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//========= Copyright � 1996-2005, 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 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
};
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();
int ObjectCaps( void ) { return ( BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS ); }
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void Think( void );
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 );
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 ); 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 ); void InputSetTargetEntity( inputdata_t &inputdata ); void InputClearTargetEntity( inputdata_t &inputdata ); 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 );
void TankActivate(void); void TankDeactivate(void);
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 );
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
int m_iSmallAmmoType; int m_iMediumAmmoType; int m_iLargeAmmoType;
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<CBaseCombatCharacter> 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<CBaseTrigger> 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
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