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CSSDK/dlls/func_tank.h
2017-09-24 22:39:11 +07:00

162 lines
5.4 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
enum TANKBULLET
{
TANK_BULLET_NONE = 0, // Custom damage
TANK_BULLET_9MM, // env_laser (duration is 0.5 rate of fire)
TANK_BULLET_MP5, // rockets
TANK_BULLET_12MM, // explosion?
};
#define SF_TANK_ACTIVE BIT(0)
#define SF_TANK_PLAYER BIT(1)
#define SF_TANK_HUMANS BIT(2)
#define SF_TANK_ALIENS BIT(3)
#define SF_TANK_LINEOFSIGHT BIT(4)
#define SF_TANK_CANCONTROL BIT(5)
#define SF_TANK_SOUNDON BIT(15)
class CFuncTank: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
// Bmodels don't go across transitions
virtual int ObjectCaps() = 0;
virtual BOOL OnControls(entvars_t *pevTest) = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
virtual Vector UpdateTargetPosition(CBaseEntity *pTarget) = 0;
public:
BOOL IsActive() const { return (pev->spawnflags & SF_TANK_ACTIVE) == SF_TANK_ACTIVE; }
void TankActivate()
{
pev->spawnflags |= SF_TANK_ACTIVE;
pev->nextthink = pev->ltime + 0.1f;
m_fireLast = 0.0f;
}
void TankDeactivate()
{
pev->spawnflags &= ~SF_TANK_ACTIVE;
m_fireLast = 0.0f;
StopRotSound();
}
BOOL CanFire() const { return (gpGlobals->time - m_lastSightTime) < m_persist; }
Vector BarrelPosition()
{
Vector forward, right, up;
UTIL_MakeVectorsPrivate(pev->angles, forward, right, up);
return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
}
protected:
CBasePlayer *m_pController;
float m_flNextAttack;
Vector m_vecControllerUsePos;
float m_yawCenter; // "Center" yaw
float m_yawRate; // Max turn rate to track targets
float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
// Zero is full rotation
float m_yawTolerance; // Tolerance angle
float m_pitchCenter; // "Center" pitch
float m_pitchRate; // Max turn rate on pitch
float m_pitchRange; // Range of pitch motion as above
float m_pitchTolerance; // Tolerance angle
float m_fireLast; // Last time I fired
float m_fireRate; // How many rounds/second
float m_lastSightTime; // Last time I saw target
float m_persist; // Persistence of firing (how long do I shoot when I can't see)
float m_minRange; // Minimum range to aim/track
float m_maxRange; // Max range to aim/track
Vector m_barrelPos; // Length of the freakin barrel
float m_spriteScale; // Scale of any sprites we shoot
int m_iszSpriteSmoke;
int m_iszSpriteFlash;
TANKBULLET m_bulletType;// Bullet type
int m_iBulletDamage; // 0 means use Bullet type's default damage
Vector m_sightOrigin; // Last sight of target
int m_spread; // firing spread
int m_iszMaster; // Master entity (game_team_master or multisource)
};
class CFuncTankGun: public CFuncTank {
public:
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
};
class CFuncTankLaser: public CFuncTank {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Activate() = 0;
virtual void Think() = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
public:
CLaser *m_pLaser;
float m_laserTime;
};
class CFuncTankRocket: public CFuncTank {
public:
virtual void Precache() = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
};
class CFuncTankMortar: public CFuncTank {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
};
class CFuncTankControls: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
CFuncTank *m_pTank;
};