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1957 lines
52 KiB
1957 lines
52 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "effects.h" |
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#include "weapons.h" |
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#include "explode.h" |
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#include "monsters.h" |
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#include "movewith.h" |
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#include "player.h" |
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#define SF_TANK_ACTIVE 0x0001 |
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//#define SF_TANK_PLAYER 0x0002 |
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//#define SF_TANK_HUMANS 0x0004 |
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//#define SF_TANK_ALIENS 0x0008 |
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#define SF_TANK_LINEOFSIGHT 0x0010 |
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#define SF_TANK_CANCONTROL 0x0020 |
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#define SF_TANK_LASERSPOT 0x0040 //LRC |
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#define SF_TANK_MATCHTARGET 0x0080 //LRC |
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#define SF_TANK_SOUNDON 0x8000 |
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#define SF_TANK_SEQFIRE 0x10000 //LRC - a TankSequence is telling me to fire |
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enum TANKBULLET |
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{ |
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TANK_BULLET_NONE = 0, |
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TANK_BULLET_9MM = 1, |
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TANK_BULLET_MP5 = 2, |
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TANK_BULLET_12MM = 3, |
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}; |
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class CFuncTank; |
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class CTankSequence; |
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// declare Controls up here to stop the compiler complaining. (come back Java, all is forgiven...) |
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class CFuncTankControls : public CBaseEntity |
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{ |
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public: |
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virtual int ObjectCaps( void ); |
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void Spawn( void ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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// void Think( void ); |
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void KeyValue( KeyValueData *pkvd ); |
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STATE GetState(void) { return m_active?STATE_ON:STATE_OFF; } |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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BOOL OnControls( entvars_t *pevTest ); |
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BOOL m_active; // am I being used to control tanks right now? |
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Vector m_vecControllerUsePos; // where was the player standing when he used me? |
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// for a 'movewith' controls entity, this is relative to the movewith ent. |
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CBasePlayer* m_pController; |
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int m_iCrosshair; //LRC - show a crosshair while in use. (currently this is just yes or no, |
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// but in future it will be the id of the weapon whose crosshair should be used.) |
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// CFuncTank *m_pTank; |
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}; |
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#define SF_TSEQ_DUMPPLAYER 1 |
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#define SF_TSEQ_REPEATABLE 2 |
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#define TSEQ_UNTIL_NONE 0 |
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#define TSEQ_UNTIL_FACING 1 |
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#define TSEQ_UNTIL_DEATH 2 |
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#define TSEQ_TURN_NO 0 |
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#define TSEQ_TURN_ANGLE 1 |
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#define TSEQ_TURN_FACE 2 |
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#define TSEQ_TURN_ENEMY 3 |
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#define TSEQ_SHOOT_NO 0 |
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#define TSEQ_SHOOT_ONCE 1 |
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#define TSEQ_SHOOT_ALWAYS 2 |
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#define TSEQ_SHOOT_FACING 3 |
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#define TSEQ_FLAG_NOCHANGE 0 |
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#define TSEQ_FLAG_ON 1 |
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#define TSEQ_FLAG_OFF 2 |
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#define TSEQ_FLAG_TOGGLE 3 |
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class CTankSequence : public CBaseEntity |
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{ |
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public: |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EndThink( void ); |
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void TimeOutThink( void ); |
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void KeyValue( KeyValueData *pkvd ); |
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STATE GetState( void ) { return m_pTank?STATE_ON:STATE_OFF; } |
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virtual int ObjectCaps( void ); |
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void StopSequence( void ); |
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void FacingNotify( void ); |
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void DeadEnemyNotify( void ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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string_t m_iszEntity; |
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string_t m_iszEnemy; |
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int m_iUntil; |
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float m_fDuration; |
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int m_iTurn; |
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int m_iShoot; |
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int m_iActive; |
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int m_iControllable; |
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int m_iLaserSpot; |
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CFuncTank *m_pTank; // the sequence can only control one tank at a time, for the moment |
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}; |
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// Custom damage |
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// env_laser (duration is 0.5 rate of fire) |
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// rockets |
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// explosion? |
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class CFuncTank : public CBaseEntity |
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{ |
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public: |
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void Spawn( void ); |
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void PostSpawn( void ); |
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void Precache( void ); |
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void KeyValue( KeyValueData *pkvd ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void Think( void ); |
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void TrackTarget( void ); |
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CBaseEntity* BestVisibleEnemy( void ); |
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int IRelationship( CBaseEntity* pTarget ); |
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int Classify( void ) { return m_iTankClass; } |
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void TryFire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); |
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virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); |
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virtual Vector UpdateTargetPosition( CBaseEntity *pTarget ) |
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{ |
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return pTarget->BodyTarget( pev->origin ); |
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} |
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void StartRotSound( void ); |
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void StopRotSound( void ); |
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// Bmodels don't go across transitions |
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
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inline BOOL IsActive( void ) { return (pev->spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; } |
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inline void TankActivate( void ) { pev->spawnflags |= SF_TANK_ACTIVE; SetNextThink( 0.1f ); m_fireLast = 0; } |
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inline void TankDeactivate( void ) { pev->spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); } |
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inline BOOL CanFire( void ) { return (gpGlobals->time - m_lastSightTime) < m_persist; } |
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BOOL InRange( float range ); |
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// Acquire a target. pPlayer is a player in the PVS |
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edict_t *FindTarget( edict_t *pPlayer ); |
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void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr ); |
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Vector BarrelPosition( void ) |
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{ |
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Vector forward, right, up; |
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UTIL_MakeVectorsPrivate( pev->angles, forward, right, up ); |
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return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z); |
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} |
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void AdjustAnglesForBarrel( Vector &angles, float distance ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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// BOOL OnControls( entvars_t *pevTest ); |
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BOOL StartControl( CBasePlayer* pController, CFuncTankControls* pControls ); |
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void StopControl( CFuncTankControls* pControls ); |
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// void ControllerPostFrame( void ); |
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CFuncTankControls* m_pControls; //LRC - tankcontrols is used as a go-between. |
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void StartSequence( CTankSequence *pSequence); |
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void StopSequence(); |
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CTankSequence *m_pSequence; //LRC - if set, then this is the sequence the tank is currently performing |
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CBaseEntity *m_pSequenceEnemy; //LRC - the entity that our sequence wants us to attack |
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CLaserSpot* m_pSpot; // Laser spot entity |
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//LRC - unprotected these, so that TankSequence can look at them |
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float m_maxRange; // Max range to aim/track |
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float m_fireLast; // Last time I fired |
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float m_fireRate; // How many rounds/second |
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protected: |
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// CBasePlayer* m_pController; |
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float m_flNextAttack; |
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//LRC Vector m_vecControllerUsePos; |
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float m_yawCenter; // "Center" yaw |
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float m_yawRate; // Max turn rate to track targets |
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float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center) |
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// Zero is full rotation |
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float m_yawTolerance; // Tolerance angle |
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float m_pitchCenter; // "Center" pitch |
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float m_pitchRate; // Max turn rate on pitch |
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float m_pitchRange; // Range of pitch motion as above |
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float m_pitchTolerance; // Tolerance angle |
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float m_lastSightTime;// Last time I saw target |
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float m_persist; // Persistence of firing (how long do I shoot when I can't see) |
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float m_minRange; // Minimum range to aim/track |
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Vector m_barrelPos; // Length of the freakin barrel |
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float m_spriteScale; // Scale of any sprites we shoot |
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string_t m_iszSpriteSmoke; |
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string_t m_iszSpriteFlash; |
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TANKBULLET m_bulletType; // Bullet type |
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int m_iBulletDamage; // 0 means use Bullet type's default damage |
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Vector m_sightOrigin; // Last sight of target |
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int m_spread; // firing spread |
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string_t m_iszMaster; // Master entity |
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int m_iszFireMaster;//LRC - Fire-Master entity (prevents firing when inactive) |
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int m_iTankClass; // Behave As |
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void UpdateSpot( void ); |
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// CLaserSpot* m_pViewTarg; // Player view indicator |
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CPointEntity *m_pFireProxy; //LRC - locus position for custom shots |
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int m_iszLocusFire; |
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}; |
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TYPEDESCRIPTION CFuncTank::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_yawRate, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_yawRange, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_yawTolerance, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_pitchCenter, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_pitchRate, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_pitchRange, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_pitchTolerance, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_fireLast, FIELD_TIME ), |
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DEFINE_FIELD( CFuncTank, m_fireRate, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_lastSightTime, FIELD_TIME ), |
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DEFINE_FIELD( CFuncTank, m_persist, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_minRange, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_maxRange, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_barrelPos, FIELD_VECTOR ), |
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DEFINE_FIELD( CFuncTank, m_spriteScale, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncTank, m_iszSpriteSmoke, FIELD_STRING ), |
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DEFINE_FIELD( CFuncTank, m_iszSpriteFlash, FIELD_STRING ), |
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DEFINE_FIELD( CFuncTank, m_bulletType, FIELD_INTEGER ), |
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DEFINE_FIELD( CFuncTank, m_sightOrigin, FIELD_VECTOR ), |
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DEFINE_FIELD( CFuncTank, m_spread, FIELD_INTEGER ), |
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DEFINE_FIELD( CFuncTank, m_pControls, FIELD_CLASSPTR ), //LRC |
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DEFINE_FIELD( CFuncTank, m_pSequence, FIELD_CLASSPTR ), //LRC |
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DEFINE_FIELD( CFuncTank, m_pSequenceEnemy, FIELD_CLASSPTR ), //LRC |
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DEFINE_FIELD( CFuncTank, m_pSpot, FIELD_CLASSPTR ), //LRC |
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//LRC DEFINE_FIELD( CFuncTank, m_pController, FIELD_CLASSPTR ), |
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//LRC DEFINE_FIELD( CFuncTank, m_vecControllerUsePos, FIELD_VECTOR ), |
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DEFINE_FIELD( CFuncTank, m_flNextAttack, FIELD_TIME ), |
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DEFINE_FIELD( CFuncTank, m_iBulletDamage, FIELD_INTEGER ), |
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DEFINE_FIELD( CFuncTank, m_iszMaster, FIELD_STRING ), |
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DEFINE_FIELD( CFuncTank, m_iszFireMaster, FIELD_STRING ), //LRC |
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DEFINE_FIELD( CFuncTank, m_iszLocusFire, FIELD_STRING ), //LRC |
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DEFINE_FIELD( CFuncTank, m_pFireProxy, FIELD_CLASSPTR ), //LRC |
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}; |
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IMPLEMENT_SAVERESTORE( CFuncTank, CBaseEntity ) |
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static Vector gTankSpread[] = |
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{ |
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Vector( 0, 0, 0 ), // perfect |
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Vector( 0.025, 0.025, 0.025 ), // small cone |
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Vector( 0.05, 0.05, 0.05 ), // medium cone |
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Vector( 0.1, 0.1, 0.1 ), // large cone |
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Vector( 0.25, 0.25, 0.25 ), // extra-large cone |
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}; |
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#define MAX_FIRING_SPREADS ARRAYSIZE( gTankSpread ) |
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void CFuncTank::Spawn( void ) |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything |
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pev->solid = SOLID_BSP; |
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
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m_yawCenter = pev->angles.y; |
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m_pitchCenter = pev->angles.x; |
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if( IsActive() ) |
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{ |
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SetNextThink( 1.0f ); |
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} |
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m_sightOrigin = BarrelPosition(); // Point at the end of the barrel |
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if( m_fireRate <= 0 ) |
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m_fireRate = 1; |
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if( m_spread > (int)MAX_FIRING_SPREADS ) |
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m_spread = 0; |
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pev->oldorigin = pev->origin; |
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if (m_iszLocusFire) //LRC - locus trigger |
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{ |
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m_pFireProxy = GetClassPtr( (CPointEntity*)NULL ); |
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} |
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} |
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void CFuncTank::PostSpawn( void ) |
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{ |
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if (m_pMoveWith) |
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{ |
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m_yawCenter = pev->angles.y - m_pMoveWith->pev->angles.y; |
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m_pitchCenter = pev->angles.x - m_pMoveWith->pev->angles.x; |
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} |
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else |
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{ |
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m_yawCenter = pev->angles.y; |
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m_pitchCenter = pev->angles.x; |
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} |
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} |
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void CFuncTank::Precache( void ) |
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{ |
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if( m_iszSpriteSmoke ) |
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PRECACHE_MODEL( STRING( m_iszSpriteSmoke ) ); |
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if( m_iszSpriteFlash ) |
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PRECACHE_MODEL( STRING( m_iszSpriteFlash ) ); |
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if( pev->noise ) |
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PRECACHE_SOUND( STRING( pev->noise ) ); |
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} |
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void CFuncTank::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "yawrate" ) ) |
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{ |
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m_yawRate = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "yawrange" ) ) |
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{ |
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m_yawRange = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "yawtolerance" ) ) |
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{ |
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m_yawTolerance = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "pitchrange" ) ) |
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{ |
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m_pitchRange = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "pitchrate" ) ) |
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{ |
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m_pitchRate = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "pitchtolerance" ) ) |
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{ |
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m_pitchTolerance = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "firerate" ) ) |
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{ |
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m_fireRate = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "barrel" ) ) |
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{ |
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m_barrelPos.x = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "barrely" ) ) |
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{ |
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m_barrelPos.y = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "barrelz" ) ) |
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{ |
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m_barrelPos.z = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "spritescale" ) ) |
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{ |
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m_spriteScale = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "spritesmoke" ) ) |
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{ |
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m_iszSpriteSmoke = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "spriteflash" ) ) |
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{ |
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m_iszSpriteFlash = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "rotatesound" ) ) |
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{ |
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pev->noise = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "persistence" ) ) |
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{ |
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m_persist = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "bullet" ) ) |
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{ |
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m_bulletType = (TANKBULLET)atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "bullet_damage" ) ) |
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{ |
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m_iBulletDamage = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq(pkvd->szKeyName, "firespread" ) ) |
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{ |
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m_spread = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "minRange" ) ) |
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{ |
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m_minRange = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "maxRange" ) ) |
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{ |
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m_maxRange = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "master" ) ) |
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{ |
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m_iszMaster = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "firemaster")) |
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{ |
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m_iszFireMaster = ALLOC_STRING(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_iClass")) |
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{ |
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m_iTankClass = atoi(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_iszLocusFire")) |
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{ |
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m_iszLocusFire = ALLOC_STRING(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseEntity::KeyValue( pkvd ); |
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} |
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//================================================================================== |
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// TANK CONTROLLING |
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/*LRC- TankControls checks this instead |
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BOOL CFuncTank::OnControls( entvars_t *pevTest ) |
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{ |
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if( !( pev->spawnflags & SF_TANK_CANCONTROL ) ) |
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return FALSE; |
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//Vector offset = pevTest->origin - pev->origin; |
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if( ( m_vecControllerUsePos - pevTest->origin ).Length() < 30 ) |
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return TRUE; |
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return FALSE; |
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} */ |
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BOOL CFuncTank :: StartControl( CBasePlayer* pController, CFuncTankControls *pControls ) |
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{ |
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// ALERT(at_console, "StartControl\n"); |
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// we're already being controlled or playing a sequence |
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if ( m_pControls != NULL || m_pSequence != NULL ) |
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{ |
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// ALERT(at_debug,"StartControl failed, already in use\n"); |
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return FALSE; |
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} |
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// Team only or disabled? |
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if( m_iszMaster ) |
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{ |
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if( !UTIL_IsMasterTriggered( m_iszMaster, pController ) ) |
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{ |
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// ALERT(at_debug,"StartControl failed, locked\n"); |
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return FALSE; |
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} |
|
} |
|
|
|
// 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 - ( 1.0f / m_fireRate ) - 0.01f; // 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 + ( 1.0f / 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( 0.1f ); |
|
} |
|
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( 2.0f ); // 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 == 1.0f || 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 ) < 0.1f && fabs( distX ) < 0.1f ) |
|
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) - 0.01f; |
|
|
|
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) - 0.01f; |
|
|
|
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 += ( 180.0f / M_PI_F ) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) ); |
|
} |
|
if( m_barrelPos.z ) |
|
{ |
|
r2 = m_barrelPos.z * m_barrelPos.z; |
|
angles.x += ( 180.0f / M_PI_F ) * 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( 15.0f, 20.0f ) ); |
|
pSprite->SetTransparency( kRenderTransAlpha, (int)pev->rendercolor.x, (int)pev->rendercolor.y, (int)pev->rendercolor.z, 255, kRenderFxNone ); |
|
pSprite->pev->velocity.z = RANDOM_FLOAT( 40.0f, 80.0f ); |
|
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 + 0.1f ); |
|
} |
|
|
|
//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( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f ); |
|
y = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f ); |
|
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, STRING( pev->noise ), 0.85, ATTN_NORM ); |
|
} |
|
|
|
void CFuncTank::StopRotSound( void ) |
|
{ |
|
if( pev->spawnflags & SF_TANK_SOUNDON ) |
|
STOP_SOUND( edict(), CHAN_STATIC, 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 ) |
|
{ |
|
int i; |
|
|
|
if( m_fireLast != 0 ) |
|
{ |
|
// FireBullets needs gpGlobals->v_up, etc. |
|
UTIL_MakeAimVectors( pev->angles ); |
|
|
|
int bulletCount = (int)( ( 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[]; |
|
virtual void StopFire( void ); |
|
|
|
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 ) |
|
{ |
|
int i; |
|
TraceResult tr; |
|
|
|
if( m_fireLast != 0 && GetLaser() ) |
|
{ |
|
// TankTrace needs gpGlobals->v_up, etc. |
|
UTIL_MakeAimVectors( pev->angles ); |
|
|
|
int bulletCount = (int)( ( 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 - 1.0f; |
|
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 ); |
|
} |
|
} |
|
|
|
void CFuncTankLaser::StopFire( void ) |
|
{ |
|
if( m_pLaser ) |
|
m_pLaser->TurnOff(); |
|
} |
|
|
|
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 ) |
|
{ |
|
int i; |
|
|
|
if( m_fireLast != 0 ) |
|
{ |
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate ); |
|
if( bulletCount > 0 ) |
|
{ |
|
for( i = 0; i < bulletCount; i++ ) |
|
{ |
|
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 ) |
|
{ |
|
if( m_fireLast != 0 ) |
|
{ |
|
int bulletCount = (int)( ( 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 != 0) |
|
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" ) || |
|
FClassnameIs( tryTank->pev, "func_tanklaser" ) || |
|
FClassnameIs( tryTank->pev, "func_tankmortar" ) || |
|
FClassnameIs( tryTank->pev, "func_tankrocket" ) ) |
|
{ |
|
// 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( 0.3f ); // 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; |
|
}
|
|
|