Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef FUNC_TANK_H
#define FUNC_TANK_H
//=========================================================
// CFuncTank
//=========================================================
#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_SOUNDON 0x8000
enum TANKBULLET
{
TANK_BULLET_NONE = 0,
TANK_BULLET_9MM = 1,
TANK_BULLET_MP5 = 2,
TANK_BULLET_12MM = 3,
};
// Custom damage
// env_laser (duration is 0.5 rate of fire)
// rockets
// explosion?
class CFuncTank : public CBaseEntity
{
public:
void Spawn(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);
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; pev->nextthink = pev->ltime + 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);
void StopControl(void);
void ControllerPostFrame(void);
protected:
CBasePlayer* m_pController;
float m_flNextAttack;
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_fireLast; // Last time I fired
float m_fireRate; // How many rounds/second
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
float m_maxRange; // Max 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 (game_team_master or multisource)
};
//=========================================================
// CFuncTankGun
//=========================================================
class CFuncTankGun : public CFuncTank
{
public:
void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
};
//=========================================================
// CFuncTankLaser
//=========================================================
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;
};
//=========================================================
// CFuncTankRocket
//=========================================================
class CFuncTankRocket : public CFuncTank
{
public:
void Precache(void);
void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
};
//=========================================================
// CFuncTankMortar
//=========================================================
class CFuncTankMortar : public CFuncTank
{
public:
void KeyValue(KeyValueData *pkvd);
void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
};
//============================================================================
// FUNC TANK CONTROLS
//============================================================================
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);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
CFuncTank *m_pTank;
};
#endif // FUNC_TANK_H