//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef FUNC_TANK_H #define FUNC_TANK_H #ifdef _WIN32 #pragma once #endif #include "triggers.h" #define SF_TANK_ACTIVE 0x0001 #define SF_TANK_PLAYER 0x0002 #define SF_TANK_HUMANS 0x0004 #define SF_TANK_ALIENS 0x0008 #define SF_TANK_LINEOFSIGHT 0x0010 #define SF_TANK_CANCONTROL 0x0020 #define SF_TANK_DAMAGE_KICK 0x0040 // Kick when take damage #define SF_TANK_AIM_AT_POS 0x0080 // Aim at a particular position #define SF_TANK_AIM_ASSISTANCE 0x0100 #define SF_TANK_NPC 0x0200 #define SF_TANK_NPC_CONTROLLABLE 0x0400 // 1024 #define SF_TANK_NPC_SET_CONTROLLER 0x0800 // 2048 #define SF_TANK_ALLOW_PLAYER_HITS 0x1000 // 4096 Allow friendly NPCs to fire upon enemies near the player #define SF_TANK_IGNORE_RANGE_IN_VIEWCONE 0x2000 // 8192 Don't use range as a factor in determining if something is in view cone #define SF_TANK_NOTSOLID 0x8000 // 32768 #define SF_TANK_SOUNDON 0x10000 // FIXME: This is not really a spawnflag! It holds transient state!!! #define SF_TANK_HACKPLAYERHIT 0x20000 // 131072 Make this func_tank cheat and hit the player regularly #define FUNCTANK_DISTANCE_MAX 1200 // 100 ft. #define FUNCTANK_DISTANCE_MIN_TO_ENEMY 180 #define FUNCTANK_FIREVOLUME 1000 #define FUNCTANK_NPC_ROUTE_TIME 5.0f // Effect handling // If the func_tank has a chosen method of handling effects, use that // instead of the individual effect settings. (muzzleflash, sound, tracer, etc) enum FUNCTANK_EFFECT_HANDLING { EH_NONE, // Use the effect settings EH_AR2, // Use AR2 effects EH_COMBINE_CANNON // Large Combine cannon }; enum TANKBULLET { TANK_BULLET_NONE = 0, TANK_BULLET_SMALL = 1, TANK_BULLET_MEDIUM = 2, TANK_BULLET_LARGE = 3, }; #define MORTAR_BLAST_RADIUS 350 // Custom damage // env_laser (duration is 0.5 rate of fire) // rockets // explosion? class CFuncTank : public CBaseEntity { DECLARE_CLASS( CFuncTank, CBaseEntity ); public: CFuncTank(); ~CFuncTank(); void Spawn( void ); void Activate( void ); void Precache( void ); bool CreateVPhysics( void ); bool KeyValue( const char *szKeyName, const char *szValue ); void UpdateOnRemove(); void SetYawRate( float flYawRate ) { m_yawRate = flYawRate; } void SetPitchRate( float flPitchRate ) { m_pitchRate = flPitchRate; } int ObjectCaps( void ) { return ( BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS ); } void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void FuncTankPreThink() { return; } void Think( void ); virtual void FuncTankPostThink() { return; } int GetAmmoCount( void ) { return m_iAmmoCount; } // NPC bool NPC_FindManPoint( Vector &vecPos ); bool NPC_HasEnemy( void ); void NPC_Fire( void ); void NPC_InterruptRoute( void ); void NPC_JustSawPlayer( CBaseEntity *pTarget ); void NPC_SetInRoute( bool bInRoute ) { m_bNPCInRoute = bInRoute; } void NPC_SetIdleAngle( Vector vecIdle ) { m_vecNPCIdleTarget = vecIdle; } // LOS bool IsEntityInViewCone( CBaseEntity *pEntity ); bool HasLOSTo( CBaseEntity *pEntity ); // Controller CBaseCombatCharacter *GetController( void ); bool StartControl( CBaseCombatCharacter *pController ); void StopControl( void ); Vector GetTargetPosition() { return m_vTargetPosition; } void SetTargetPosition( const Vector &vecPos ) { m_vTargetPosition = vecPos; } const float YawCenter() const { return m_yawCenter; } const float YawCenterWorld() const { return m_yawCenterWorld; } const float YawRange() const { return m_yawRange; } const float PitchCenter() const { return m_pitchCenter; } const float PitchCenterWorld() const { return m_pitchCenterWorld; } const float PitchRange() const { return m_pitchRange; } virtual void PhysicsSimulate( void ); virtual void OnStartControlled() {} virtual void OnStopControlled() {} // SF Tests. inline bool IsControllable( void ) { return ( m_spawnflags & SF_TANK_CANCONTROL ) ? true : false; } inline bool IsActive( void ) { return ( m_spawnflags & SF_TANK_ACTIVE ) ? true : false; } inline bool IsNPCControllable( void ) { return ( m_spawnflags & SF_TANK_NPC_CONTROLLABLE ) ? true : false; } inline bool IsNPCSetController( void ) { return ( m_spawnflags & SF_TANK_NPC_SET_CONTROLLER ) ? true : false; } virtual void DoMuzzleFlash( void ); virtual const char *GetTracerType( void ); protected: virtual float GetShotSpeed() { return 0; } virtual Vector WorldBarrelPosition( void ); void UpdateMatrix( void ); float GetNextAttack() const { return m_flNextAttack; } virtual void SetNextAttack( float flWait ) { m_flNextAttack = flWait; } virtual void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread ); void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, trace_t &tr ); int GetRandomBurst( void ); float GetRandomFireTime( void ); void CalcPlayerCrosshairTarget( Vector *pVecTarget ); void CalcNPCEnemyTarget( Vector *pVecTarget ); inline bool IsPlayerManned( void ) { return m_hController && m_hController->IsPlayer() && ( m_spawnflags & SF_TANK_PLAYER ); } inline bool IsNPCManned( void ) { return m_hController && m_hController->MyNPCPointer() && ( m_spawnflags & SF_TANK_NPC ); } private: void TrackTarget( void ); int DrawDebugTextOverlays(void); void DrawDebugGeometryOverlays(void); virtual void FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ); void StartRotSound( void ); void StopRotSound( void ); // Input handlers. void InputActivate( inputdata_t &inputdata ); void InputDeactivate( inputdata_t &inputdata ); void InputSetFireRate( inputdata_t &inputdata ); void InputSetDamage( inputdata_t &inputdata ); void InputSetTargetDir( inputdata_t &inputdata ); void InputSetTargetPosition( inputdata_t &inputdata ); void InputSetTargetEntityName( inputdata_t &inputdata ); protected: virtual void InputSetTargetEntity( inputdata_t &inputdata ); virtual void InputClearTargetEntity( inputdata_t &inputdata ); private: void InputFindNPCToManTank( inputdata_t &inputdata ); void InputStopFindingNPCs( inputdata_t &inputdata ); void InputStartFindingNPCs( inputdata_t &inputdata ); void InputForceNPCOff( inputdata_t &inputdata ); void InputSetMaxRange( inputdata_t &inputdata ); inline bool CanFire( void ); bool InRange( float range ); bool InRange2( float flRange2 ); void TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType); QAngle AimBarrelAt( const Vector &parentTarget ); DECLARE_DATADESC(); bool OnControls( CBaseEntity *pTest ); bool HasController( void ); CBaseEntity *FindTarget( string_t targetName, CBaseEntity *pActivator ); // NPC void NPC_FindController( void ); bool NPC_InRoute( void ) { return m_bNPCInRoute; } bool NPC_InterruptController( void ); // Aim the tank at the player crosshair void AimBarrelAtPlayerCrosshair( QAngle *pAngles ); // Aim the tank at the NPC's enemy void AimBarrelAtNPCEnemy( QAngle *pAngles ); // Aim the tank at the func_tank's enemy void AimFuncTankAtTarget( void ); // Returns true if the desired angles are out of range bool RotateTankToAngles( const QAngle &angles, float *pDistX = NULL, float *pDistY = NULL ); // We lost our target! void LostTarget( void ); // Purpose: void ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition ); protected: virtual void ControllerPostFrame( void ); virtual void TankActivate(void); virtual void TankDeactivate(void); float m_fireLast; // Last time I fired float m_fireRate; // How many rounds/second EHANDLE m_hTarget; TANKBULLET m_bulletType; // Bullet type int m_iBulletDamage; // 0 means use Bullet type's default damage int m_iBulletDamageVsPlayer; // Damage vs player. 0 means use m_iBulletDamage #ifdef HL2_EPISODIC string_t m_iszAmmoType; // The name of the ammodef that we use when we fire. Bullet damage still comes from keyvalues. int m_iAmmoType; // The cached index of the ammodef that we use when we fire. #else int m_iSmallAmmoType; int m_iMediumAmmoType; int m_iLargeAmmoType; #endif // HL2_EPISODIC int m_spread; // firing spread EntityMatrix m_parentMatrix; Vector m_sightOrigin; // Last sight of target EHANDLE m_hFuncTankTarget; int m_nBulletCount; private: // This is either the player manning the func_tank, or an NPC. The NPC is either manning the tank, or running // to the man point. If he's en-route, m_bNPCInRoute will be true. CHandle m_hController; float m_flNextAttack; Vector m_vecControllerUsePos; float m_yawCenter; // "Center" yaw float m_yawCenterWorld; // "Center" yaw in world space 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_pitchCenterWorld; // "Center" pitch in world space float m_pitchRate; // Max turn rate on pitch float m_pitchRange; // Range of pitch motion as above float m_pitchTolerance; // Tolerance angle float m_fireTime; // How much time has been used to fire the weapon so far. 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_persist2; // Secondary persistence of firing (randomly shooting when I can't see) float m_persist2burst;// How long secondary persistence burst lasts float m_minRange; // Minimum range to aim/track float m_maxRange; // Max range to aim/track float m_flMinRange2; float m_flMaxRange2; int m_iAmmoCount; // ammo 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; string_t m_iszMaster; // Master entity (game_team_master or multisource) string_t m_soundStartRotate; string_t m_soundStopRotate; string_t m_soundLoopRotate; float m_flPlayerGracePeriod; float m_flIgnoreGraceUpto; float m_flPlayerLockTimeBeforeFire; float m_flLastSawNonPlayer; string_t m_targetEntityName; Vector m_vTargetPosition; Vector m_vecNPCIdleTarget; // Used for when the gun is attached to another entity string_t m_iszBarrelAttachment; int m_nBarrelAttachment; string_t m_iszBaseAttachment; // Used when the gun is actually a part of the parent entity, and pose params aim it string_t m_iszYawPoseParam; string_t m_iszPitchPoseParam; float m_flYawPoseCenter; float m_flPitchPoseCenter; bool m_bUsePoseParameters; // Lead the target? bool m_bPerformLeading; float m_flStartLeadFactor; float m_flStartLeadFactorTime; float m_flNextLeadFactor; float m_flNextLeadFactorTime; COutputEvent m_OnFire; COutputEvent m_OnLoseTarget; COutputEvent m_OnAquireTarget; COutputEvent m_OnAmmoDepleted; COutputEvent m_OnGotController; COutputEvent m_OnLostController; COutputEvent m_OnGotPlayerController; COutputEvent m_OnLostPlayerController; COutputEvent m_OnReadyToFire; CHandle m_hControlVolume; string_t m_iszControlVolume; float m_flNextControllerSearch; bool m_bShouldFindNPCs; bool m_bNPCInRoute; string_t m_iszNPCManPoint; bool m_bReadyToFire; int m_iEffectHandling; }; #endif // FUNC_TANK_H