/* * * 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(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); // Bmodels don't go across transitions virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } virtual BOOL OnControls(entvars_t *pevTest); virtual void Think(); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker); virtual Vector UpdateTargetPosition(CBaseEntity *pTarget) { return pTarget->BodyTarget(pev->origin); } public: void TrackTarget(); void StartRotSound(); void StopRotSound(); 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; } BOOL InRange(float range); // Acquire a target. pPlayer is a player in the PVS edict_t *FindTarget(edict_t *pPlayer); void TankTrace(const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr); 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); } void AdjustAnglesForBarrel(Vector &angles, float distance); BOOL StartControl(CBasePlayer *pController); void StopControl(); void ControllerPostFrame(); public: static TYPEDESCRIPTION m_SaveData[]; static Vector m_TankSpread[]; 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); }; class CFuncTankLaser: public CFuncTank { public: virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual void Activate(); virtual void Think(); virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker); CLaser *GetLaser(); public: static TYPEDESCRIPTION m_SaveData[]; private: CLaser *m_pLaser; float m_laserTime; }; class CFuncTankRocket: public CFuncTank { public: virtual void Precache(); virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker); }; class CFuncTankMortar: public CFuncTank { public: virtual void KeyValue(KeyValueData *pkvd); virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker); }; class CFuncTankControls: public CBaseEntity { public: virtual void Spawn(); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE; } virtual void Think(); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); public: static TYPEDESCRIPTION m_SaveData[]; CFuncTank *m_pTank; };