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Xash3DArchive/server/ents/basetank.h

143 lines
5.3 KiB
C++

//=======================================================================
// Copyright (C) XashXT Group 2006
//=======================================================================
#define SF_TANK_ACTIVE 0x0001
#define SF_TANK_LINEOFSIGHT 0x0010
#define SF_TANK_CANCONTROL 0x0020
#define SF_TANK_LASERSPOT 0x0040 //LRC
#define SF_TANK_MATCHTARGET 0x0080 //LRC
#define SF_TANK_SOUNDON 0x8000
#define SF_TANK_SEQFIRE 0x10000 //LRC - a TankSequence is telling me to fire
static Vector gTankSpread[] =
{
Vector( 0, 0, 0 ), // perfect
Vector( 0.025, 0.025, 0.025 ), // small cone
Vector( 0.05, 0.05, 0.05 ), // medium cone
Vector( 0.1, 0.1, 0.1 ), // large cone
Vector( 0.25, 0.25, 0.25 ), // extra-large cone
};
#define MAX_FIRING_SPREADS ARRAYSIZE(gTankSpread)
enum TANKBULLET
{
TANK_BULLET_NONE = 0,
TANK_BULLET_9MM = 1,
TANK_BULLET_MP5 = 2,
TANK_BULLET_12MM = 3,
};
class CFuncTankControls;
class CFuncTank : public CBaseBrush
{
public:
void Spawn( void );
void PostSpawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Think( void );
void TrackTarget( void );
int IRelationship( CBaseEntity* pTarget );
int Classify( void ) { return m_iTankClass; }
void TryFire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
virtual Vector UpdateTargetPosition( CBaseEntity *pTarget )
{
return pTarget->BodyTarget( pev->origin );
}
void StartRotSound( void );
void StopRotSound( void );
inline BOOL IsActive( void ) { return (pev->spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
inline void TankActivate( void ) { pev->spawnflags |= SF_TANK_ACTIVE; SetNextThink(0.1); m_fireLast = 0; }
inline void TankDeactivate( void ) { pev->spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); }
inline BOOL CanFire( void ) { return (gpGlobals->time - m_lastSightTime) < m_persist; }
BOOL InRange( float range );
void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr );
Vector BarrelPosition( void )
{
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 );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void UpdateSpot( void );
BOOL StartControl( CBasePlayer* pController, CFuncTankControls* pControls );
void StopControl( CFuncTankControls* pControls );
CBaseEntity* BestVisibleEnemy( void );
CFuncTankControls* m_pControls; // tankcontrols is used as a go-between.
CLaserSpot* m_pSpot; // Laser spot entity
virtual BOOL IsRocketTank( void ) { return FALSE; }
virtual BOOL IsLaserTank( void ) { return FALSE; }
protected:
float m_flNextAttack;
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_lastSightTime;// Last time I saw target
float m_persist; // Persistence of firing (how long do I shoot when I can't see)
RandomRange m_Range;
float m_minRange; // Minimum range to aim/track
float m_maxRange; // Max range to aim/track
float m_fireLast; // Last time I fired
float m_fireRate; // How many rounds/second
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
int m_iszFireMaster;//LRC - Fire-Master entity (prevents firing when inactive)
int m_iTankClass; // Behave As
};
class CFuncTankControls : public CBaseLogic
{
public:
virtual int ObjectCaps( void ) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE; }
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
void HandleTank ( CBaseEntity *pActivator, CBaseEntity *m_pTank, BOOL activate );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL OnControls( entvars_t *pevTest );
Vector m_vecControllerUsePos; // where was the player standing when he used me?
CBasePlayer* m_pController;
//max 32 tanks allowed to control
int m_iTankName [ MAX_MULTI_TARGETS ];// list if indexes into global string array
int m_cTanks;// the total number of targets in this manager's fire list.
EHANDLE m_hPlayer;
};