NS/releases/3.05/source/dlls/func_tank.cpp

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "effects.h"
#include "weapons.h"
#include "explode.h"
#include "player.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_SOUNDON 0x8000
enum TANKBULLET
{
TANK_BULLET_NONE = 0,
TANK_BULLET_9MM = 1,
TANK_BULLET_MP5 = 2,
TANK_BULLET_12MM = 3,
};
// Custom damage
// env_laser (duration is 0.5 rate of fire)
// rockets
// explosion?
class CFuncTank : public CBaseEntity
{
public:
void Spawn( 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 );
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 );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
inline BOOL IsActive( void ) { return (pev->spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
inline void TankActivate( void ) { pev->spawnflags |= SF_TANK_ACTIVE; pev->nextthink = pev->ltime + 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 );
// 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( 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[];
BOOL OnControls( entvars_t *pevTest );
BOOL StartControl( CBasePlayer* pController );
void StopControl( void );
void ControllerPostFrame( void );
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)
};
TYPEDESCRIPTION CFuncTank::m_SaveData[] =
{
DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_yawRate, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_yawRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_yawTolerance, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchCenter, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchRate, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_pitchTolerance, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_fireLast, FIELD_TIME ),
DEFINE_FIELD( CFuncTank, m_fireRate, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_lastSightTime, FIELD_TIME ),
DEFINE_FIELD( CFuncTank, m_persist, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_minRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_maxRange, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_barrelPos, FIELD_VECTOR ),
DEFINE_FIELD( CFuncTank, m_spriteScale, FIELD_FLOAT ),
DEFINE_FIELD( CFuncTank, m_iszSpriteSmoke, FIELD_STRING ),
DEFINE_FIELD( CFuncTank, m_iszSpriteFlash, FIELD_STRING ),
DEFINE_FIELD( CFuncTank, m_bulletType, FIELD_INTEGER ),
DEFINE_FIELD( CFuncTank, m_sightOrigin, FIELD_VECTOR ),
DEFINE_FIELD( CFuncTank, m_spread, FIELD_INTEGER ),
DEFINE_FIELD( CFuncTank, m_pController, FIELD_CLASSPTR ),
DEFINE_FIELD( CFuncTank, m_vecControllerUsePos, FIELD_VECTOR ),
DEFINE_FIELD( CFuncTank, m_flNextAttack, FIELD_TIME ),
DEFINE_FIELD( CFuncTank, m_iBulletDamage, FIELD_INTEGER ),
DEFINE_FIELD( CFuncTank, m_iszMaster, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CFuncTank, CBaseEntity );
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)
void CFuncTank :: Spawn( void )
{
Precache();
pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
pev->solid = SOLID_BSP;
SET_MODEL( ENT(pev), STRING(pev->model) );
m_yawCenter = pev->angles.y;
m_pitchCenter = pev->angles.x;
if ( IsActive() )
pev->nextthink = pev->ltime + 1.0;
m_sightOrigin = BarrelPosition(); // Point at the end of the barrel
if ( m_fireRate <= 0 )
m_fireRate = 1;
if ( m_spread > MAX_FIRING_SPREADS )
m_spread = 0;
pev->oldorigin = pev->origin;
}
void CFuncTank :: Precache( void )
{
if ( m_iszSpriteSmoke )
PRECACHE_MODEL( (char *)STRING(m_iszSpriteSmoke) );
if ( m_iszSpriteFlash )
PRECACHE_MODEL( (char *)STRING(m_iszSpriteFlash) );
if ( pev->noise )
PRECACHE_SOUND( (char *)STRING(pev->noise) );
}
void CFuncTank :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "yawrate"))
{
m_yawRate = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "yawrange"))
{
m_yawRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "yawtolerance"))
{
m_yawTolerance = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitchrange"))
{
m_pitchRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitchrate"))
{
m_pitchRate = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitchtolerance"))
{
m_pitchTolerance = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "firerate"))
{
m_fireRate = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "barrel"))
{
m_barrelPos.x = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "barrely"))
{
m_barrelPos.y = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "barrelz"))
{
m_barrelPos.z = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spritescale"))
{
m_spriteScale = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spritesmoke"))
{
m_iszSpriteSmoke = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spriteflash"))
{
m_iszSpriteFlash = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "rotatesound"))
{
pev->noise = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "persistence"))
{
m_persist = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "bullet"))
{
m_bulletType = (TANKBULLET)atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "bullet_damage" ))
{
m_iBulletDamage = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "firespread"))
{
m_spread = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "minRange"))
{
m_minRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "maxRange"))
{
m_maxRange = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "master"))
{
m_iszMaster = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
////////////// START NEW STUFF //////////////
//==================================================================================
// TANK CONTROLLING
BOOL CFuncTank :: OnControls( entvars_t *pevTest )
{
if ( !(pev->spawnflags & SF_TANK_CANCONTROL) )
return FALSE;
Vector offset = pevTest->origin - pev->origin;
if ( (m_vecControllerUsePos - pevTest->origin).Length() < 30 )
return TRUE;
return FALSE;
}
BOOL CFuncTank :: StartControl( CBasePlayer *pController )
{
if ( m_pController != NULL )
return FALSE;
// Team only or disabled?
if ( m_iszMaster )
{
if ( !UTIL_IsMasterTriggered( m_iszMaster, pController ) )
return FALSE;
}
ALERT( at_console, "using TANK!\n");
m_pController = pController;
if ( m_pController->m_pActiveItem )
{
m_pController->m_pActiveItem->Holster();
m_pController->pev->weaponmodel = 0;
m_pController->pev->viewmodel = 0;
}
m_pController->m_iHideHUD |= HIDEHUD_WEAPONS;
m_vecControllerUsePos = m_pController->pev->origin;
pev->nextthink = pev->ltime + 0.1;
return TRUE;
}
void CFuncTank :: StopControl()
{
// TODO: bring back the controllers current weapon
if ( !m_pController )
return;
if ( m_pController->m_pActiveItem )
m_pController->m_pActiveItem->Deploy();
ALERT( at_console, "stopped using TANK\n");
m_pController->m_iHideHUD &= ~HIDEHUD_WEAPONS;
pev->nextthink = 0;
m_pController = NULL;
if ( IsActive() )
pev->nextthink = pev->ltime + 1.0;
}
// Called each frame by the player's ItemPostFrame
void CFuncTank :: ControllerPostFrame( void )
{
ASSERT(m_pController != NULL);
if ( gpGlobals->time < m_flNextAttack )
return;
if ( m_pController->pev->button & IN_ATTACK )
{
Vector vecForward;
UTIL_MakeVectorsPrivate( pev->angles, vecForward, NULL, NULL );
m_fireLast = gpGlobals->time - (1/m_fireRate) - 0.01; // to make sure the gun doesn't fire too many bullets
Fire( BarrelPosition(), vecForward, m_pController->pev );
// HACKHACK -- make some noise (that the AI can hear)
if ( m_pController && m_pController->IsPlayer() )
((CBasePlayer *)m_pController)->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_flNextAttack = gpGlobals->time + (1/m_fireRate);
}
}
////////////// END NEW STUFF //////////////
void CFuncTank :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( pev->spawnflags & SF_TANK_CANCONTROL )
{ // player controlled turret
if ( pActivator->Classify() != CLASS_PLAYER )
return;
if ( value == 2 && useType == USE_SET )
{
ControllerPostFrame();
}
else if ( !m_pController && useType != USE_OFF )
{
((CBasePlayer*)pActivator)->m_pTank = this;
StartControl( (CBasePlayer*)pActivator );
}
else
{
StopControl();
}
}
else
{
if ( !ShouldToggle( useType, IsActive() ) )
return;
if ( IsActive() )
TankDeactivate();
else
TankActivate();
}
}
edict_t *CFuncTank :: FindTarget( edict_t *pPlayer )
{
return pPlayer;
}
BOOL CFuncTank :: InRange( float range )
{
if ( range < m_minRange )
return FALSE;
if ( m_maxRange > 0 && range > m_maxRange )
return FALSE;
return TRUE;
}
void CFuncTank :: Think( void )
{
pev->avelocity = g_vecZero;
TrackTarget();
if ( fabs(pev->avelocity.x) > 1 || fabs(pev->avelocity.y) > 1 )
StartRotSound();
else
StopRotSound();
}
void CFuncTank::TrackTarget( void )
{
TraceResult tr;
edict_t *pPlayer = FIND_CLIENT_IN_PVS( edict() );
BOOL updateTime = FALSE, lineOfSight;
Vector angles, direction, targetPosition, barrelEnd;
edict_t *pTarget;
// Get a position to aim for
if (m_pController)
{
// Tanks attempt to mirror the player's angles
angles = m_pController->pev->v_angle;
angles[0] = 0 - angles[0];
pev->nextthink = pev->ltime + 0.05;
}
else
{
if ( IsActive() )
pev->nextthink = pev->ltime + 0.1;
else
return;
if ( FNullEnt( pPlayer ) )
{
if ( IsActive() )
pev->nextthink = pev->ltime + 2; // Wait 2 secs
return;
}
pTarget = FindTarget( pPlayer );
if ( !pTarget )
return;
// Calculate angle needed to aim at target
barrelEnd = BarrelPosition();
targetPosition = pTarget->v.origin + pTarget->v.view_ofs;
float range = (targetPosition - barrelEnd).Length();
if ( !InRange( range ) )
return;
UTIL_TraceLine( barrelEnd, targetPosition, dont_ignore_monsters, edict(), &tr );
lineOfSight = FALSE;
// No line of sight, don't track
if ( tr.flFraction == 1.0 || tr.pHit == pTarget )
{
lineOfSight = TRUE;
CBaseEntity *pInstance = CBaseEntity::Instance(pTarget);
if ( InRange( range ) && pInstance && pInstance->IsAlive() )
{
updateTime = TRUE;
m_sightOrigin = UpdateTargetPosition( pInstance );
}
}
// Track sight origin
// !!! I'm not sure what i changed
direction = m_sightOrigin - pev->origin;
// direction = m_sightOrigin - barrelEnd;
angles = UTIL_VecToAngles( direction );
// Calculate the additional rotation to point the end of the barrel at the target (not the gun's center)
AdjustAnglesForBarrel( angles, direction.Length() );
}
angles.x = -angles.x;
// Force the angles to be relative to the center position
angles.y = m_yawCenter + UTIL_AngleDistance( angles.y, m_yawCenter );
angles.x = m_pitchCenter + UTIL_AngleDistance( angles.x, m_pitchCenter );
// Limit against range in y
if ( angles.y > m_yawCenter + m_yawRange )
{
angles.y = m_yawCenter + m_yawRange;
updateTime = FALSE; // Don't update if you saw the player, but out of range
}
else if ( angles.y < (m_yawCenter - m_yawRange) )
{
angles.y = (m_yawCenter - m_yawRange);
updateTime = FALSE; // Don't update if you saw the player, but out of range
}
if ( updateTime )
m_lastSightTime = gpGlobals->time;
// Move toward target at rate or less
float distY = UTIL_AngleDistance( angles.y, pev->angles.y );
pev->avelocity.y = distY * 10;
if ( pev->avelocity.y > m_yawRate )
pev->avelocity.y = m_yawRate;
else if ( pev->avelocity.y < -m_yawRate )
pev->avelocity.y = -m_yawRate;
// Limit against range in x
if ( angles.x > m_pitchCenter + m_pitchRange )
angles.x = m_pitchCenter + m_pitchRange;
else if ( angles.x < m_pitchCenter - m_pitchRange )
angles.x = m_pitchCenter - m_pitchRange;
// Move toward target at rate or less
float distX = UTIL_AngleDistance( angles.x, pev->angles.x );
pev->avelocity.x = distX * 10;
if ( pev->avelocity.x > m_pitchRate )
pev->avelocity.x = m_pitchRate;
else if ( pev->avelocity.x < -m_pitchRate )
pev->avelocity.x = -m_pitchRate;
if ( m_pController )
return;
if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT) ) )
{
BOOL fire = FALSE;
Vector forward;
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
if ( pev->spawnflags & SF_TANK_LINEOFSIGHT )
{
float length = direction.Length();
UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, dont_ignore_monsters, edict(), &tr );
if ( tr.pHit == pTarget )
fire = TRUE;
}
else
fire = TRUE;
if ( fire )
{
Fire( BarrelPosition(), forward, pev );
}
else
m_fireLast = 0;
}
else
m_fireLast = 0;
}
// If barrel is offset, add in additional rotation
void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance )
{
float r2, d2;
if ( m_barrelPos.y != 0 || m_barrelPos.z != 0 )
{
distance -= m_barrelPos.z;
d2 = distance * distance;
if ( m_barrelPos.y )
{
r2 = m_barrelPos.y * m_barrelPos.y;
angles.y += (180.0 / M_PI) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) );
}
if ( m_barrelPos.z )
{
r2 = m_barrelPos.z * m_barrelPos.z;
angles.x += (180.0 / M_PI) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) );
}
}
}
// Fire targets and spawn sprites
void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
if ( m_fireLast != 0 )
{
if ( m_iszSpriteSmoke )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE );
pSprite->AnimateAndDie( RANDOM_FLOAT( 15.0, 20.0 ) );
pSprite->SetTransparency( kRenderTransAlpha, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, 255, kRenderFxNone );
pSprite->pev->velocity.z = RANDOM_FLOAT(40, 80);
pSprite->SetScale( m_spriteScale );
}
if ( m_iszSpriteFlash )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE );
pSprite->AnimateAndDie( 60 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
pSprite->SetScale( m_spriteScale );
// Hack Hack, make it stick around for at least 100 ms.
pSprite->pev->nextthink += 0.1;
}
SUB_UseTargets( this, USE_TOGGLE, 0 );
}
m_fireLast = gpGlobals->time;
}
void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr )
{
// get circular gaussian spread
float x, y, z;
do {
x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecForward +
x * vecSpread.x * gpGlobals->v_right +
y * vecSpread.y * gpGlobals->v_up;
Vector vecEnd;
vecEnd = vecStart + vecDir * 4096;
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &tr );
}
void CFuncTank::StartRotSound( void )
{
if ( !pev->noise || (pev->spawnflags & SF_TANK_SOUNDON) )
return;
pev->spawnflags |= SF_TANK_SOUNDON;
EMIT_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noise), 0.85, ATTN_NORM);
}
void CFuncTank::StopRotSound( void )
{
if ( pev->spawnflags & SF_TANK_SOUNDON )
STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noise) );
pev->spawnflags &= ~SF_TANK_SOUNDON;
}
class CFuncTankGun : public CFuncTank
{
public:
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
};
LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun );
void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
int i;
if ( m_fireLast != 0 )
{
// FireBullets needs gpGlobals->v_up, etc.
UTIL_MakeAimVectors(pev->angles);
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
if ( bulletCount > 0 )
{
for ( i = 0; i < bulletCount; i++ )
{
switch( m_bulletType )
{
case TANK_BULLET_9MM:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_9MM, 1, m_iBulletDamage, pevAttacker );
break;
case TANK_BULLET_MP5:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_MP5, 1, m_iBulletDamage, pevAttacker );
break;
case TANK_BULLET_12MM:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_12MM, 1, m_iBulletDamage, pevAttacker );
break;
default:
case TANK_BULLET_NONE:
break;
}
}
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
}
}
else
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
}
class CFuncTankLaser : public CFuncTank
{
public:
void Activate( void );
void KeyValue( KeyValueData *pkvd );
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
void Think( void );
CLaser *GetLaser( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
CLaser *m_pLaser;
float m_laserTime;
};
LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser );
TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] =
{
DEFINE_FIELD( CFuncTankLaser, m_pLaser, FIELD_CLASSPTR ),
DEFINE_FIELD( CFuncTankLaser, m_laserTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CFuncTankLaser, CFuncTank );
void CFuncTankLaser::Activate( void )
{
if ( !GetLaser() )
{
UTIL_Remove(this);
ALERT( at_error, "Laser tank with no env_laser!\n" );
}
else
{
m_pLaser->TurnOff();
}
}
void CFuncTankLaser::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "laserentity"))
{
pev->message = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CFuncTank::KeyValue( pkvd );
}
CLaser *CFuncTankLaser::GetLaser( void )
{
if ( m_pLaser )
return m_pLaser;
edict_t *pentLaser;
pentLaser = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->message) );
while ( !FNullEnt( pentLaser ) )
{
// Found the landmark
if ( FClassnameIs( pentLaser, "env_laser" ) )
{
m_pLaser = (CLaser *)CBaseEntity::Instance(pentLaser);
break;
}
else
pentLaser = FIND_ENTITY_BY_TARGETNAME( pentLaser, STRING(pev->message) );
}
return m_pLaser;
}
void CFuncTankLaser::Think( void )
{
if ( m_pLaser && (gpGlobals->time > m_laserTime) )
m_pLaser->TurnOff();
CFuncTank::Think();
}
void CFuncTankLaser::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
int i;
TraceResult tr;
if ( m_fireLast != 0 && GetLaser() )
{
// TankTrace needs gpGlobals->v_up, etc.
UTIL_MakeAimVectors(pev->angles);
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
if ( bulletCount )
{
for ( i = 0; i < bulletCount; i++ )
{
m_pLaser->pev->origin = barrelEnd;
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
m_laserTime = gpGlobals->time;
m_pLaser->TurnOn();
m_pLaser->pev->dmgtime = gpGlobals->time - 1.0;
m_pLaser->FireAtPoint( tr );
m_pLaser->pev->nextthink = 0;
}
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
else
{
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
class CFuncTankRocket : public CFuncTank
{
public:
void Precache( void );
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
};
LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket );
void CFuncTankRocket::Precache( void )
{
UTIL_PrecacheOther( "rpg_rocket" );
CFuncTank::Precache();
}
void CFuncTankRocket::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
int i;
if ( m_fireLast != 0 )
{
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
if ( bulletCount > 0 )
{
for ( i = 0; i < bulletCount; i++ )
{
CBaseEntity *pRocket = CBaseEntity::Create( "rpg_rocket", barrelEnd, pev->angles, edict() );
}
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
else
CFuncTank::Fire( barrelEnd, forward, pev );
}
class CFuncTankMortar : public CFuncTank
{
public:
void KeyValue( KeyValueData *pkvd );
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
};
LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar );
void CFuncTankMortar::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "iMagnitude"))
{
pev->impulse = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CFuncTank::KeyValue( pkvd );
}
void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
{
if ( m_fireLast != 0 )
{
int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate;
// Only create 1 explosion
if ( bulletCount > 0 )
{
TraceResult tr;
// TankTrace needs gpGlobals->v_up, etc.
UTIL_MakeAimVectors(pev->angles);
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
ExplosionCreate( tr.vecEndPos, pev->angles, edict(), pev->impulse, TRUE );
CFuncTank::Fire( barrelEnd, forward, pev );
}
}
else
CFuncTank::Fire( barrelEnd, forward, pev );
}
//============================================================================
// FUNC TANK CONTROLS
//============================================================================
class CFuncTankControls : public CBaseEntity
{
public:
virtual int ObjectCaps( void );
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Think( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CFuncTank *m_pTank;
};
LINK_ENTITY_TO_CLASS( func_tankcontrols, CFuncTankControls );
TYPEDESCRIPTION CFuncTankControls::m_SaveData[] =
{
DEFINE_FIELD( CFuncTankControls, m_pTank, FIELD_CLASSPTR ),
};
IMPLEMENT_SAVERESTORE( CFuncTankControls, CBaseEntity );
int CFuncTankControls :: ObjectCaps( void )
{
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE;
}
void CFuncTankControls :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ // pass the Use command onto the controls
if ( m_pTank )
m_pTank->Use( pActivator, pCaller, useType, value );
ASSERT( m_pTank != NULL ); // if this fails, most likely means save/restore hasn't worked properly
}
void CFuncTankControls :: Think( void )
{
edict_t *pTarget = NULL;
do
{
pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING(pev->target) );
} while ( !FNullEnt(pTarget) && strncmp( STRING(pTarget->v.classname), "func_tank", 9 ) );
if ( FNullEnt( pTarget ) )
{
ALERT( at_console, "No tank %s\n", STRING(pev->target) );
return;
}
m_pTank = (CFuncTank*)Instance(pTarget);
}
void CFuncTankControls::Spawn( void )
{
pev->solid = SOLID_TRIGGER;
pev->movetype = MOVETYPE_NONE;
pev->effects |= EF_NODRAW;
SET_MODEL( ENT(pev), STRING(pev->model) );
UTIL_SetSize( pev, pev->mins, pev->maxs );
UTIL_SetOrigin( pev, pev->origin );
pev->nextthink = gpGlobals->time + 0.3; // After all the func_tank's have spawned
CBaseEntity::Spawn();
}