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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@220 67975925-1194-0748-b3d5-c16f83f1a3a1
127 lines
No EOL
4.3 KiB
C++
127 lines
No EOL
4.3 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Base NS turret, used for all types of automated enemy detection
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//
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// $Workfile: AvHTurret.h$
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// $Date: 2002/11/22 21:24:59 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHTurret.h,v $
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// Revision 1.8 2002/11/22 21:24:59 Flayra
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// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
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// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
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//
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// Revision 1.7 2002/11/06 01:39:21 Flayra
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// - Turrets now need an active turret factory to be active
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//
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// Revision 1.6 2002/08/16 02:49:00 Flayra
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// - New damage model
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//
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// Revision 1.5 2002/07/23 17:34:07 Flayra
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// - Turrets track range in 2D, turrets can not require LOS if desired (for siege)
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//
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// Revision 1.4 2002/07/01 21:23:01 Flayra
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// - Added generic vertical FOV to allow alien turrets to shoot very high and low
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//
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// Revision 1.3 2002/06/03 17:02:22 Flayra
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// - Experimented with pushable/buildable siege turrets
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//
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// Revision 1.2 2002/05/28 18:11:59 Flayra
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// - 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)
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//
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// Revision 1.1 2002/05/23 02:32:57 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_TURRET_H
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#define AVH_TURRET_H
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#include "mod/AvHBaseBuildable.h"
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#include "util/Quat.h"
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//#include "mod/AvHPushableBuildable.h"
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// This class behaves like CSentry does, but clean and extensible, and with a base class of AvHBaseBuildable
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//class AvHTurret : public AvHPushableBuildable//public AvHBaseBuildable
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class AvHTurret : public AvHBaseBuildable
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{
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public:
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AvHTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3);
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virtual void CheckEnabledState();
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virtual char* GetActiveSound() const;
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virtual char* GetAlertSound() const;
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virtual char* GetPingSound() const;
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virtual int GetDamageType() const;
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virtual int GetActiveAnimation() const;
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virtual int GetDeployAnimation() const;
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virtual bool GetEnabledState() const;
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virtual int GetIdle1Animation() const;
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virtual int GetIdle2Animation() const;
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virtual int GetKilledAnimation() const;
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virtual bool GetRequiresLOS() const;
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virtual int GetPointValue(void) const;
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virtual int GetSetEnabledAnimation() const;
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virtual int GetSpawnAnimation() const;
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virtual int GetTakeDamageAnimation() const;
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virtual int GetVerticalFOV() const;
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virtual bool GetIsValidTarget(CBaseEntity* inEntity) const;
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CBaseEntity* FindBestEnemy();
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virtual int IRelationship(CBaseEntity* inTarget);
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virtual void SetNextAttack();
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// Must override these
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virtual int GetXYRange() const = 0;
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virtual void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy, const Vector& inVecEnemyVelocity) = 0;
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virtual void Ping(void);
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virtual int MoveTurret(void);
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virtual bool GetBaseClassAnimatesTurret() const;
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virtual void ResetEntity();
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virtual void SetHasBeenBuilt();
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virtual void SetEnabledState(bool inState, bool inForce = false);
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virtual void Spawn();
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protected:
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virtual float GetRateOfFire() const;
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virtual void UpdateEnemy();
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void TurretUpdate();
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void Init();
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void Setup();
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BOOL FInViewCone(CBaseEntity* inEntity);
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BOOL FInViewCone(Vector* inOrigin);
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EXPORT void ActiveThink(void);
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EXPORT void SearchThink(void);
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EHANDLE m_hEnemy;
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float m_flFieldOfView;
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float mTimeOfLastAttack;
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float mTimeOfNextAttack;
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float mTimeOfLastUpdateEnemy;
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// turn rate in radians
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float m_fTurnRate;
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// movement
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Quat mCurQuat;
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Quat mGoalQuat;
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float mNextPingTime;
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bool mEnabled;
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};
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#endif |