170 lines
4.9 KiB
C++
170 lines
4.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/turret.h $
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// $Revision:: 14 $
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// $Author:: Markd $
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// $Date:: 10/15/98 3:37p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/turret.h $
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//
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// 14 10/15/98 3:37p Markd
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// Added forcefield to turrets with no health
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//
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// 13 10/09/98 4:55p Markd
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// Added ExecuteThread
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//
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// 12 9/30/98 4:37p Aldie
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// Fixed some weirdness with turrets not responding
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//
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// 11 9/22/98 4:57p Aldie
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// Moved lagtime check right before firing
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//
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// 10 9/21/98 4:21p Markd
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// Put in archive functions and rewrote all archive routines
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//
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// 9 9/20/98 9:11p Aldie
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// Added lagtime and patience
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//
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// 8 9/20/98 5:13p Aldie
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// Fixed some stuff with thread and target when turret sees player
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//
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// 7 9/19/98 6:15p Aldie
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// Added thread to turrets
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//
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// 6 7/10/98 3:08p Aldie
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// Activate and deactivate turrets
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//
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// 5 7/07/98 4:12p Aldie
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// Updated to new class hierarchy
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//
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// 3 10/27/97 2:59p Jimdose
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// Removed dependency on quakedef.h
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//
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// 2 9/26/97 5:23p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Script controlled turret.
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//
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#ifndef __TURRET_H__
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#define __TURRET_H__
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#include "sentient.h"
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#define TURRET_OUTOFRANGE 0
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#define TURRET_WAKEUPRANGE 1
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#define TURRET_FIRERANGE 2
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class EXPORT_FROM_DLL Turret : public Sentient
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{
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protected:
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int base;
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int enemy;
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float lastSightTime;
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qboolean active;
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qboolean attacking;
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qboolean turning;
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float neworientation;
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float turntime;
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float lagtime;
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float firetime;
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float patience;
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int wakeupdistance;
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int firingdistance;
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qboolean activated;
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str thread;
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str sight_target;
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public:
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CLASS_PROTOTYPE( Turret );
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Turret();
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virtual qboolean CanSee( Entity *ent );
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virtual int Range( float dist );
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virtual float Distance( Entity *targ );
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virtual void Pain( Event *ev );
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virtual void Killed( Event *ev );
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virtual qboolean FindTarget( void );
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virtual float AdjustAngle( float maxadjust, float currangle, float targetangle );
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virtual void Seek( Event *ev );
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virtual void Fire( Event *ev );
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virtual void Turn( Event *ev );
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virtual void EndSeek( Event *ev );
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virtual void CheckVicinity( Event *ev );
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virtual void GoUp( Event *ev );
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virtual void GoDown( Event *ev );
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virtual void Down( Event *ev );
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virtual void AttackStart( Event *ev );
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virtual void AttackFinished( Event *ev );
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virtual void Activate( Event *ev );
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virtual void Deactivate( Event *ev );
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virtual void Lagtime( Event *ev );
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virtual void SetSightTime( Event *ev );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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extern Event EV_Turret_GoUp;
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extern Event EV_Turret_GoDown;
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extern Event EV_Turret_Turn;
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extern Event EV_Turret_Seek;
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extern Event EV_Turret_Attack;
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inline EXPORT_FROM_DLL void Turret::Archive
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(
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Archiver &arc
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)
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{
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Sentient::Archive( arc );
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arc.WriteInteger( base );
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arc.WriteInteger( enemy );
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arc.WriteFloat( lastSightTime );
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arc.WriteBoolean( active );
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arc.WriteBoolean( attacking );
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arc.WriteBoolean( turning );
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arc.WriteFloat( neworientation );
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arc.WriteFloat( turntime );
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arc.WriteFloat( lagtime );
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arc.WriteFloat( firetime );
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arc.WriteFloat( patience );
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arc.WriteInteger( wakeupdistance );
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arc.WriteInteger( firingdistance );
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arc.WriteBoolean( activated );
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arc.WriteString( thread );
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arc.WriteString( sight_target );
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}
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inline EXPORT_FROM_DLL void Turret::Unarchive
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(
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Archiver &arc
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)
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{
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Sentient::Unarchive( arc );
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arc.ReadInteger( &base );
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arc.ReadInteger( &enemy );
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arc.ReadFloat( &lastSightTime );
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arc.ReadBoolean( &active );
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arc.ReadBoolean( &attacking );
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arc.ReadBoolean( &turning );
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arc.ReadFloat( &neworientation );
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arc.ReadFloat( &turntime );
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arc.ReadFloat( &lagtime );
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arc.ReadFloat( &firetime );
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arc.ReadFloat( &patience );
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arc.ReadInteger( &wakeupdistance );
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arc.ReadInteger( &firingdistance );
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arc.ReadBoolean( &activated );
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arc.ReadString( &thread );
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arc.ReadString( &sight_target );
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}
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#endif /* turret.h */
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