halflife-photomode/dlls/func_tank.cpp

1053 lines
26 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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() override;
void Precache() override;
bool KeyValue(KeyValueData* pkvd) override;
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
void Think() override;
void TrackTarget();
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 StopRotSound();
// Bmodels don't go across transitions
int ObjectCaps() override { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
inline bool IsActive() { return (pev->spawnflags & SF_TANK_ACTIVE) != 0; }
inline void TankActivate()
{
pev->spawnflags |= SF_TANK_ACTIVE;
pev->nextthink = pev->ltime + 0.1;
m_fireLast = 0;
}
inline void TankDeactivate()
{
pev->spawnflags &= ~SF_TANK_ACTIVE;
m_fireLast = 0;
StopRotSound();
}
inline bool CanFire() { 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()
{
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);
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
bool OnControls(entvars_t* pevTest) override;
bool StartControl(CBasePlayer* pController);
void StopControl();
void ControllerPostFrame();
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()
{
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()
{
if (!FStringNull(m_iszSpriteSmoke))
PRECACHE_MODEL((char*)STRING(m_iszSpriteSmoke));
if (!FStringNull(m_iszSpriteFlash))
PRECACHE_MODEL((char*)STRING(m_iszSpriteFlash));
if (!FStringNull(pev->noise))
PRECACHE_SOUND((char*)STRING(pev->noise));
}
bool CFuncTank::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "yawrate"))
{
m_yawRate = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "yawrange"))
{
m_yawRange = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "yawtolerance"))
{
m_yawTolerance = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "pitchrange"))
{
m_pitchRange = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "pitchrate"))
{
m_pitchRate = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "pitchtolerance"))
{
m_pitchTolerance = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "firerate"))
{
m_fireRate = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "barrel"))
{
m_barrelPos.x = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "barrely"))
{
m_barrelPos.y = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "barrelz"))
{
m_barrelPos.z = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "spritescale"))
{
m_spriteScale = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "spritesmoke"))
{
m_iszSpriteSmoke = ALLOC_STRING(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "spriteflash"))
{
m_iszSpriteFlash = ALLOC_STRING(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "rotatesound"))
{
pev->noise = ALLOC_STRING(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "persistence"))
{
m_persist = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "bullet"))
{
m_bulletType = (TANKBULLET)atoi(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "bullet_damage"))
{
m_iBulletDamage = atoi(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "firespread"))
{
m_spread = atoi(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "minRange"))
{
m_minRange = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "maxRange"))
{
m_maxRange = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "master"))
{
m_iszMaster = ALLOC_STRING(pkvd->szValue);
return true;
}
return CBaseEntity::KeyValue(pkvd);
}
////////////// START NEW STUFF //////////////
//==================================================================================
// TANK CONTROLLING
bool CFuncTank::OnControls(entvars_t* pevTest)
{
if ((pev->spawnflags & SF_TANK_CANCONTROL) == 0)
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 (!FStringNull(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;
m_pController->EquipWeapon();
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()
{
ASSERT(m_pController != NULL);
if (gpGlobals->time < m_flNextAttack)
return;
if ((m_pController->pev->button & IN_ATTACK) != 0)
{
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) != 0)
{ // 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()
{
pev->avelocity = g_vecZero;
TrackTarget();
if (fabs(pev->avelocity.x) > 1 || fabs(pev->avelocity.y) > 1)
StartRotSound();
else
StopRotSound();
}
void CFuncTank::TrackTarget()
{
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) != 0))
{
bool fire = false;
Vector forward;
UTIL_MakeVectorsPrivate(pev->angles, forward, NULL, NULL);
if ((pev->spawnflags & SF_TANK_LINEOFSIGHT) != 0)
{
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)
{
if (m_barrelPos.y != 0 || m_barrelPos.z != 0)
{
distance -= m_barrelPos.z;
const float d2 = distance * distance;
if (0 != m_barrelPos.y)
{
const float r2 = m_barrelPos.y * m_barrelPos.y;
if (d2 > r2)
{
angles.y += (180.0 / M_PI) * atan2(m_barrelPos.y, sqrt(d2 - r2));
}
}
if (0 != m_barrelPos.z)
{
const float r2 = m_barrelPos.z * m_barrelPos.z;
if (d2 > r2)
{
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 (!FStringNull(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 (!FStringNull(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()
{
if (FStringNull(pev->noise) || (pev->spawnflags & SF_TANK_SOUNDON) != 0)
return;
pev->spawnflags |= SF_TANK_SOUNDON;
EMIT_SOUND(edict(), CHAN_STATIC, (char*)STRING(pev->noise), 0.85, ATTN_NORM);
}
void CFuncTank::StopRotSound()
{
if ((pev->spawnflags & SF_TANK_SOUNDON) != 0)
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) override;
};
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() override;
bool KeyValue(KeyValueData* pkvd) override;
void Fire(const Vector& barrelEnd, const Vector& forward, entvars_t* pevAttacker) override;
void Think() override;
CLaser* GetLaser();
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
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()
{
if (!GetLaser())
{
UTIL_Remove(this);
ALERT(at_error, "Laser tank with no env_laser!\n");
}
else
{
m_pLaser->TurnOff();
}
}
bool CFuncTankLaser::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "laserentity"))
{
pev->message = ALLOC_STRING(pkvd->szValue);
return true;
}
return CFuncTank::KeyValue(pkvd);
}
CLaser* CFuncTankLaser::GetLaser()
{
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()
{
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 (0 != 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() override;
void Fire(const Vector& barrelEnd, const Vector& forward, entvars_t* pevAttacker) override;
};
LINK_ENTITY_TO_CLASS(func_tankrocket, CFuncTankRocket);
void CFuncTankRocket::Precache()
{
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:
bool KeyValue(KeyValueData* pkvd) override;
void Fire(const Vector& barrelEnd, const Vector& forward, entvars_t* pevAttacker) override;
};
LINK_ENTITY_TO_CLASS(func_tankmortar, CFuncTankMortar);
bool CFuncTankMortar::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "iMagnitude"))
{
pev->impulse = atoi(pkvd->szValue);
return true;
}
return 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:
int ObjectCaps() override;
void Spawn() override;
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
void Think() override;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
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()
{
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()
{
edict_t* pTarget = NULL;
do
{
pTarget = FIND_ENTITY_BY_TARGETNAME(pTarget, STRING(pev->target));
} while (!FNullEnt(pTarget) && 0 != 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()
{
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();
}