_CLASSPTR ),
//LRC DEFINE_FIELD( CFuncTank, m_vecControllerUsePos, FIELD_VECTOR ),
DEFINE_FIELD( CFuncTank, m_flNextAttack, FIELD_TIME ),
DEFINE_FIELD( CFuncTank, m_iBulletDamage, FIELD_INTEGER ),
DEFINE_FIELD( CFuncTank, m_iszMaster, FIELD_STRING ),
DEFINE_FIELD( CFuncTank, m_iszFireMaster, FIELD_STRING ), //LRC
DEFINE_FIELD( CFuncTank, m_iszLocusFire, FIELD_STRING ), //LRC
DEFINE_FIELD( CFuncTank, m_pFireProxy, FIELD_CLASSPTR ), //LRC
};
IMPLEMENT_SAVERESTORE( CFuncTank, CBaseEntity );
static Vector gTankSpread[] =
{
Vector( 0, 0, 0 ), // perfect
Vector( 0.025, 0.025, 0.025 ), // small cone
Vector( 0.05, 0.05, 0.05 ), // medium cone
Vector( 0.1, 0.1, 0.1 ), // large cone
Vector( 0.25, 0.25, 0.25 ), // extra-large cone
};
#define MAX_FIRING_SPREADS ARRAYSIZE(gTankSpread)
void CFuncTank :: Spawn( void )
{
Precache();
pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
pev->solid = SOLID_BSP;
SET_MODEL( ENT(pev), STRING(pev->model) );
// if (pev->health) pev->flags |= FL_MONSTER; //LRC - maybe?
if ( IsActive() )
{
SetNextThink(1.0);
}
m_sightOrigin = BarrelPosition(); // Point at the end of the barrel
if ( m_fireRate <= 0 )
m_fireRate = 1;
if ( m_spread > MAX_FIRING_SPREADS )
m_spread = 0;
pev->oldorigin = pev->origin;
if (m_iszLocusFire) //LRC - locus trigger
{
m_pFireProxy = GetClassPtr( (CPointEntity*)NULL );
}
}
void CFuncTank::PostSpawn( void )
{
if (m_pMoveWith)
{
m_yawCenter = pev->angles.y - m_pMoveWith->pev->angles.y;
m_pitchCenter = pev->angles.x - m_pMoveWith->pev->angles.x;
}
else
{
m_yawCenter = pev->angles.y;
m_pitchCenter = pev->angles.x;
}
}
void CFuncTank :: Precache( void )
{
// PRECACHE_MODEL( "sprites/mommablob.spr" );
if ( m_iszSpriteSmoke )
PRECACHE_MODEL( (char *)STRING(m_iszSpriteSmoke) );
if ( m_iszSpriteFlash )
PRECACHE_MODEL( (char *)STRING(m_iszSpriteFlash) );
if ( pev->noise )
PRECACHE_SOUND( (char *)STRING(pev->noise) );
}
void CFuncTank :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "yawrate"))
{
m_yawRate = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "yawrange"))
{
m_yawRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "yawtolerance"))
{
m_yawTolerance = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitchrange"))
{
m_pitchRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitchrate"))
{
m_pitchRate = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitchtolerance"))
{
m_pitchTolerance = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "firerate"))
{
m_fireRate = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "barrel"))
{
m_barrelPos.x = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "barrely"))
{
m_barrelPos.y = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "barrelz"))
{
m_barrelPos.z = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spritescale"))
{
m_spriteScale = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spritesmoke"))
{
m_iszSpriteSmoke = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spriteflash"))
{
m_iszSpriteFlash = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "rotatesound"))
{
pev->noise = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "persistence"))
{
m_persist = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "bullet"))
{
m_bulletType = (TANKBULLET)atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "bullet_damage" ))
{
m_iBulletDamage = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "firespread"))
{
m_spread = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "minRange"))
{
m_minRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "maxRange"))
{
m_maxRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "master"))
{
m_iszMaster = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "firemaster"))
{
m_iszFireMaster = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iClass"))
{
m_iTankClass = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszLocusFire"))
{
m_iszLocusFire = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
//==================================================================================
// TANK CONTROLLING
/*LRC- TankControls checks this instead
BOOL CFuncTank :: OnControls( entvars_t *pevTest )
{
if ( !(pev->spawnflags & SF_TANK_CANCONTROL) )
return FALSE;
Vector offset = pevTest->origin - pev->origin;
if ( (m_vecControllerUsePos - pevTest->origin).Length() < 30 )
return TRUE;
return FALSE;
} */
BOOL CFuncTank :: StartControl( CBasePlayer* pController, CFuncTankControls *pControls )
{
// ALERT(at_console, "StartControl\n");
// we're already being controlled or playing a sequence
if ( m_pControls != NULL || m_pSequence != NULL )
{
// ALERT(at_debug,"StartControl failed, already in use\n");
return FALSE;
}
// Team only or disabled?
if ( m_iszMaster )
{
if ( !UTIL_IsMasterTriggered( m_iszMaster, pController ) )
{
// ALERT(at_debug,"StartControl failed, locked\n");
return FALSE;
}
}
// ALERT( at_console, "using TANK!\n");
m_pControls = pControls;
if (m_pSpot) m_pSpot->Revive();
// if (m_pViewTarg) m_pViewTarg->Revive();
SetNextThink(0.1);
// ALERT(at_debug,"StartControl succeeded\n");
return TRUE;
}
void CFuncTank :: StopControl( CFuncTankControls* pControls)
{
//LRC- various commands moved from here to FuncTankControls
if ( !m_pControls || m_pControls != pControls)
{
//ALERT(at_debug,"StopControl failed, not in use\n");
return;
}
// ALERT(at_debug,"StopControl succeeded\n");
// ALERT( at_debug, "stopped using TANK\n");
if (m_pSpot) m_pSpot->Suspend(-1);
// if (m_pViewTarg) m_pViewTarg->Suspend(-1);
StopRotSound(); //LRC
DontThink();
UTIL_SetAvelocity(this, g_vecZero);
m_pControls = NULL;
if ( IsActive() )
{
SetNextThink(1.0);
}
}
void CFuncTank::UpdateSpot( void )
{
if ( pev->spawnflags & SF_TANK_LASERSPOT )
{
if (!m_pSpot)
{
m_pSpot = CLaserSpot::CreateSpot();
}
Vector vecAiming;
UTIL_MakeVectorsPrivate( pev->angles, vecAiming, NULL, NULL );
Vector vecSrc = BarrelPosition( );
TraceResult tr;
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(pev), &tr );
// ALERT( "%f %f\n", gpGlobals->v_forward.y, vecAiming.y );
/*
float a = gpGlobals->v_forward.y * vecAiming.y + gpGlobals->v_forward.x * vecAiming.x;
m_pPlayer->pev->punchangle.y = acos( a ) * (180 / M_PI);
ALERT( at_console, "%f\n", a );
*/
UTIL_SetOrigin( m_pSpot, tr.vecEndPos );
}
}
// Called each frame by PostThink, via Use.
// all we do here is handle firing.
// LRC- this is now never called. Think functions are handling it all.
/*void CFuncTank :: ControllerPostFrame( void )
{
ASSERT(m_pController != NULL);
if ( gpGlobals->time < m_flNextAttack )
return;
if ( m_pController->pev->button & IN_ATTACK )
{
Vector vecForward;
UTIL_MakeVectorsPrivate( pev->angles, vecForward, NULL, NULL );
m_fireLast = gpGlobals->time - (1/m_fireRate) - 0.01; // to make sure the gun doesn't fire too many bullets
Fire( BarrelPosition(), vecForward, m_pController->pev );
// HACKHACK -- make some noise (that the AI can hear)
if ( m_pController && m_pController->IsPlayer() )
((CBasePlayer *)m_pController)->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_flNextAttack = gpGlobals->time + (1/m_fireRate);
}
}*/
////////////// END NEW STUFF //////////////
void CFuncTank :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( pev->spawnflags & SF_TANK_CANCONTROL )
{ // player controlled turret
if ( pActivator->Classify() != CLASS_PLAYER )
return;
// from Player::PostThink. ("try fire the gun")
if ( value == 2 && useType == USE_SET )
{
// LRC- actually, we handle firing with TrackTarget, to support multitank.
// ControllerPostFrame();
}
// LRC- tankcontrols handles all this
// else if ( !m_pController && useType != USE_OFF )
// {
// // LRC- add one more tank to the ones the player's using
// ((CBasePlayer*)pActivator)->m_pTank = this;
// StartControl( (CBasePlayer*)pActivator );
// }
// else
// {
// // probably from Player::PostThink- player stopped using tank.
// StopControl();
// }
}
else
{
if ( !ShouldToggle( useType, IsActive() ) )
return;
if ( IsActive() )
{
TankDeactivate();
if (m_pSpot) m_pSpot->Suspend(-1);
}
else
{
TankActivate();
if (m_pSpot) m_pSpot->Revive();
}
}
}
edict_t *CFuncTank :: FindTarget( edict_t *pPlayer )
{
return pPlayer;
}
CBaseEntity *CFuncTank:: BestVisibleEnemy ( void )
{
CBaseEntity *pReturn;
int iNearest;
int iDist;
int iBestRelationship;
int iLookDist = m_maxRange?m_maxRange:512; //thanks to Waldo for this.
iNearest = 8192;// so first visible entity will become the closest.
pReturn = NULL;
iBestRelationship = R_DL;
CBaseEntity *pList[100];
Vector delta = Vector( iLookDist, iLookDist, iLookDist );
// Find only monsters/clients in box, NOT limited to PVS
int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT|FL_MONSTER );
int i;
for (i = 0; i < count; i++ )
{
if ( pList[i]->IsAlive() )
{
if ( IRelationship( pList[i] ) > iBestRelationship )
{
// this entity is disliked MORE than the entity that we
// currently think is the best visible enemy. No need to do
// a distance check, just get mad at this one for now.
iBestRelationship = IRelationship ( pList[i] );
iNearest = ( pList[i]->pev->origin - pev->origin ).Length();
pReturn = pList[i];
}
else if ( IRelationship( pList[i] ) == iBestRelationship )
{
// this entity is disliked just as much as the entity that
// we currently think is the best visible enemy, so we only
// get mad at it if it is closer.
iDist = ( pList[i]->pev->origin - pev->origin ).Length();
if ( iDist <= iNearest )
{
iNearest = iDist;
//these are guaranteed to be the same! iBestRelationship = IRelationship ( pList[i] );
pReturn = pList[i];
}
}
}
}
// if (pReturn)
// ALERT(at_debug, "Tank's best enemy is %s\n", STRING(pReturn->pev->classname));
// else
// ALERT(at_debug, "Tank has no best enemy\n");
return pReturn;
}
int CFuncTank::IRelationship( CBaseEntity* pTarget )
{
int iOtherClass = pTarget->Classify();
if (iOtherClass == CLASS_NONE) return R_NO;
if (!m_iTankClass)
{
if (iOtherClass == CLASS_PLAYER)
return R_HT;
else
return R_NO;
}
else if (m_iTankClass == CLASS_PLAYER_ALLY)
{
switch (iOtherClass)
{
case CLASS_HUMAN_MILITARY:
case CLASS_MACHINE:
case CLASS_ALIEN_MILITARY:
case CLASS_ALIEN_MONSTER:
case CLASS_ALIEN_PREDATOR:
case CLASS_ALIEN_PREY:
return R_HT;
default:
return R_NO;
}
}
else if (m_iTankClass == CLASS_HUMAN_MILITARY)
{
switch (iOtherClass)
{
case CLASS_PLAYER:
case CLASS_PLAYER_ALLY:
case CLASS_ALIEN_MILITARY:
case CLASS_ALIEN_MONSTER:
case CLASS_ALIEN_PREDATOR:
case CLASS_ALIEN_PREY:
return R_HT;
case CLASS_HUMAN_PASSIVE:
return R_DL;
default:
return R_NO;
}
}
else if (m_iTankClass == CLASS_ALIEN_MILITARY)
{
switch (iOtherClass)
{
case CLASS_PLAYER:
case CLASS_PLAYER_ALLY:
case CLASS_HUMAN_MILITARY:
return R_HT;
case CLASS_HUMAN_PASSIVE:
return R_DL;
default:
return R_NO;
}
}
else
return R_NO;
}
BOOL CFuncTank :: InRange( float range )
{
if ( range < m_minRange )
return FALSE;
if ( m_maxRange > 0 && range > m_maxRange )
return FALSE;
return TRUE;
}
//LRC
void CFuncTank :: StartSequence(CTankSequence *pSequence)
{
m_pSequence = pSequence;
SetNextThink(1.0);
}
//LRC
void CFuncTank :: StopSequence( )
{
StopRotSound();
DontThink();
pev->avelocity = g_vecZero;
m_pSequence = NULL;
m_pSequenceEnemy = NULL;
}
// NB: tracktarget updates nextthink
void CFuncTank :: Think( void )
{
// pev->avelocity = g_vecZero;
TrackTarget();
if ( fabs(pev->avelocity.x) > 1 || fabs(pev->avelocity.y) > 1 )
StartRotSound();
else
StopRotSound();
}
void CFuncTank::TrackTarget( void )
{
TraceResult tr;
// edict_t *pPlayer;
BOOL updateTime = FALSE, lineOfSight;
Vector angles, direction, targetPosition, barrelEnd;
Vector v_right, v_up;
CBaseEntity *pTarget;
CBasePlayer* pController = NULL;
// ALERT(at_console,"TrackTarget\n");
// update the barrel position
if (m_pFireProxy)
{
m_pFireProxy->pev->origin = BarrelPosition();
UTIL_MakeVectorsPrivate( pev->angles, m_pFireProxy->pev->velocity, NULL, NULL );
}
// Get a position to aim for
if (m_pSequence)
{
UpdateSpot();
SetNextThink(0.05, FALSE);
if (m_pSequence->m_iTurn == TSEQ_TURN_ENEMY)
{
CBaseMonster *pMonst = m_pSequenceEnemy->MyMonsterPointer();
if (pMonst && !pMonst->IsAlive())
m_pSequence->DeadEnemyNotify();
// Work out what angle we need to face to look at the enemy
targetPosition = m_pSequenceEnemy->pev->origin + m_pSequenceEnemy->pev->view_ofs;
direction = targetPosition - pev->origin;
angles = UTIL_VecToAngles( direction );
AdjustAnglesForBarrel( angles, direction.Length() );
}
else if (m_pSequence->m_iTurn == TSEQ_TURN_ANGLE)
{
angles = m_pSequence->pev->angles;
}
else if (m_pSequence->m_iTurn == TSEQ_TURN_FACE)
{
// Work out what angle we need to face to look at the sequence
direction = m_pSequence->pev->origin - pev->origin;
angles = UTIL_VecToAngles( direction );
AdjustAnglesForBarrel( angles, direction.Length() );
}
}
else if (m_pControls && m_pControls->m_pController)
{
// ALERT( at_console, "TANK has controller\n");
UpdateSpot();
pController = m_pControls->m_pController;
SetNextThink(0.05, FALSE);
// LRC- changed here to allow "match target" as well as "match angles" mode.
if (pev->spawnflags & SF_TANK_MATCHTARGET)
{
// "Match target" mode:
// first, get the player's angles
angles = pController->pev->v_angle;
// Work out what point the player is looking at
UTIL_MakeVectorsPrivate(angles, direction,NULL,NULL);
targetPosition = pController->EyePosition() + direction * 1000;
edict_t *ownerTemp = pev->owner; //LRC store the owner, so we can put it back after the check
pev->owner = pController->edict(); //LRC when doing the matchtarget check, don't hit the player or the tank.
UTIL_TraceLine(
pController->EyePosition(),
targetPosition,
missile, //the opposite of ignore_monsters: target them if we go anywhere near!
ignore_glass,
edict(), &tr
);
pev->owner = ownerTemp; //LRC put the owner back
// if (!m_pViewTarg)
// {
// m_pViewTarg = CLaserSpot::CreateSpot("sprites/mommablob.spr");
// }
// UTIL_SetOrigin( m_pViewTarg, tr.vecEndPos );
// Work out what angle we need to face to look at that point
direction = tr.vecEndPos - pev->origin;
angles = UTIL_VecToAngles( direction );
targetPosition = tr.vecEndPos;
// ALERT( at_console, "TANK: look at pos %.0f %.0f %.0f; target angle %.0f %.0f %.0f\n",
// targetPosition.x,targetPosition.y,targetPosition.z,angles.x,angles.y,angles.z);
// Calculate the additional rotation to point the end of the barrel at the target
// (instead of the gun's center)
AdjustAnglesForBarrel( angles, direction.Length() );
}
else
{
// "Match angles" mode
// just get the player's angles
angles = pController->pev->v_angle;
angles[0] = 0 - angles[0];
}
}
else
{
// ALERT( at_console, "TANK has no controller\n");
if ( IsActive() )
{
SetNextThink(0.1);
}
else
{
DontThink();
UTIL_SetAvelocity(this, g_vecZero);
return;
}
UpdateSpot();
// if we can't see any players
//pPlayer = FIND_CLIENT_IN_PVS( edict() );
pTarget = BestVisibleEnemy();
if ( FNullEnt( pTarget ) )
{
if ( IsActive() )
SetNextThink(2); // No enemies visible, wait 2 secs
return;
}
// Calculate angle needed to aim at target
barrelEnd = BarrelPosition();
targetPosition = pTarget->pev->origin + pTarget->pev->view_ofs;
float range = (targetPosition - barrelEnd).Length();
if ( !InRange( range ) )
return;
UTIL_TraceLine( barrelEnd, targetPosition, dont_ignore_monsters, edict(), &tr );
if ( tr.flFraction == 1.0 || tr.pHit == ENT(pTarget->pev) )
{
lineOfSight = TRUE;
if ( InRange( range ) && pTarget->IsAlive() )
{
updateTime = TRUE; // I think I saw him, pa!
m_sightOrigin = UpdateTargetPosition( pTarget );
}
}
else
{
// No line of sight, don't track
lineOfSight = FALSE;
}
// Track sight origin
// !!! I'm not sure what i changed (cuh, these Valve cowboys... --LRC)
// m_sightOrigin is the last known location of the player.
direction = m_sightOrigin - pev->origin;
// direction = m_sightOrigin - barrelEnd;
angles = UTIL_VecToAngles( direction );
// Calculate the additional rotation to point the end of the barrel at the target
// (not the gun's center)
AdjustAnglesForBarrel( angles, direction.Length() );
}
angles.x = -angles.x;
float currentYawCenter, currentPitchCenter;
// Force the angles to be relative to the center position
if (m_pMoveWith)
{
currentYawCenter = m_yawCenter + m_pMoveWith->pev->angles.y;
currentPitchCenter = m_pitchCenter + m_pMoveWith->pev->angles.x;
}
else
{
currentYawCenter = m_yawCenter;
currentPitchCenter = m_pitchCenter;
}
angles.y = currentYawCenter + UTIL_AngleDistance( angles.y, currentYawCenter );
angles.x = currentPitchCenter + UTIL_AngleDistance( angles.x, currentPitchCenter );
// Limit against range in y
if (m_yawRange < 360)
{
if ( angles.y > currentYawCenter + m_yawRange )
{
angles.y = currentYawCenter + m_yawRange;
updateTime = FALSE; // If player is outside fire arc, we didn't really see him
}
else if ( angles.y < (currentYawCenter - m_yawRange) )
{
angles.y = (currentYawCenter - m_yawRange);
updateTime = FALSE; // If player is outside fire arc, we didn't really see him
}
}
// we can always 'see' the whole vertical arc, so it's just the yaw we needed to check.
if ( updateTime )
m_lastSightTime = gpGlobals->time;
// Move toward target at rate or less
float distY = UTIL_AngleDistance( angles.y, pev->angles.y );
// ALERT(at_console, "%f -> %f: dist= %f\n", angles.y, pev->angles.y, distY);
Vector setAVel = g_vecZero;
setAVel.y = distY * 10;
if ( setAVel.y > m_yawRate )
setAVel.y = m_yawRate;
else if ( setAVel.y < -m_yawRate )
setAVel.y = -m_yawRate;
// Limit against range in x
if ( angles.x > currentPitchCenter + m_pitchRange )
angles.x = currentPitchCenter + m_pitchRange;
else if ( angles.x < currentPitchCenter - m_pitchRange )
angles.x = currentPitchCenter - m_pitchRange;
// Move toward target at rate or less
float distX = UTIL_AngleDistance( angles.x, pev->angles.x );
setAVel.x = distX * 10;
if ( setAVel.x > m_pitchRate )
setAVel.x = m_pitchRate;
else if ( setAVel.x < -m_pitchRate )
setAVel.x = -m_pitchRate;
UTIL_SetAvelocity(this, setAVel);
// notify the TankSequence if we're (pretty close to) facing the target
if( m_pSequence && fabs( distY ) < 0.1 && fabs( distX ) < 0.1 )
m_pSequence->FacingNotify();
// firing in tanksequences:
if ( m_pSequence )
{
if ( gpGlobals->time < m_flNextAttack ) return;
if ( pev->spawnflags & SF_TANK_SEQFIRE ) // does the sequence want me to fire?
{
Vector forward;
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
// to make sure the gun doesn't fire too many bullets
m_fireLast = gpGlobals->time - (1/m_fireRate) - 0.01;
TryFire( BarrelPosition(), forward, pev );
m_flNextAttack = gpGlobals->time + (1/m_fireRate);
}
return;
}
// firing with player-controlled tanks:
else if ( pController )
{
if ( gpGlobals->time < m_flNextAttack )
return;
// FIXME- use m_???Tolerance to fire in the desired direction,
// instead of the one we're facing.
if ( pController->pev->button & IN_ATTACK )
{
Vector forward;
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
// to make sure the gun doesn't fire too many bullets
m_fireLast = gpGlobals->time - (1/m_fireRate) - 0.01;
TryFire( BarrelPosition(), forward, pController->pev );
// HACKHACK -- make some noise (that the AI can hear)
if ( pController && pController->IsPlayer() )
((CBasePlayer *)pController)->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_flNextAttack = gpGlobals->time + (1/m_fireRate);
}
}
// firing with automatic guns:
else if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT) ) )
{
BOOL fire = FALSE;
Vector forward;
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
if ( pev->spawnflags & SF_TANK_LINEOFSIGHT )
{
float length = direction.Length();
UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, dont_ignore_monsters, edict(), &tr );
if ( tr.pHit == ENT(pTarget->pev) )
fire = TRUE;
}
else
fire = TRUE;
if ( fire )
{
TryFire( BarrelPosition(), forward, pev );
}
else
m_fireLast = 0;
}
else
m_fireLast = 0;
}
// If barrel is offset, add in additional rotation
void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance )
{
float r2, d2;
if ( m_barrelPos.y != 0 || m_barrelPos.z != 0 )
{
distance -= m_barrelPos.z;
d2 = distance * distance;
if ( m_barrelPos.y )
{
r2 = m_barrelPos.y * m_barrelPos.y;
angles.y += (180.0 / M_PI) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) );
}
if ( m_barrelPos.z )
{
r2 = m_barrelPos.z * m_barrelPos.z;
angles.x += (180.0 / M_PI) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) );
}
}
}
// Check the FireMaster before actually firing
void CFuncTank::TryFire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
// ALERT(at_console, "TryFire\n");
if (UTIL_IsMasterTriggered(m_iszFireMaster, NULL))
{
// ALERT(at_console, "Fire is %p, rocketfire %p, tankfire %p\n", this->Fire, CFuncTankRocket::Fire, CFuncTank::Fire);
Fire( barrelEnd, forward, pevAttacker );
}
// else
// m_fireLast = 0;
}
// Fire targets and spawn sprites
void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
// ALERT(at_console, "FuncTank::Fire\n");
if ( m_fireLast != 0 )
{
if ( m_iszSpriteSmoke )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE );
pSprite->AnimateAndDie( RANDOM_FLOAT( 15.0, 20.0 ) );
pSprite->SetTransparency( kRenderTransAlpha, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, 255, kRenderFxNone );
pSprite->pev->velocity.z = RANDOM_FLOAT(40, 80);
pSprite->SetScale( m_spriteScale );
}
if ( m_iszSpriteFlash )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE );
pSprite->AnimateAndDie( 60 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
pSprite->SetScale( m_spriteScale );
// Hack Hack, make it stick around for at least 100 ms.
pSprite->AbsoluteNextThink( pSprite->m_fNextThink + 0.1 );
}
//LRC
if (m_iszLocusFire)
{
FireTargets( STRING(m_iszLocusFire), m_pFireProxy, this, USE_TOGGLE, 0 );
}
SUB_UseTargets( this, USE_TOGGLE, 0 );
}
m_fireLast = gpGlobals->time;
}
void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr )
{
// get circular gaussian spread
float x, y, z;
do {
x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecForward +
x * vecSpread.x * gpGlobals->v_right +
y * vecSpread.y * gpGlobals->v_up;
Vector vecEnd;
vecEnd = vecStart + vecDir * 4096;
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &tr );
}
void CFuncTank::StartRotSound( void )
{
if ( !pev->noise || (pev->spawnflags & SF_TANK_SOUNDON) )
return;
pev->spawnflags |= SF_TANK_SOUNDON;
EMIT_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noise), 0.85, ATTN_NORM);
}
void CFuncTank::StopRotSound( void )
{
if ( pev->spawnflags & SF_TANK_SOUNDON )
STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noise) );
pev->spawnflags &= ~SF_TANK_SOUNDON;
}
class CFuncTankGun : public CFuncTank
{
public:
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
};
LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun );
void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
// ALERT(at_console, "FuncTankGun::Fire\n");
int i;
if ( m_fireLast != 0 )
{
// FireBullets needs gpGlobals->v_up, etc.
UTIL_MakeAimVectors(pev->angles);
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
if ( bulletCount > 0 )
{
for ( i = 0; i < bulletCount; i++ )
{
switch( m_bulletType )
{
case TANK_BULLET_9MM:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_9MM, 1, m_iBulletDamage, pevAttacker );
break;
case TANK_BULLET_MP5:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_MP5, 1, m_iBulletDamage, pevAttacker );
break;
case TANK_BULLET_12MM:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_12MM, 1, m_iBulletDamage, pevAttacker );
break;
default:
case TANK_BULLET_NONE:
break;
}
}
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
}
}
else
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
}
class CFuncTankLaser : public CFuncTank
{
public:
void Activate( void );
void KeyValue( KeyValueData *pkvd );
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
void Think( void );
CLaser *GetLaser( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
CLaser *m_pLaser;
float m_laserTime;
};
LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser );
TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] =
{
DEFINE_FIELD( CFuncTankLaser, m_pLaser, FIELD_CLASSPTR ),
DEFINE_FIELD( CFuncTankLaser, m_laserTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CFuncTankLaser, CFuncTank );
void CFuncTankLaser::Activate( void )
{
if ( !GetLaser() )
{
UTIL_Remove(this);
ALERT( at_error, "Laser tank with no env_laser!\n" );
}
else
{
m_pLaser->TurnOff();
}
CFuncTank::Activate();
}
void CFuncTankLaser::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "laserentity"))
{
pev->message = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CFuncTank::KeyValue( pkvd );
}
CLaser *CFuncTankLaser::GetLaser( void )
{
if ( m_pLaser )
return m_pLaser;
CBaseEntity *pEntity;
pEntity = UTIL_FindEntityByTargetname( NULL, STRING(pev->message) );
while ( pEntity )
{
// Found the laser
if ( FClassnameIs( pEntity->pev, "env_laser" ) )
{
m_pLaser = (CLaser *)pEntity;
break;
}
else
pEntity = UTIL_FindEntityByTargetname( pEntity, STRING(pev->message) );
}
return m_pLaser;
}
void CFuncTankLaser::Think( void )
{
if ( m_pLaser && (gpGlobals->time > m_laserTime) )
m_pLaser->TurnOff();
CFuncTank::Think();
}
void CFuncTankLaser::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
// ALERT(at_console, "FuncTankLaser::Fire\n");
int i;
TraceResult tr;
if ( m_fireLast != 0 && GetLaser() )
{
// TankTrace needs gpGlobals->v_up, etc.
UTIL_MakeAimVectors(pev->angles);
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
if ( bulletCount )
{
for ( i = 0; i < bulletCount; i++ )
{
m_pLaser->pev->origin = barrelEnd;
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
m_laserTime = gpGlobals->time;
m_pLaser->TurnOn();
m_pLaser->pev->dmgtime = gpGlobals->time - 1.0;
m_pLaser->FireAtPoint( barrelEnd, tr );
//LRC - tripbeams
CBaseEntity* pTrip;
if (!FStringNull(m_pLaser->pev->target) && (pTrip = m_pLaser->GetTripEntity( &tr )) != NULL)
FireTargets(STRING(m_pLaser->pev->target), pTrip, m_pLaser, USE_TOGGLE, 0);
m_pLaser->DontThink();
}
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
else
{
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
class CFuncTankRocket : public CFuncTank
{
public:
void Precache( void );
virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
};
LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket );
void CFuncTankRocket::Precache( void )
{
UTIL_PrecacheOther( "rpg_rocket" );
CFuncTank::Precache();
}
void CFuncTankRocket::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
// ALERT(at_console, "FuncTankRocket::Fire\n");
int i;
if ( m_fireLast != 0 )
{
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
if ( bulletCount > 0 )
{
for ( i = 0; i < bulletCount; i++ )
{
CBaseEntity *pRocket = CBaseEntity::Create( "rpg_rocket", barrelEnd, pev->angles, edict() );
}
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
else
CFuncTank::Fire( barrelEnd, forward, pev );
}
class CFuncTankMortar : public CFuncTank
{
public:
void KeyValue( KeyValueData *pkvd );
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
};
LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar );
void CFuncTankMortar::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "iMagnitude"))
{
pev->impulse = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CFuncTank::KeyValue( pkvd );
}
void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
// ALERT(at_console, "FuncTankMortar::Fire\n");
if ( m_fireLast != 0 )
{
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
// Only create 1 explosion
if ( bulletCount > 0 )
{
TraceResult tr;
// TankTrace needs gpGlobals->v_up, etc.
UTIL_MakeAimVectors(pev->angles);
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
ExplosionCreate( tr.vecEndPos, pev->angles, edict(), pev->impulse, TRUE );
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
else
CFuncTank::Fire( barrelEnd, forward, pev );
}
//============================================================================
// FUNC TANK CONTROLS
//============================================================================
#define SF_TANKCONTROLS_NO_USE 1
#define SF_TANKCONTROLS_VISIBLE 2
LINK_ENTITY_TO_CLASS( func_tankcontrols, CFuncTankControls );
TYPEDESCRIPTION CFuncTankControls::m_SaveData[] =
{
// DEFINE_FIELD( CFuncTankControls, m_pTank, FIELD_CLASSPTR ),
DEFINE_FIELD( CFuncTankControls, m_active, FIELD_BOOLEAN ),
DEFINE_FIELD( CFuncTankControls, m_pController, FIELD_CLASSPTR ),
DEFINE_FIELD( CFuncTankControls, m_vecControllerUsePos, FIELD_VECTOR ),
DEFINE_FIELD( CFuncTankControls, m_iCrosshair, FIELD_INTEGER ), //LRC
};
IMPLEMENT_SAVERESTORE( CFuncTankControls, CBaseEntity );
void CFuncTankControls :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "crosshair"))
{
m_iCrosshair = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
int CFuncTankControls :: ObjectCaps( void )
{
if (pev->spawnflags & SF_TANKCONTROLS_NO_USE)
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
else
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE;
}
//LRC- copied here from FuncTank.
BOOL CFuncTankControls :: OnControls( entvars_t *pevTest )
{
// if ( !(pev->spawnflags & SF_TANK_CANCONTROL) )
// return FALSE;
Vector offset = pevTest->origin - pev->origin;
if (pev->frags == -1)
{
// ALERT(at_console, "TANK OnControls: TRUE(full tolerance)\n");
return TRUE;
}
if (m_pMoveWith)
{
if ( ((m_vecControllerUsePos + m_pMoveWith->pev->origin) - pevTest->origin).Length() <= pev->frags )
{
// ALERT(at_console, "TANK OnControls: TRUE(movewith)\n");
return TRUE;
}
}
else if ( (m_vecControllerUsePos - pevTest->origin).Length() <= pev->frags )
{
// ALERT(at_console, "TANK OnControls: TRUE\n");
return TRUE;
}
// ALERT(at_console, "TANK OnControls: FALSE\n");
return FALSE;
}
void CFuncTankControls :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// LRC- rewritten to allow TankControls to be the thing that handles the relationship
// between the player and one or more faithful tanks.
CBaseEntity *tryTank = NULL;
// ALERT(at_console,"controls %p triggered by \"%s\" %p\n", this, STRING(pCaller->pev->classname), pCaller);
if ( !m_pController && useType != USE_OFF )
{
// if not activated by a player, don't work.
if (!pActivator || !(pActivator->IsPlayer()))
return;
// if I've already got a controller, or the player's already using
// another controls, then forget it.
if (m_active != FALSE || ((CBasePlayer*)pActivator)->m_pTank != NULL)
return;
//LRC- Now uses FindEntityByTargetname, so that aliases work.
while( ( tryTank = UTIL_FindEntityByTargetname( tryTank, STRING( pev->target ) ) ) )
{
if (!strncmp( STRING(tryTank->pev->classname), "func_tank", 9 ))
{
if (((CFuncTank*)tryTank)->StartControl((CBasePlayer*)pActivator, this))
{
//ALERT(at_console,"started controlling tank %s\n",STRING(tryTank->pev->targetname));
// here's a tank we can control. Phew.
m_active = TRUE;
}
}
}
if (m_active)
{
// we found at least one tank to use, so holster player's weapon
m_pController = (CBasePlayer*)pActivator;
m_pController->m_pTank = this;
if ( m_pController->m_pActiveItem )
{
m_pController->m_pActiveItem->Holster();
m_pController->pev->weaponmodel = 0;
m_pController->pev->viewmodel = 0;
}
//LRC - allow tank crosshairs
if (m_iCrosshair)
m_pController->m_iHideHUD |= ( HIDEHUD_CUSTOMCROSSHAIR | HIDEHUD_WEAPONS );
else
m_pController->m_iHideHUD |= HIDEHUD_WEAPONS;
// remember where the player's standing, so we can tell when he walks away
if (m_pMoveWith)
m_vecControllerUsePos = m_pController->pev->origin - m_pMoveWith->pev->origin;
else
m_vecControllerUsePos = m_pController->pev->origin;
//ALERT( at_console, "TANK controls activated\n");
}
}
else if (m_pController && useType != USE_ON)
{
// player stepped away or died, most likely.
//ALERT(at_console, "TANK controls deactivated\n");
//LRC- Now uses FindEntityByTargetname, so that aliases work.
while( ( tryTank = UTIL_FindEntityByTargetname( tryTank, STRING( pev->target ) ) ) )
{
if (FClassnameIs(tryTank->pev, "func_tank"))
{
// this is a tank we're controlling.
((CFuncTank*)tryTank)->StopControl(this);
}
}
// if (!m_pController)
// return;
// bring back player's weapons
if ( m_pController->m_pActiveItem )
m_pController->m_pActiveItem->Deploy();
m_pController->m_iHideHUD &= ~ (HIDEHUD_CUSTOMCROSSHAIR | HIDEHUD_WEAPONS);
m_pController->m_pTank = NULL;
m_pController = NULL;
m_active = false;
}
// if ( m_pTank )
// m_pTank->Use( pActivator, pCaller, useType, value );
// ASSERT( m_pTank != NULL ); // if this fails, most likely means save/restore hasn't worked properly
}
/* LRC- no need to set up m_pTank any more...
void CFuncTankControls :: Think( void )
{
CBaseEntity *pTarget = NULL;
do
{
pTarget = UTIL_FindEntityByClassname( pTarget, STRING(pev->target) );
} while ( pTarget && strncmp( STRING(pTarget->v.classname), "func_tank", 9 ) );
if ( !pTarget )
{
ALERT( at_console, "No tank %s\n", STRING(pev->target) );
return;
}
else
{
m_pTank = (CFuncTank*)pTarget;
do
{
pTarget = UTIL_FindEntityByClassname( pTarget, STRING(pev->target) );
} while ( pTarget && strncmp( STRING(pTarget->v.classname), "func_tank", 9 ) );
if ( pTarget )
{
m_pTank2 = (CFuncTank*)pTarget;
ALERT( at_console, "Got second tank %s\n", STRING(pev->target) );
}
}
}*/
void CFuncTankControls::Spawn( void )
{
pev->solid = SOLID_TRIGGER;
pev->movetype = MOVETYPE_NONE;
if (!(pev->spawnflags & SF_TANKCONTROLS_VISIBLE))
pev->effects |= EF_NODRAW;
SET_MODEL( ENT(pev), STRING(pev->model) );
if (pev->frags == 0) //LRC- in case the level designer didn't set it.
pev->frags = 30;
UTIL_SetSize( pev, pev->mins, pev->maxs );
UTIL_SetOrigin( this, pev->origin );
//LRC SetNextThink( 0.3 ); // After all the func_tanks have spawned
CBaseEntity::Spawn();
}
//============================================================================
//LRC - Scripted Tank Sequence
//============================================================================
LINK_ENTITY_TO_CLASS( scripted_tanksequence, CTankSequence );
TYPEDESCRIPTION CTankSequence::m_SaveData[] =
{
DEFINE_FIELD( CTankSequence, m_iszEntity, FIELD_STRING ),
DEFINE_FIELD( CTankSequence, m_iszEnemy, FIELD_STRING ),
DEFINE_FIELD( CTankSequence, m_iUntil, FIELD_INTEGER ),
DEFINE_FIELD( CTankSequence, m_fDuration, FIELD_FLOAT ),
DEFINE_FIELD( CTankSequence, m_iTurn, FIELD_INTEGER ),
DEFINE_FIELD( CTankSequence, m_iShoot, FIELD_INTEGER ),
DEFINE_FIELD( CTankSequence, m_iActive, FIELD_INTEGER ),
DEFINE_FIELD( CTankSequence, m_iControllable, FIELD_INTEGER ),
DEFINE_FIELD( CTankSequence, m_iLaserSpot, FIELD_INTEGER ),
DEFINE_FIELD( CTankSequence, m_pTank, FIELD_CLASSPTR),
};
IMPLEMENT_SAVERESTORE( CTankSequence, CBaseEntity );
int CTankSequence :: ObjectCaps( void )
{
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
}
void CTankSequence :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iUntil"))
{
m_iUntil = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iTurn"))
{
m_iTurn = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iShoot"))
{
m_iShoot = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iActive"))
{
m_iActive = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iControllable"))
{
m_iControllable = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iLaserSpot"))
{
m_iLaserSpot = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszEntity"))
{
m_iszEntity = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszEnemy"))
{
m_iszEnemy = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CTankSequence :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!ShouldToggle(useType)) return;
if (GetState() == STATE_OFF)
{
// take control of the tank, start the sequence
CBaseEntity* pEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEntity));
if (!pEnt || !FStrEq(STRING(pEnt->pev->classname), "func_tank"))
{
ALERT(at_error, "Invalid or missing tank \"%s\" for scripted_tanksequence!\n", STRING(m_iszEntity));
return;
}
CFuncTank* pTank = (CFuncTank*)pEnt;
// check whether it's being controlled by another sequence
if (pTank->m_pSequence)
return;
// check whether it's being controlled by the player
if (pTank->m_pControls)
{
if (pev->spawnflags & SF_TSEQ_DUMPPLAYER)
{
pTank->StopControl( pTank->m_pControls );
}
else if (!FBitSet(pev->spawnflags, SF_TSEQ_DUMPPLAYER))
{
//ALERT(at_debug, "scripted_tanksequence can't take tank away from player\n");
return;
}
}
//passed all the tests, so we can now take control of it.
if (m_iTurn == TSEQ_TURN_ENEMY)
{
CBaseEntity *pEnemy;
if (m_iszEnemy)
pEnemy = UTIL_FindEntityGeneric(STRING(m_iszEnemy), pTank->pev->origin, pTank->m_maxRange );
else
pEnemy = pTank->BestVisibleEnemy();
if (pEnemy)
{
pTank->m_pSequenceEnemy = pEnemy;
pTank->StartSequence(this);
}
}
else
{
pTank->StartSequence(this);
}
if (m_iShoot == TSEQ_SHOOT_ALWAYS)
pTank->pev->spawnflags |= SF_TANK_SEQFIRE;
else
pTank->pev->spawnflags &= ~SF_TANK_SEQFIRE;
m_pTank = pTank;
if (m_fDuration)
{
SetThink(&CTankSequence :: TimeOutThink );
SetNextThink( m_fDuration );
}
}
else // don't check UNTIL_TRIGGER - any UNTIL value can be prematurely ended.
{
//disable any other end conditions
DontThink();
// release control of the tank
StopSequence();
}
}
void CTankSequence :: FacingNotify()
{
if (m_iUntil == TSEQ_UNTIL_FACING)
{
SetThink(&CTankSequence :: EndThink );
SetNextThink( 0 );
}
else if (m_iShoot == TSEQ_SHOOT_FACING)
m_pTank->pev->spawnflags |= SF_TANK_SEQFIRE;
}
void CTankSequence :: DeadEnemyNotify()
{
if (m_iUntil == TSEQ_UNTIL_DEATH)
{
SetThink(&CTankSequence :: EndThink );
SetNextThink( 0 );
}
// else
// m_pTank->pev->spawnflags &= ~SF_TANK_SEQFIRE; // if the enemy's dead, stop firing
}
void CTankSequence :: EndThink()
{
//the sequence has expired. Release control of the tank.
StopSequence();
if (!FStringNull(pev->target))
FireTargets(STRING(pev->target), this, this, USE_TOGGLE, 0);
}
void CTankSequence :: TimeOutThink()
{
//the sequence has timed out. Release control of the tank.
StopSequence();
if (!FStringNull(pev->netname))
FireTargets(STRING(pev->netname), this, this, USE_TOGGLE, 0);
}
void CTankSequence :: StopSequence()
{
if (!m_pTank)
{
ALERT(at_error, "TankSeq: StopSequence with no tank!\n");
return; // this shouldn't happen. Just insurance...
}
// if we're doing "shoot at end", fire that shot now.
if (m_iShoot == TSEQ_SHOOT_ONCE)
{
m_pTank->m_fireLast = gpGlobals->time - 1/m_pTank->m_fireRate; // exactly one shot.
Vector forward;
UTIL_MakeVectorsPrivate( m_pTank->pev->angles, forward, NULL, NULL );
m_pTank->TryFire( m_pTank->BarrelPosition(), forward, m_pTank->pev );
}
if (m_iLaserSpot)
{
if (m_pTank->pev->spawnflags & SF_TANK_LASERSPOT && m_iLaserSpot != TSEQ_FLAG_ON)
{
m_pTank->pev->spawnflags &= ~SF_TANK_LASERSPOT;
}
else if (!FBitSet(m_pTank->pev->spawnflags, SF_TANK_LASERSPOT) && m_iLaserSpot != TSEQ_FLAG_OFF)
{
m_pTank->pev->spawnflags |= SF_TANK_LASERSPOT;
}
}
if (m_iControllable)
{
if (m_pTank->pev->spawnflags & SF_TANK_CANCONTROL && m_iControllable != TSEQ_FLAG_ON)
{
m_pTank->pev->spawnflags &= ~SF_TANK_CANCONTROL;
}
else if (!(m_pTank->pev->spawnflags & SF_TANK_CANCONTROL) && m_iControllable != TSEQ_FLAG_OFF)
{
m_pTank->pev->spawnflags |= SF_TANK_CANCONTROL;
}
}
m_pTank->StopSequence();
if (!FBitSet(pev->spawnflags, SF_TSEQ_REPEATABLE))
UTIL_Remove( this );
if (m_pTank->IsActive() && (m_iActive == TSEQ_FLAG_OFF || m_iActive == TSEQ_FLAG_TOGGLE))
{
m_pTank->TankDeactivate();
if (m_pTank->m_pSpot) m_pTank->m_pSpot->Suspend(-1);
}
else if (!m_pTank->IsActive() && (m_iActive == TSEQ_FLAG_ON || m_iActive == TSEQ_FLAG_TOGGLE))
{
m_pTank->TankActivate();
if (m_pTank->m_pSpot) m_pTank->m_pSpot->Revive();
}
m_pTank = NULL;
}