NS/releases/3.03/source/mod/AvHTurret.h
tankefugl 54a4ac5469 o Branched from 3.02
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@85 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-26 15:38:32 +00:00

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4.3 KiB
C++

//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Base NS turret, used for all types of automated enemy detection
//
// $Workfile: AvHTurret.h$
// $Date: 2002/11/22 21:24:59 $
//
//-------------------------------------------------------------------------------
// $Log: AvHTurret.h,v $
// Revision 1.8 2002/11/22 21:24:59 Flayra
// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
//
// Revision 1.7 2002/11/06 01:39:21 Flayra
// - Turrets now need an active turret factory to be active
//
// Revision 1.6 2002/08/16 02:49:00 Flayra
// - New damage model
//
// Revision 1.5 2002/07/23 17:34:07 Flayra
// - Turrets track range in 2D, turrets can not require LOS if desired (for siege)
//
// Revision 1.4 2002/07/01 21:23:01 Flayra
// - Added generic vertical FOV to allow alien turrets to shoot very high and low
//
// Revision 1.3 2002/06/03 17:02:22 Flayra
// - Experimented with pushable/buildable siege turrets
//
// Revision 1.2 2002/05/28 18:11:59 Flayra
// - Put in slower, randomish rate of fire for turrets for sound variance and drama, don't play ping if no ping sound specified (crashing with offensive tower)
//
// Revision 1.1 2002/05/23 02:32:57 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_TURRET_H
#define AVH_TURRET_H
#include "mod/AvHBaseBuildable.h"
#include "util/Quat.h"
//#include "mod/AvHPushableBuildable.h"
// This class behaves like CSentry does, but clean and extensible, and with a base class of AvHBaseBuildable
//class AvHTurret : public AvHPushableBuildable//public AvHBaseBuildable
class AvHTurret : public AvHBaseBuildable
{
public:
AvHTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3);
virtual void CheckEnabledState();
virtual char* GetActiveSound() const;
virtual char* GetAlertSound() const;
virtual char* GetPingSound() const;
virtual int GetDamageType() const;
virtual int GetActiveAnimation() const;
virtual int GetDeployAnimation() const;
virtual bool GetEnabledState() const;
virtual int GetIdle1Animation() const;
virtual int GetIdle2Animation() const;
virtual int GetKilledAnimation() const;
virtual bool GetRequiresLOS() const;
virtual int GetPointValue(void) const;
virtual int GetSetEnabledAnimation() const;
virtual int GetSpawnAnimation() const;
virtual int GetTakeDamageAnimation() const;
virtual int GetVerticalFOV() const;
virtual bool GetIsValidTarget(CBaseEntity* inEntity) const;
CBaseEntity* FindBestEnemy();
virtual int IRelationship(CBaseEntity* inTarget);
virtual void SetNextAttack();
// Must override these
virtual int GetXYRange() const = 0;
virtual void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy, const Vector& inVecEnemyVelocity) = 0;
virtual void Ping(void);
virtual int MoveTurret(void);
virtual bool GetBaseClassAnimatesTurret() const;
virtual void ResetEntity();
virtual void SetHasBeenBuilt();
virtual void SetEnabledState(bool inState, bool inForce = false);
virtual void Spawn();
protected:
virtual float GetRateOfFire() const;
virtual void UpdateEnemy();
void TurretUpdate();
void Init();
void Setup();
BOOL FInViewCone(CBaseEntity* inEntity);
BOOL FInViewCone(Vector* inOrigin);
EXPORT void ActiveThink(void);
EXPORT void SearchThink(void);
EHANDLE m_hEnemy;
float m_flFieldOfView;
float mTimeOfLastAttack;
float mTimeOfNextAttack;
float mTimeOfLastUpdateEnemy;
// turn rate in radians
float m_fTurnRate;
// movement
Quat mCurQuat;
Quat mGoalQuat;
float mNextPingTime;
bool mEnabled;
};
#endif