source-engine/game/server/hl1/hl1_func_tank.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

1701 lines
46 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "Sprite.h"
#include "EnvLaser.h"
#include "basecombatweapon.h"
#include "explode.h"
#include "eventqueue.h"
#include "gamerules.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "soundent.h"
#include "ndebugoverlay.h"
#include "grenade_beam.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "triggers.h"
#include "physics_cannister.h"
#include "player.h"
#include "entitylist.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_DAMAGE_KICK 0x0040 // Kick when take damage
#define SF_TANK_AIM_AT_POS 0x0080 // Aim at a particular position
#define SF_TANK_SOUNDON 0x8000
enum TANKBULLET
{
TANK_BULLET_NONE = 0,
TANK_BULLET_SMALL = 1,
TANK_BULLET_MEDIUM = 2,
TANK_BULLET_LARGE = 3,
};
#define FUNCTANK_FIREVOLUME 1000
// Custom damage
// env_laser (duration is 0.5 rate of fire)
// rockets
// explosion?
class CFuncTank : public CBaseEntity
{
DECLARE_CLASS( CFuncTank, CBaseEntity );
public:
~CFuncTank( void );
void Spawn( void );
void Activate( void );
void Precache( void );
bool CreateVPhysics( void );
bool KeyValue( const char *szKeyName, const char *szValue );
int ObjectCaps( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Think( void );
void TrackTarget( void );
int DrawDebugTextOverlays(void);
virtual void FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
virtual void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
void StartRotSound( void );
void StopRotSound( void );
inline bool IsActive( void ) { return (m_spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
// Input handlers.
void InputActivate( inputdata_t &inputdata );
void InputDeactivate( inputdata_t &inputdata );
void InputSetFireRate( inputdata_t &inputdata );
void InputSetTargetPosition( inputdata_t &inputdata );
void InputSetTargetEntityName( inputdata_t &inputdata );
void InputSetTargetEntity( inputdata_t &inputdata );
void TankActivate(void);
void TankDeactivate(void);
inline bool CanFire( void );
bool InRange( float range );
void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, trace_t &tr );
void TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType);
Vector WorldBarrelPosition( void )
{
EntityMatrix tmp;
tmp.InitFromEntity( this );
return tmp.LocalToWorld( m_barrelPos );
}
void UpdateMatrix( void )
{
m_parentMatrix.InitFromEntity( GetParent() ? GetParent() : NULL );
}
QAngle AimBarrelAt( const Vector &parentTarget );
bool ShouldSavePhysics() { return false; }
DECLARE_DATADESC();
bool OnControls( CBaseEntity *pTest );
bool StartControl( CBasePlayer *pController );
void StopControl( void );
void ControllerPostFrame( void );
CBaseEntity *FindTarget( string_t targetName, CBaseEntity *pActivator );
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_persist2; // Secondary persistence of firing (randomly shooting when I can't see)
float m_persist2burst;// How long secondary persistence burst lasts
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
string_t m_iszSpriteSmoke;
string_t 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
string_t m_iszMaster; // Master entity (game_team_master or multisource)
int m_iSmallAmmoType;
int m_iMediumAmmoType;
int m_iLargeAmmoType;
string_t m_soundStartRotate;
string_t m_soundStopRotate;
string_t m_soundLoopRotate;
string_t m_targetEntityName;
EHANDLE m_hTarget;
Vector m_vTargetPosition;
EntityMatrix m_parentMatrix;
COutputEvent m_OnFire;
COutputEvent m_OnLoseTarget;
COutputEvent m_OnAquireTarget;
CHandle<CBaseTrigger> m_hControlVolume;
string_t m_iszControlVolume;
};
BEGIN_DATADESC( CFuncTank )
DEFINE_KEYFIELD( m_yawRate, FIELD_FLOAT, "yawrate" ),
DEFINE_KEYFIELD( m_yawRange, FIELD_FLOAT, "yawrange" ),
DEFINE_KEYFIELD( m_yawTolerance, FIELD_FLOAT, "yawtolerance" ),
DEFINE_KEYFIELD( m_pitchRate, FIELD_FLOAT, "pitchrate" ),
DEFINE_KEYFIELD( m_pitchRange, FIELD_FLOAT, "pitchrange" ),
DEFINE_KEYFIELD( m_pitchTolerance, FIELD_FLOAT, "pitchtolerance" ),
DEFINE_KEYFIELD( m_fireRate, FIELD_FLOAT, "firerate" ),
DEFINE_KEYFIELD( m_persist, FIELD_FLOAT, "persistence" ),
DEFINE_KEYFIELD( m_persist2, FIELD_FLOAT, "persistence2" ),
DEFINE_KEYFIELD( m_minRange, FIELD_FLOAT, "minRange" ),
DEFINE_KEYFIELD( m_maxRange, FIELD_FLOAT, "maxRange" ),
DEFINE_KEYFIELD( m_spriteScale, FIELD_FLOAT, "spritescale" ),
DEFINE_KEYFIELD( m_iszSpriteSmoke, FIELD_STRING, "spritesmoke" ),
DEFINE_KEYFIELD( m_iszSpriteFlash, FIELD_STRING, "spriteflash" ),
DEFINE_KEYFIELD( m_bulletType, FIELD_INTEGER, "bullet" ),
DEFINE_KEYFIELD( m_spread, FIELD_INTEGER, "firespread" ),
DEFINE_KEYFIELD( m_iBulletDamage, FIELD_INTEGER, "bullet_damage" ),
DEFINE_KEYFIELD( m_iszMaster, FIELD_STRING, "master" ),
DEFINE_KEYFIELD( m_soundStartRotate, FIELD_SOUNDNAME, "rotatestartsound" ),
DEFINE_KEYFIELD( m_soundStopRotate, FIELD_SOUNDNAME, "rotatestopsound" ),
DEFINE_KEYFIELD( m_soundLoopRotate, FIELD_SOUNDNAME, "rotatesound" ),
DEFINE_KEYFIELD( m_iszControlVolume, FIELD_STRING, "control_volume" ),
DEFINE_FIELD( m_yawCenter, FIELD_FLOAT ),
DEFINE_FIELD( m_pitchCenter, FIELD_FLOAT ),
DEFINE_FIELD( m_fireLast, FIELD_TIME ),
DEFINE_FIELD( m_lastSightTime, FIELD_TIME ),
DEFINE_FIELD( m_barrelPos, FIELD_VECTOR ),
DEFINE_FIELD( m_sightOrigin, FIELD_VECTOR ),
DEFINE_FIELD( m_pController, FIELD_CLASSPTR ),
DEFINE_FIELD( m_vecControllerUsePos, FIELD_VECTOR ),
DEFINE_FIELD( m_flNextAttack, FIELD_TIME ),
DEFINE_FIELD( m_targetEntityName, FIELD_STRING ),
DEFINE_FIELD( m_vTargetPosition, FIELD_VECTOR ),
DEFINE_FIELD( m_persist2burst, FIELD_FLOAT),
//DEFINE_FIELD( m_parentMatrix, FIELD_MATRIX ), // DON'T SAVE
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_hControlVolume, FIELD_EHANDLE ),
// Do not save these.
//DEFINE_FIELD( m_iSmallAmmoType, FIELD_INTEGER ),
//DEFINE_FIELD( m_iMediumAmmoType, FIELD_INTEGER ),
//DEFINE_FIELD( m_iLargeAmmoType, FIELD_INTEGER ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFireRate", InputSetFireRate ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetTargetPosition", InputSetTargetPosition ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetEntityName", InputSetTargetEntityName ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "SetTargetEntity", InputSetTargetEntity ),
// Outputs
DEFINE_OUTPUT(m_OnFire, "OnFire"),
DEFINE_OUTPUT(m_OnLoseTarget, "OnLoseTarget"),
DEFINE_OUTPUT(m_OnAquireTarget, "OnAquireTarget"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncTank::~CFuncTank( void )
{
if ( m_soundLoopRotate != NULL_STRING && (m_spawnflags & SF_TANK_SOUNDON) )
{
StopSound( entindex(), CHAN_STATIC, STRING(m_soundLoopRotate) );
}
}
int CFuncTank::ObjectCaps( void )
{
int iCaps = BaseClass::ObjectCaps();
if ( m_spawnflags & SF_TANK_CANCONTROL )
{
iCaps |= FCAP_IMPULSE_USE;
}
return iCaps;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
inline bool CFuncTank::CanFire( void )
{
float flTimeDelay = gpGlobals->curtime - m_lastSightTime;
// Fire when can't see enemy if time is less that persistence time
if ( flTimeDelay <= m_persist)
{
return true;
}
// Fire when I'm in a persistence2 burst
else if (flTimeDelay <= m_persist2burst)
{
return true;
}
// If less than persistence2, occasionally do another burst
else if (flTimeDelay <= m_persist2)
{
if (random->RandomInt(0,30)==0)
{
m_persist2burst = flTimeDelay+0.5;
return true;
}
}
return false;
}
//------------------------------------------------------------------------------
// Purpose: Input handler for activating the tank.
//------------------------------------------------------------------------------
void CFuncTank::InputActivate( inputdata_t &inputdata )
{
TankActivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::TankActivate(void)
{
m_spawnflags |= SF_TANK_ACTIVE;
SetNextThink( gpGlobals->curtime + 0.1f );
m_fireLast = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for deactivating the tank.
//-----------------------------------------------------------------------------
void CFuncTank::InputDeactivate( inputdata_t &inputdata )
{
TankDeactivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::TankDeactivate(void)
{
m_spawnflags &= ~SF_TANK_ACTIVE;
m_fireLast = 0;
StopRotSound();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing the name of the tank's target entity.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetEntityName( inputdata_t &inputdata )
{
m_targetEntityName = inputdata.value.StringID();
m_hTarget = FindTarget( m_targetEntityName, inputdata.pActivator );
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting a new target entity by ehandle.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetEntity( inputdata_t &inputdata )
{
if (inputdata.value.Entity() != NULL)
{
m_targetEntityName = inputdata.value.Entity()->GetEntityName();
}
else
{
m_targetEntityName = NULL_STRING;
}
m_hTarget = inputdata.value.Entity();
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the rate of fire in shots per second.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetFireRate( inputdata_t &inputdata )
{
m_fireRate = inputdata.value.Float();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the target as a position.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetPosition( inputdata_t &inputdata )
{
m_spawnflags |= SF_TANK_AIM_AT_POS;
m_hTarget = NULL;
inputdata.value.Vector3D(m_vTargetPosition);
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CFuncTank::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
// --------------
// State
// --------------
char tempstr[255];
if (IsActive())
{
Q_strncpy(tempstr,"State: Active",sizeof(tempstr));
}
else
{
Q_strncpy(tempstr,"State: Inactive",sizeof(tempstr));
}
EntityText(text_offset,tempstr,0);
text_offset++;
// -------------------
// Print Firing Speed
// --------------------
Q_snprintf(tempstr,sizeof(tempstr),"Fire Rate: %f",m_fireRate);
EntityText(text_offset,tempstr,0);
text_offset++;
// --------------
// Print Target
// --------------
if (m_hTarget!=NULL)
{
Q_snprintf(tempstr,sizeof(tempstr),"Target: %s",m_hTarget->GetDebugName());
}
else
{
Q_snprintf(tempstr,sizeof(tempstr),"Target: - ");
}
EntityText(text_offset,tempstr,0);
text_offset++;
// --------------
// Target Pos
// --------------
if (m_spawnflags & SF_TANK_AIM_AT_POS)
{
Q_snprintf(tempstr,sizeof(tempstr),"Aim Pos: %3.0f %3.0f %3.0f",m_vTargetPosition.x,m_vTargetPosition.y,m_vTargetPosition.z);
}
else
{
Q_snprintf(tempstr,sizeof(tempstr),"Aim Pos: - ");
}
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pAttacker -
// flDamage -
// vecDir -
// ptr -
// bitsDamageType -
//-----------------------------------------------------------------------------
void CFuncTank::TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType)
{
if (m_spawnflags & SF_TANK_DAMAGE_KICK)
{
// Deflect the func_tank
// Only adjust yaw for now
if (pAttacker)
{
Vector vFromAttacker = (pAttacker->EyePosition()-GetAbsOrigin());
vFromAttacker.z = 0;
VectorNormalize(vFromAttacker);
Vector vFromAttacker2 = (ptr->endpos-GetAbsOrigin());
vFromAttacker2.z = 0;
VectorNormalize(vFromAttacker2);
Vector vCrossProduct;
CrossProduct(vFromAttacker,vFromAttacker2, vCrossProduct);
Msg( "%f\n",vCrossProduct.z);
QAngle angles;
angles = GetLocalAngles();
if (vCrossProduct.z > 0)
{
angles.y += 10;
}
else
{
angles.y -= 10;
}
// Limit against range in y
if ( angles.y > m_yawCenter + m_yawRange )
{
angles.y = m_yawCenter + m_yawRange;
}
else if ( angles.y < (m_yawCenter - m_yawRange) )
{
angles.y = (m_yawCenter - m_yawRange);
}
SetLocalAngles( angles );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : targetName -
// pActivator -
//-----------------------------------------------------------------------------
CBaseEntity *CFuncTank::FindTarget( string_t targetName, CBaseEntity *pActivator )
{
return gEntList.FindEntityGenericNearest( STRING( targetName ), GetAbsOrigin(), 0, this, pActivator );
}
//-----------------------------------------------------------------------------
// Purpose: Caches entity key values until spawn is called.
// Input : szKeyName -
// szValue -
// Output :
//-----------------------------------------------------------------------------
bool CFuncTank::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "barrel"))
{
m_barrelPos.x = atof(szValue);
}
else if (FStrEq(szKeyName, "barrely"))
{
m_barrelPos.y = atof(szValue);
}
else if (FStrEq(szKeyName, "barrelz"))
{
m_barrelPos.z = atof(szValue);
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
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( void )
{
Precache();
SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
SetSolid( SOLID_VPHYSICS );
SetModel( STRING( GetModelName() ) );
m_yawCenter = GetLocalAngles().y;
m_pitchCenter = GetLocalAngles().x;
m_vTargetPosition = vec3_origin;
if ( IsActive() )
SetNextThink( gpGlobals->curtime + 1.0f );
UpdateMatrix();
m_sightOrigin = WorldBarrelPosition(); // Point at the end of the barrel
if ( m_spread > MAX_FIRING_SPREADS )
{
m_spread = 0;
}
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
if (m_spawnflags & SF_TANK_DAMAGE_KICK)
{
m_takedamage = DAMAGE_YES;
}
// UNDONE: Do this?
//m_targetEntityName = m_target;
CreateVPhysics();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::Activate( void )
{
BaseClass::Activate();
m_hControlVolume = NULL;
// Find our control volume
if ( m_iszControlVolume != NULL_STRING )
{
m_hControlVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszControlVolume ) );
}
if (( !m_hControlVolume ) && (m_spawnflags & SF_TANK_CANCONTROL))
{
Msg( "ERROR: Couldn't find control volume for player-controllable func_tank %s.\n", STRING(GetEntityName()) );
UTIL_Remove( this );
}
}
bool CFuncTank::CreateVPhysics()
{
VPhysicsInitShadow( false, false );
return true;
}
void CFuncTank::Precache( void )
{
m_iSmallAmmoType = GetAmmoDef()->Index("9mmRound");
m_iMediumAmmoType = GetAmmoDef()->Index("9mmRound");
m_iLargeAmmoType = GetAmmoDef()->Index("12mmRound");
if ( m_iszSpriteSmoke != NULL_STRING )
PrecacheModel( STRING(m_iszSpriteSmoke) );
if ( m_iszSpriteFlash != NULL_STRING )
PrecacheModel( STRING(m_iszSpriteFlash) );
if ( m_soundStartRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundStartRotate) );
if ( m_soundStopRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundStopRotate) );
if ( m_soundLoopRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundLoopRotate) );
}
//==================================================================================
// TANK CONTROLLING
bool CFuncTank::OnControls( CBaseEntity *pTest )
{
if ( !(m_spawnflags & SF_TANK_CANCONTROL) )
return FALSE;
Vector offset = pTest->GetLocalOrigin() - GetLocalOrigin();
if ( (m_vecControllerUsePos - pTest->GetLocalOrigin()).Length() < 30 )
return TRUE;
return FALSE;
}
bool CFuncTank::StartControl( CBasePlayer *pController )
{
if ( m_pController != NULL )
return FALSE;
// Team only or disabled?
if ( m_iszMaster != NULL_STRING )
{
if ( !UTIL_IsMasterTriggered( m_iszMaster, pController ) )
return FALSE;
}
// Holster player's weapon
m_pController = pController;
if ( m_pController->GetActiveWeapon() )
{
m_pController->GetActiveWeapon()->Holster();
}
m_pController->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
m_vecControllerUsePos = m_pController->GetLocalOrigin();
SetNextThink( gpGlobals->curtime + 0.1f );
return TRUE;
}
void CFuncTank::StopControl()
{
// TODO: bring back the controllers current weapon
if ( !m_pController )
return;
if ( m_pController->GetActiveWeapon() )
m_pController->GetActiveWeapon()->Deploy();
m_pController->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
SetNextThink( TICK_NEVER_THINK );
m_pController = NULL;
if ( IsActive() )
SetNextThink( gpGlobals->curtime + 1.0f );
}
// Called each frame by the player's ItemPostFrame
void CFuncTank::ControllerPostFrame( void )
{
Assert(m_pController != NULL);
if ( gpGlobals->curtime < m_flNextAttack )
return;
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
if ( m_pController->m_nButtons & IN_ATTACK )
{
m_fireLast = gpGlobals->curtime - (1/m_fireRate) - 0.01; // to make sure the gun doesn't fire too many bullets
int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate;
Fire( bulletCount, WorldBarrelPosition(), forward, m_pController );
// HACKHACK -- make some noise (that the AI can hear)
CSoundEnt::InsertSound( SOUND_COMBAT, WorldSpaceCenter(), FUNCTANK_FIREVOLUME, 0.2 );
m_flNextAttack = gpGlobals->curtime + (1/m_fireRate);
}
}
void CFuncTank::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( m_spawnflags & SF_TANK_CANCONTROL )
{
// player controlled turret
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( !pPlayer )
return;
if ( value == 2 && useType == USE_SET )
{
ControllerPostFrame();
}
else if ( !m_pController && useType != USE_OFF )
{
// The player must be within the func_tank controls
Assert( m_hControlVolume );
if ( !m_hControlVolume->IsTouching( pPlayer ) )
return;
pPlayer->SetUseEntity( this );
StartControl( pPlayer );
}
else
{
StopControl();
}
}
else
{
if ( !ShouldToggle( useType, IsActive() ) )
return;
if ( IsActive() )
{
TankDeactivate();
}
else
{
TankActivate();
}
}
}
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( void )
{
// refresh the matrix
UpdateMatrix();
SetLocalAngularVelocity( vec3_angle );
TrackTarget();
if ( fabs(GetLocalAngularVelocity().x) > 1 || fabs(GetLocalAngularVelocity().y) > 1 )
StartRotSound();
else
StopRotSound();
}
//-----------------------------------------------------------------------------
// Purpose: Aim the offset barrel at a position in parent space
// Input : parentTarget - the position of the target in parent space
// Output : Vector - angles in local space
//-----------------------------------------------------------------------------
QAngle CFuncTank::AimBarrelAt( const Vector &parentTarget )
{
Vector target = parentTarget - GetLocalOrigin();
float quadTarget = target.LengthSqr();
float quadTargetXY = target.x*target.x + target.y*target.y;
// Target is too close! Can't aim at it
if ( quadTarget <= m_barrelPos.LengthSqr() )
{
return GetLocalAngles();
}
else
{
// We're trying to aim the offset barrel at an arbitrary point.
// To calculate this, I think of the target as being on a sphere with
// it's center at the origin of the gun.
// The rotation we need is the opposite of the rotation that moves the target
// along the surface of that sphere to intersect with the gun's shooting direction
// To calculate that rotation, we simply calculate the intersection of the ray
// coming out of the barrel with the target sphere (that's the new target position)
// and use atan2() to get angles
// angles from target pos to center
float targetToCenterYaw = atan2( target.y, target.x );
float centerToGunYaw = atan2( m_barrelPos.y, sqrt( quadTarget - (m_barrelPos.y*m_barrelPos.y) ) );
float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) );
float centerToGunPitch = atan2( -m_barrelPos.z, sqrt( quadTarget - (m_barrelPos.z*m_barrelPos.z) ) );
return QAngle( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw - centerToGunYaw ), 0 );
}
}
void CFuncTank::TrackTarget( void )
{
trace_t tr;
bool updateTime = FALSE, lineOfSight;
QAngle angles;
Vector barrelEnd;
CBaseEntity *pTarget = NULL;
barrelEnd.Init();
// Get a position to aim for
if (m_pController)
{
// Tanks attempt to mirror the player's angles
angles = m_pController->EyeAngles();
SetNextThink( gpGlobals->curtime + 0.05 );
}
else
{
if ( IsActive() )
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
return;
}
// -----------------------------------
// Get world target position
// -----------------------------------
barrelEnd = WorldBarrelPosition();
Vector worldTargetPosition;
if (m_spawnflags & SF_TANK_AIM_AT_POS)
{
worldTargetPosition = m_vTargetPosition;
}
else
{
CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
{
if ( m_targetEntityName != NULL_STRING ) // New HL2 behavior
{
m_hTarget = FindTarget( m_targetEntityName, NULL );
}
else // HL1 style
{
m_hTarget = ToBasePlayer( GetContainingEntity( UTIL_FindClientInPVS( edict() ) ) );
}
if ( m_hTarget != NULL )
{
SetNextThink( gpGlobals->curtime ); // Think again immediately
}
else
{
if ( IsActive() )
{
SetNextThink( gpGlobals->curtime + 2 ); // Wait 2 secs
}
if ( m_fireLast !=0 )
{
m_OnLoseTarget.FireOutput(this, this);
m_fireLast = 0;
}
}
return;
}
pTarget = pEntity;
// Calculate angle needed to aim at target
worldTargetPosition = pEntity->EyePosition();
}
float range = (worldTargetPosition - barrelEnd).Length();
if ( !InRange( range ) )
{
m_fireLast = 0;
return;
}
UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if (m_spawnflags & SF_TANK_AIM_AT_POS)
{
updateTime = TRUE;
m_sightOrigin = m_vTargetPosition;
}
else
{
lineOfSight = FALSE;
// No line of sight, don't track
if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
{
lineOfSight = TRUE;
CBaseEntity *pInstance = pTarget;
if ( InRange( range ) && pInstance && pInstance->IsAlive() )
{
updateTime = TRUE;
// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
}
}
}
// Convert targetPosition to parent
angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );
}
// Force the angles to be relative to the center position
float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
angles.y = m_yawCenter + offsetY;
angles.x = m_pitchCenter + offsetX;
// Limit against range in y
// MDB - don't check pitch! If two func_tanks are meant to align,
// and one can pitch and the other cannot, this can lead to them getting
// different values for angles.y. Nothing is lost by not updating yaw
// because the target is not in pitch range.
bool bOutsideYawRange = ( fabs( offsetY ) > m_yawRange + m_yawTolerance );
bool bOutsidePitchRange = ( fabs( offsetX ) > m_pitchRange + m_pitchTolerance );
Vector vecToTarget = m_sightOrigin - GetLocalOrigin();
// if target is outside yaw range
if ( bOutsideYawRange )
{
if ( angles.y > m_yawCenter + m_yawRange )
{
angles.y = m_yawCenter + m_yawRange;
}
else if ( angles.y < (m_yawCenter - m_yawRange) )
{
angles.y = (m_yawCenter - m_yawRange);
}
}
if ( bOutsidePitchRange || bOutsideYawRange || ( vecToTarget.Length() < ( barrelEnd - GetAbsOrigin() ).Length() ) )
{
// Don't update if you saw the player, but out of range
updateTime = false;
}
if ( updateTime )
{
m_lastSightTime = gpGlobals->curtime;
m_persist2burst = 0;
}
// Move toward target at rate or less
float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );
QAngle vecAngVel = GetLocalAngularVelocity();
vecAngVel.y = distY * 10;
vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );
// Limit against range in x
angles.x = clamp( angles.x, m_pitchCenter - m_pitchRange, m_pitchCenter + m_pitchRange );
// Move toward target at rate or less
float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
vecAngVel.x = distX * 10;
vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
SetLocalAngularVelocity( vecAngVel );
SetMoveDoneTime( 0.1 );
if ( m_pController )
return;
if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (m_spawnflags & SF_TANK_LINEOFSIGHT) ) )
{
bool fire = FALSE;
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
forward = m_parentMatrix.ApplyRotation( forward );
if ( m_spawnflags & SF_TANK_LINEOFSIGHT )
{
float length = (m_maxRange > 0) ? m_maxRange : MAX_TRACE_LENGTH;
UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt == pTarget )
fire = TRUE;
}
else
fire = TRUE;
if ( fire )
{
if (m_fireLast == 0)
{
m_OnAquireTarget.FireOutput(this, this);
}
FiringSequence( barrelEnd, forward, this );
}
else
{
if (m_fireLast !=0)
{
m_OnLoseTarget.FireOutput(this, this);
}
m_fireLast = 0;
}
}
else
{
if (m_fireLast !=0)
{
m_OnLoseTarget.FireOutput(this, this);
}
m_fireLast = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Start of firing sequence. By default, just fire now.
// Input : &barrelEnd -
// &forward -
// *pAttacker -
//-----------------------------------------------------------------------------
void CFuncTank::FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
if ( m_fireLast != 0 )
{
int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate;
if ( bulletCount > 0 )
{
Fire( bulletCount, barrelEnd, forward, pAttacker );
m_fireLast = gpGlobals->curtime;
}
}
else
{
m_fireLast = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose: Fire targets and spawn sprites.
// Input : bulletCount -
// barrelEnd -
// forward -
// pAttacker -
//-----------------------------------------------------------------------------
void CFuncTank::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
if ( m_iszSpriteSmoke != NULL_STRING )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE );
pSprite->AnimateAndDie( random->RandomFloat( 15.0, 20.0 ) );
pSprite->SetTransparency( kRenderTransAlpha, m_clrRender->r, m_clrRender->g, m_clrRender->b, 255, kRenderFxNone );
Vector vecVelocity( 0, 0, random->RandomFloat(40, 80) );
pSprite->SetAbsVelocity( vecVelocity );
pSprite->SetScale( m_spriteScale );
}
if ( m_iszSpriteFlash != NULL_STRING )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE );
pSprite->AnimateAndDie( 60 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
pSprite->SetScale( m_spriteScale );
}
m_OnFire.FireOutput(this, this);
}
void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, trace_t &tr )
{
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
// get circular gaussian spread
float x, y, z;
do {
x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecForward +
x * vecSpread.x * right +
y * vecSpread.y * up;
Vector vecEnd;
vecEnd = vecStart + vecDir * MAX_TRACE_LENGTH;
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
}
void CFuncTank::StartRotSound( void )
{
if ( m_spawnflags & SF_TANK_SOUNDON )
return;
m_spawnflags |= SF_TANK_SOUNDON;
if ( m_soundLoopRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
filter.MakeReliable();
EmitSound_t ep;
ep.m_nChannel = CHAN_STATIC;
ep.m_pSoundName = (char*)STRING(m_soundLoopRotate);
ep.m_flVolume = 0.85f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
if ( m_soundStartRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = (char*)STRING(m_soundStartRotate);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
}
void CFuncTank::StopRotSound( void )
{
if ( m_spawnflags & SF_TANK_SOUNDON )
{
if ( m_soundLoopRotate != NULL_STRING )
{
StopSound( entindex(), CHAN_STATIC, (char*)STRING(m_soundLoopRotate) );
}
if ( m_soundStopRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = (char*)STRING(m_soundStopRotate);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
}
m_spawnflags &= ~SF_TANK_SOUNDON;
}
// #############################################################################
// CFuncTankGun
// #############################################################################
class CFuncTankGun : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankGun, CFuncTank );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
};
LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun );
void CFuncTankGun::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
int i;
for ( i = 0; i < bulletCount; i++ )
{
switch( m_bulletType )
{
case TANK_BULLET_SMALL:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], MAX_TRACE_LENGTH, m_iSmallAmmoType, 1, -1, -1, m_iBulletDamage, pAttacker );
break;
case TANK_BULLET_MEDIUM:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], MAX_TRACE_LENGTH, m_iMediumAmmoType, 1, -1, -1, m_iBulletDamage, pAttacker );
break;
case TANK_BULLET_LARGE:
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], MAX_TRACE_LENGTH, m_iLargeAmmoType, 1, -1, -1, m_iBulletDamage, pAttacker );
break;
default:
case TANK_BULLET_NONE:
break;
}
}
CFuncTank::Fire( bulletCount, barrelEnd, forward, pAttacker );
}
// #############################################################################
// CFuncTankPulseLaser
// #############################################################################
class CFuncTankPulseLaser : public CFuncTankGun
{
public:
DECLARE_CLASS( CFuncTankPulseLaser, CFuncTankGun );
DECLARE_DATADESC();
void Precache();
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
float m_flPulseSpeed;
float m_flPulseWidth;
color32 m_flPulseColor;
float m_flPulseLife;
float m_flPulseLag;
string_t m_sPulseFireSound;
};
LINK_ENTITY_TO_CLASS( func_tankpulselaser, CFuncTankPulseLaser );
BEGIN_DATADESC( CFuncTankPulseLaser )
DEFINE_KEYFIELD( m_flPulseSpeed, FIELD_FLOAT, "PulseSpeed" ),
DEFINE_KEYFIELD( m_flPulseWidth, FIELD_FLOAT, "PulseWidth" ),
DEFINE_KEYFIELD( m_flPulseColor, FIELD_COLOR32, "PulseColor" ),
DEFINE_KEYFIELD( m_flPulseLife, FIELD_FLOAT, "PulseLife" ),
DEFINE_KEYFIELD( m_flPulseLag, FIELD_FLOAT, "PulseLag" ),
DEFINE_KEYFIELD( m_sPulseFireSound, FIELD_SOUNDNAME, "PulseFireSound" ),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Precache(void)
{
UTIL_PrecacheOther( "grenade_beam" );
if ( m_sPulseFireSound != NULL_STRING )
{
PrecacheScriptSound( STRING(m_sPulseFireSound) );
}
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker )
{
// --------------------------------------------------
// Get direction vectors for spread
// --------------------------------------------------
Vector vecUp = Vector(0,0,1);
Vector vecRight;
CrossProduct ( vecForward, vecUp, vecRight );
CrossProduct ( vecForward, -vecRight, vecUp );
for ( int i = 0; i < bulletCount; i++ )
{
// get circular gaussian spread
float x, y, z;
do {
x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecForward + x * gTankSpread[m_spread].x * vecRight + y * gTankSpread[m_spread].y * vecUp;
CGrenadeBeam *pPulse = CGrenadeBeam::Create( pAttacker, barrelEnd);
pPulse->Format(m_flPulseColor, m_flPulseWidth);
pPulse->Shoot(vecDir,m_flPulseSpeed,m_flPulseLife,m_flPulseLag,m_iBulletDamage);
if ( m_sPulseFireSound != NULL_STRING )
{
CPASAttenuationFilter filter( this, 0.6f );
EmitSound_t ep;
ep.m_nChannel = CHAN_WEAPON;
ep.m_pSoundName = (char*)STRING(m_sPulseFireSound);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = ATTN_TO_SNDLVL( 0.6 );
EmitSound( filter, entindex(), ep );
}
}
CFuncTank::Fire( bulletCount, barrelEnd, vecForward, pAttacker );
}
// #############################################################################
// CFuncTankLaser
// #############################################################################
class CFuncTankLaser : public CFuncTank
{
DECLARE_CLASS( CFuncTankLaser, CFuncTank );
public:
void Activate( void );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
void Think( void );
CEnvLaser *GetLaser( void );
void UpdateOnRemove( void );
DECLARE_DATADESC();
private:
CEnvLaser *m_pLaser;
float m_laserTime;
string_t m_iszLaserName;
};
LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser );
BEGIN_DATADESC( CFuncTankLaser )
DEFINE_KEYFIELD( m_iszLaserName, FIELD_STRING, "laserentity" ),
DEFINE_FIELD( m_pLaser, FIELD_CLASSPTR ),
DEFINE_FIELD( m_laserTime, FIELD_TIME ),
END_DATADESC()
void CFuncTankLaser::Activate( void )
{
BaseClass::Activate();
if ( !GetLaser() )
{
UTIL_Remove(this);
Warning( "Laser tank with no env_laser!\n" );
}
else
{
m_pLaser->TurnOff();
}
}
void CFuncTankLaser::UpdateOnRemove( void )
{
if( GetLaser() )
{
m_pLaser->TurnOff();
}
BaseClass::UpdateOnRemove();
}
CEnvLaser *CFuncTankLaser::GetLaser( void )
{
if ( m_pLaser )
return m_pLaser;
CBaseEntity *pLaser = gEntList.FindEntityByName( NULL, m_iszLaserName );
while ( pLaser )
{
// Found the landmark
if ( FClassnameIs( pLaser, "env_laser" ) )
{
m_pLaser = (CEnvLaser *)pLaser;
break;
}
else
{
pLaser = gEntList.FindEntityByName( pLaser, m_iszLaserName );
}
}
return m_pLaser;
}
void CFuncTankLaser::Think( void )
{
if ( m_pLaser && (gpGlobals->curtime > m_laserTime) )
m_pLaser->TurnOff();
CFuncTank::Think();
}
void CFuncTankLaser::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
int i;
trace_t tr;
if ( GetLaser() )
{
for ( i = 0; i < bulletCount; i++ )
{
m_pLaser->SetLocalOrigin( barrelEnd );
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
m_laserTime = gpGlobals->curtime;
m_pLaser->TurnOn();
m_pLaser->SetFireTime( gpGlobals->curtime - 1.0 );
m_pLaser->FireAtPoint( tr );
m_pLaser->SetNextThink( TICK_NEVER_THINK );
}
CFuncTank::Fire( bulletCount, barrelEnd, forward, this );
}
}
class CFuncTankRocket : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankRocket, CFuncTank );
void Precache( void );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
};
LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket );
void CFuncTankRocket::Precache( void )
{
UTIL_PrecacheOther( "rpg_rocket" );
CFuncTank::Precache();
}
void CFuncTankRocket::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
int i;
for ( i = 0; i < bulletCount; i++ )
{
CBaseEntity *pRocket = CBaseEntity::Create( "rpg_rocket", barrelEnd, GetAbsAngles(), this );
pRocket->SetAbsAngles( GetAbsAngles() );
}
CFuncTank::Fire( bulletCount, barrelEnd, forward, this );
}
class CFuncTankMortar : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankMortar, CFuncTank );
void Precache( void );
void FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker );
void ShootGun(void);
// Input handlers.
void InputShootGun( inputdata_t &inputdata );
DECLARE_DATADESC();
int m_Magnitude;
float m_fireDelay;
string_t m_fireStartSound;
string_t m_fireEndSound;
// store future firing event
CBaseEntity *m_pAttacker;
};
LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar );
BEGIN_DATADESC( CFuncTankMortar )
DEFINE_KEYFIELD( m_Magnitude, FIELD_INTEGER, "iMagnitude" ),
DEFINE_KEYFIELD( m_fireDelay, FIELD_FLOAT, "firedelay" ),
DEFINE_KEYFIELD( m_fireStartSound, FIELD_STRING, "firestartsound" ),
DEFINE_KEYFIELD( m_fireEndSound, FIELD_STRING, "fireendsound" ),
DEFINE_FIELD( m_pAttacker, FIELD_CLASSPTR ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ShootGun", InputShootGun ),
END_DATADESC()
void CFuncTankMortar::Precache( void )
{
if ( m_fireStartSound != NULL_STRING )
PrecacheScriptSound( STRING(m_fireStartSound) );
if ( m_fireEndSound != NULL_STRING )
PrecacheScriptSound( STRING(m_fireEndSound) );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to make the tank shoot.
//-----------------------------------------------------------------------------
void CFuncTankMortar::InputShootGun( inputdata_t &inputdata )
{
ShootGun();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankMortar::ShootGun( void )
{
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
UpdateMatrix();
forward = m_parentMatrix.ApplyRotation( forward );
// use cached firing state
Fire( 1, WorldBarrelPosition(), forward, m_pAttacker );
}
void CFuncTankMortar::FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
if ( m_fireLast != 0 )
{
int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate;
// Only create 1 explosion
if ( bulletCount > 0 )
{
// fire in "firedelay" seconds
if ( m_fireStartSound != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_WEAPON;
ep.m_pSoundName = (char*)STRING(m_fireStartSound);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
if ( m_fireDelay != 0 )
{
g_EventQueue.AddEvent( this, "ShootGun", m_fireDelay, pAttacker, this, 0 );
}
else
{
ShootGun();
}
m_fireLast = gpGlobals->curtime;
}
}
else
{
m_fireLast = gpGlobals->curtime;
}
}
void CFuncTankMortar::Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker )
{
if ( m_fireEndSound != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_WEAPON;
ep.m_pSoundName = STRING(m_fireEndSound);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
trace_t tr;
TankTrace( barrelEnd, vecForward, gTankSpread[m_spread], tr );
const CBaseEntity * ent = NULL;
if ( g_pGameRules->IsMultiplayer() )
{
// temp remove suppress host
ent = te->GetSuppressHost();
te->SetSuppressHost( NULL );
}
ExplosionCreate( tr.endpos, GetAbsAngles(), this, m_Magnitude, 0, true );
if ( g_pGameRules->IsMultiplayer() )
{
te->SetSuppressHost( (CBaseEntity *) ent );
}
BaseClass::Fire( bulletCount, barrelEnd, vecForward, this );
}
//-----------------------------------------------------------------------------
// Purpose: Func tank that fires physics cannisters placed on it
//-----------------------------------------------------------------------------
class CFuncTankPhysCannister : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankPhysCannister, CFuncTank );
DECLARE_DATADESC();
void Activate( void );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
protected:
string_t m_iszBarrelVolume;
CHandle<CBaseTrigger> m_hBarrelVolume;
};
LINK_ENTITY_TO_CLASS( func_tankphyscannister, CFuncTankPhysCannister );
BEGIN_DATADESC( CFuncTankPhysCannister )
DEFINE_KEYFIELD( m_iszBarrelVolume, FIELD_STRING, "barrel_volume" ),
DEFINE_FIELD( m_hBarrelVolume, FIELD_EHANDLE ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankPhysCannister::Activate( void )
{
BaseClass::Activate();
m_hBarrelVolume = NULL;
// Find our barrel volume
if ( m_iszBarrelVolume != NULL_STRING )
{
m_hBarrelVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszBarrelVolume ) );
}
if ( !m_hBarrelVolume )
{
Msg("ERROR: Couldn't find barrel volume for func_tankphyscannister %s.\n", STRING(GetEntityName()) );
UTIL_Remove( this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankPhysCannister::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
Assert( m_hBarrelVolume );
// Do we have a cannister in our barrel volume?
CPhysicsCannister *pCannister = (CPhysicsCannister *)m_hBarrelVolume->GetTouchedEntityOfType( "physics_cannister" );
if ( !pCannister )
{
// Play a no-ammo sound
return;
}
// Fire the cannister!
pCannister->CannisterFire( pAttacker );
}