#ifndef TURRET_H #define TURRET_H #include "effects.h" #include "dlls/turretconst.h" class CBaseTurret : public CBaseMonster { public: void Spawn(void); virtual void Precache(void); void KeyValue( KeyValueData *pkvd ); void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); virtual int Classify(void); virtual int GetRange() const; virtual char* GetPingSound() const; virtual char* GetActiveSound() const; virtual char* GetAlertSound() const; virtual char* GetDeploySound() const; int BloodColor( void ) { return DONT_BLEED; } void GibMonster( void ) {} // UNDONE: Throw turret gibs? virtual void StopShooting() {}; virtual bool NeedsLineOfSight() const; // Think functions void EXPORT ActiveThink(void); void EXPORT SearchThink(void); void EXPORT AutoSearchThink(void); void EXPORT TurretDeath(void); virtual void EXPORT SpinDownCall(void) { m_iSpin = 0; } virtual void EXPORT SpinUpCall(void) { m_iSpin = 1; } // void SpinDown(void); // float EXPORT SpinDownCall( void ) { return SpinDown(); } // virtual float SpinDown(void) { return 0;} // virtual float Retire(void) { return 0;} void EXPORT Deploy(void); void EXPORT Retire(void); void EXPORT Initialize(void); virtual void Ping(void); virtual void EyeOn(void); virtual void EyeOff(void); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; // other functions void SetTurretAnim(TURRET_ANIM anim); int MoveTurret(void); virtual void Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { }; float m_flMaxSpin; // Max time to spin the barrel w/o a target int m_iSpin; CSprite *m_pEyeGlow; int m_eyeBrightness; int m_iDeployHeight; int m_iRetractHeight; int m_iMinPitch; int m_iBaseTurnRate; // angles per second float m_fTurnRate; // actual turn rate int m_iOrientation; // 0 = floor, 1 = Ceiling int m_iOn; int m_fBeserk; // Sometimes this bitch will just freak out int m_iAutoStart; // true if the turret auto deploys when a target // enters its range Vector m_vecLastSight; float m_flLastSight; // Last time we saw a target float m_flMaxWait; // Max time to seach w/o a target int m_iSearchSpeed; // Not Used! // movement float m_flStartYaw; Vector m_vecCurAngles; Vector m_vecGoalAngles; float m_flPingTime; // Time until the next ping, used when searching float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching }; class CTurret : public CBaseTurret { public: void Spawn(void); void Precache(void); // Think functions void SpinUpCall(void); void SpinDownCall(void); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; // other functions void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); private: int m_iStartSpin; }; class CMiniTurret : public CBaseTurret { public: void Spawn( ); void Precache(void); // other functions void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); }; //========================================================= // Sentry gun - smallest turret, placed near grunt entrenchments //========================================================= class CSentry : public CBaseTurret { public: void Spawn( ); void Precache(void); // other functions void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void EXPORT SentryTouch( CBaseEntity *pOther ); void EXPORT SentryDeath( void ); }; #endif