353 lines
12 KiB
C++
353 lines
12 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef FUNC_TANK_H
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#define FUNC_TANK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "triggers.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_DAMAGE_KICK 0x0040 // Kick when take damage
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#define SF_TANK_AIM_AT_POS 0x0080 // Aim at a particular position
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#define SF_TANK_AIM_ASSISTANCE 0x0100
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#define SF_TANK_NPC 0x0200
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#define SF_TANK_NPC_CONTROLLABLE 0x0400 // 1024
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#define SF_TANK_NPC_SET_CONTROLLER 0x0800 // 2048
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#define SF_TANK_ALLOW_PLAYER_HITS 0x1000 // 4096 Allow friendly NPCs to fire upon enemies near the player
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#define SF_TANK_IGNORE_RANGE_IN_VIEWCONE 0x2000 // 8192 Don't use range as a factor in determining if something is in view cone
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#define SF_TANK_NOTSOLID 0x8000 // 32768
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#define SF_TANK_SOUNDON 0x10000 // FIXME: This is not really a spawnflag! It holds transient state!!!
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#define SF_TANK_HACKPLAYERHIT 0x20000 // 131072 Make this func_tank cheat and hit the player regularly
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#define FUNCTANK_DISTANCE_MAX 1200 // 100 ft.
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#define FUNCTANK_DISTANCE_MIN_TO_ENEMY 180
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#define FUNCTANK_FIREVOLUME 1000
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#define FUNCTANK_NPC_ROUTE_TIME 5.0f
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// Effect handling
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// If the func_tank has a chosen method of handling effects, use that
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// instead of the individual effect settings. (muzzleflash, sound, tracer, etc)
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enum FUNCTANK_EFFECT_HANDLING
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{
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EH_NONE, // Use the effect settings
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EH_AR2, // Use AR2 effects
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EH_COMBINE_CANNON, // Large Combine cannon
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};
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enum TANKBULLET
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{
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TANK_BULLET_NONE = 0,
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TANK_BULLET_SMALL = 1,
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TANK_BULLET_MEDIUM = 2,
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TANK_BULLET_LARGE = 3,
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};
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#define MORTAR_BLAST_RADIUS 350
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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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DECLARE_CLASS( CFuncTank, CBaseEntity );
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public:
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CFuncTank();
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~CFuncTank();
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void Spawn( void );
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void Activate( void );
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void Precache( void );
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bool CreateVPhysics( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void UpdateOnRemove();
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void SetYawRate( float flYawRate ) { m_yawRate = flYawRate; }
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void SetPitchRate( float flPitchRate ) { m_pitchRate = flPitchRate; }
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int ObjectCaps( void )
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{
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return ( BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS );
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}
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void FuncTankPreThink() { return; }
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void Think( void );
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virtual void FuncTankPostThink() { return; }
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int GetAmmoCount( void ) { return m_iAmmoCount; }
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// NPC
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bool NPC_FindManPoint( Vector &vecPos );
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bool NPC_HasEnemy( void );
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void NPC_Fire( void );
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void NPC_InterruptRoute( void );
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void NPC_JustSawPlayer( CBaseEntity *pTarget );
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void NPC_SetInRoute( bool bInRoute ) { m_bNPCInRoute = bInRoute; }
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void NPC_SetIdleAngle( Vector vecIdle ) { m_vecNPCIdleTarget = vecIdle; }
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// LOS
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bool IsEntityInViewCone( CBaseEntity *pEntity );
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bool HasLOSTo( CBaseEntity *pEntity );
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// Controller
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CBaseCombatCharacter *GetController( void );
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bool StartControl( CBaseCombatCharacter *pController );
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void StopControl( void );
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Vector GetTargetPosition() { return m_vTargetPosition; }
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void SetTargetPosition( const Vector &vecPos ) { m_vTargetPosition = vecPos; }
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const float YawCenter() const { return m_yawCenter; }
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const float YawCenterWorld() const { return m_yawCenterWorld; }
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const float YawRange() const { return m_yawRange; }
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const float PitchCenter() const { return m_pitchCenter; }
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const float PitchCenterWorld() const { return m_pitchCenterWorld; }
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const float PitchRange() const { return m_pitchRange; }
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virtual void PhysicsSimulate( void );
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virtual void OnStartControlled() {}
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virtual void OnStopControlled() {}
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// SF Tests.
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inline bool IsControllable( void ) { return ( m_spawnflags & SF_TANK_CANCONTROL ) ? true : false; }
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inline bool IsActive( void ) { return ( m_spawnflags & SF_TANK_ACTIVE ) ? true : false; }
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inline bool IsNPCControllable( void ) { return ( m_spawnflags & SF_TANK_NPC_CONTROLLABLE ) ? true : false; }
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inline bool IsNPCSetController( void ) { return ( m_spawnflags & SF_TANK_NPC_SET_CONTROLLER ) ? true : false; }
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virtual void DoMuzzleFlash( void );
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virtual const char *GetTracerType( void );
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protected:
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virtual float GetShotSpeed() { return 0; }
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virtual Vector WorldBarrelPosition( void );
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void UpdateMatrix( void );
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float GetNextAttack() const { return m_flNextAttack; }
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virtual void SetNextAttack( float flWait ) { m_flNextAttack = flWait; }
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virtual void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
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void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, trace_t &tr );
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int GetRandomBurst( void );
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float GetRandomFireTime( void );
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void CalcPlayerCrosshairTarget( Vector *pVecTarget );
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void CalcNPCEnemyTarget( Vector *pVecTarget );
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inline bool IsPlayerManned( void ) { return m_hController && m_hController->IsPlayer() && ( m_spawnflags & SF_TANK_PLAYER ); }
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inline bool IsNPCManned( void ) { return m_hController && m_hController->MyNPCPointer() && ( m_spawnflags & SF_TANK_NPC ); }
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private:
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void TrackTarget( void );
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int DrawDebugTextOverlays(void);
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void DrawDebugGeometryOverlays(void);
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virtual void FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
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void StartRotSound( void );
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void StopRotSound( void );
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// Input handlers.
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void InputActivate( inputdata_t &inputdata );
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void InputDeactivate( inputdata_t &inputdata );
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void InputSetFireRate( inputdata_t &inputdata );
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void InputSetDamage( inputdata_t &inputdata );
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void InputSetTargetDir( inputdata_t &inputdata );
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void InputSetTargetPosition( inputdata_t &inputdata );
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void InputSetTargetEntityName( inputdata_t &inputdata );
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protected:
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virtual void InputSetTargetEntity( inputdata_t &inputdata );
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virtual void InputClearTargetEntity( inputdata_t &inputdata );
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private:
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void InputFindNPCToManTank( inputdata_t &inputdata );
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void InputStopFindingNPCs( inputdata_t &inputdata );
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void InputStartFindingNPCs( inputdata_t &inputdata );
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void InputForceNPCOff( inputdata_t &inputdata );
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void InputSetMaxRange( inputdata_t &inputdata );
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inline bool CanFire( void );
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bool InRange( float range );
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bool InRange2( float flRange2 );
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void TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType);
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QAngle AimBarrelAt( const Vector &parentTarget );
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DECLARE_DATADESC();
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bool OnControls( CBaseEntity *pTest );
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bool HasController( void );
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CBaseEntity *FindTarget( string_t targetName, CBaseEntity *pActivator );
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// NPC
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void NPC_FindController( void );
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bool NPC_InRoute( void ) { return m_bNPCInRoute; }
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bool NPC_InterruptController( void );
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// Aim the tank at the player crosshair
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void AimBarrelAtPlayerCrosshair( QAngle *pAngles );
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// Aim the tank at the NPC's enemy
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void AimBarrelAtNPCEnemy( QAngle *pAngles );
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// Aim the tank at the func_tank's enemy
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void AimFuncTankAtTarget( void );
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// Returns true if the desired angles are out of range
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bool RotateTankToAngles( const QAngle &angles, float *pDistX = NULL, float *pDistY = NULL );
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// We lost our target!
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void LostTarget( void );
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// Purpose:
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void ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition );
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protected:
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virtual void ControllerPostFrame( void );
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virtual void TankActivate(void);
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virtual void TankDeactivate(void);
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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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EHANDLE m_hTarget;
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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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int m_iBulletDamageVsPlayer; // Damage vs player. 0 means use m_iBulletDamage
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#ifdef HL2_EPISODIC
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string_t m_iszAmmoType; // The name of the ammodef that we use when we fire. Bullet damage still comes from keyvalues.
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int m_iAmmoType; // The cached index of the ammodef that we use when we fire.
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#else
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int m_iSmallAmmoType;
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int m_iMediumAmmoType;
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int m_iLargeAmmoType;
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#endif // HL2_EPISODIC
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int m_spread; // firing spread
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EntityMatrix m_parentMatrix;
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Vector m_sightOrigin; // Last sight of target
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EHANDLE m_hFuncTankTarget;
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int m_nBulletCount;
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private:
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// This is either the player manning the func_tank, or an NPC. The NPC is either manning the tank, or running
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// to the man point. If he's en-route, m_bNPCInRoute will be true.
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CHandle<CBaseCombatCharacter> m_hController;
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float m_flNextAttack;
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Vector m_vecControllerUsePos;
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float m_yawCenter; // "Center" yaw
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float m_yawCenterWorld; // "Center" yaw in world space
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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_pitchCenterWorld; // "Center" pitch in world space
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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_fireTime; // How much time has been used to fire the weapon so far.
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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_persist2; // Secondary persistence of firing (randomly shooting when I can't see)
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float m_persist2burst;// How long secondary persistence burst lasts
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float m_minRange; // Minimum range to aim/track
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float m_maxRange; // Max range to aim/track
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float m_flMinRange2;
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float m_flMaxRange2;
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int m_iAmmoCount; // ammo
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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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string_t m_iszMaster; // Master entity (game_team_master or multisource)
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string_t m_soundStartRotate;
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string_t m_soundStopRotate;
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string_t m_soundLoopRotate;
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float m_flPlayerGracePeriod;
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float m_flIgnoreGraceUpto;
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float m_flPlayerLockTimeBeforeFire;
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float m_flLastSawNonPlayer;
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string_t m_targetEntityName;
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Vector m_vTargetPosition;
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Vector m_vecNPCIdleTarget;
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// Used for when the gun is attached to another entity
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string_t m_iszBarrelAttachment;
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int m_nBarrelAttachment;
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string_t m_iszBaseAttachment;
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// Used when the gun is actually a part of the parent entity, and pose params aim it
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string_t m_iszYawPoseParam;
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string_t m_iszPitchPoseParam;
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float m_flYawPoseCenter;
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float m_flPitchPoseCenter;
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bool m_bUsePoseParameters;
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// Lead the target?
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bool m_bPerformLeading;
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float m_flStartLeadFactor;
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float m_flStartLeadFactorTime;
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float m_flNextLeadFactor;
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float m_flNextLeadFactorTime;
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COutputEvent m_OnFire;
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COutputEvent m_OnLoseTarget;
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COutputEvent m_OnAquireTarget;
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COutputEvent m_OnAmmoDepleted;
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COutputEvent m_OnGotController;
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COutputEvent m_OnLostController;
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COutputEvent m_OnGotPlayerController;
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COutputEvent m_OnLostPlayerController;
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COutputEvent m_OnReadyToFire;
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CHandle<CBaseTrigger> m_hControlVolume;
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string_t m_iszControlVolume;
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float m_flNextControllerSearch;
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bool m_bShouldFindNPCs;
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bool m_bNPCInRoute;
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string_t m_iszNPCManPoint;
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bool m_bReadyToFire;
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int m_iEffectHandling;
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};
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#endif // FUNC_TANK_H
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