/*** * * 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 + 0.1f; 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 ); virtual void StopFire( 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 string_t m_iszSpriteSmoke; string_t 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 string_t 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[]; virtual void StopFire( void ); 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