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/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// weapturret.h: MOH Turret. Usable by sentients and monsters.
//
#pragma once
#include "weapon.h"
#include "camera.h"
extern Event EV_Turret_Enter;
extern Event EV_Turret_Exit;
extern Event EV_Turret_AI_TurnSpeed;
extern Event EV_Turret_SetMaxUseAngle;
typedef enum {
TURRETAISTATE_DEFAULT,
TURRETAISTATE_TRACK,
TURRETAISTATE_SUPPRESS,
TURRETAISTATE_SUPPRESS_WAIT
} turretaistate_e;
#define FAKEBULLETS 1
class TurretGun : public Weapon
{
friend class Vehicle;
protected:
bool m_bFakeBullets;
bool m_bPlayerUsable;
bool m_bUsable;
bool m_bRestable;
Vector m_vIdleCheckOffset;
Vector m_vViewOffset;
float m_fMaxIdlePitch;
float m_fMaxIdleYaw;
Vector m_vUserViewAng;
Vector m_vUserLastCmdAng;
float m_fIdlePitchSpeed;
float m_fTurnSpeed;
float m_fAIPitchSpeed;
float m_fPitchUpCap;
float m_fPitchDownCap;
float m_fStartYaw;
float m_fMaxYawOffset;
float m_fUserDistance;
float m_fMinBurstTime;
float m_fMaxBurstTime;
float m_fMinBurstDelay;
float m_fMaxBurstDelay;
float m_fFireToggleTime;
int m_iFiring;
int m_iIdleHitCount;
CameraPtr m_pUserCamera;
float m_fViewJitter;
float m_fCurrViewJitter;
Vector m_vAIBulletSpread[MAX_FIREMODES];
int m_iTargetType;
SentientPtr m_pAIEnemy;
Vector m_Aim_offset;
SafePtr<Animate> m_pViewModel;
ScriptThreadLabel m_UseThread;
public:
bool m_bHadOwner;
private:
int m_iAIState;
float m_fAIConvergeTime;
int m_iAISuppressTime;
int m_iAISuppressWaitTime;
int m_iAILastTrackTime;
int m_iAIStartSuppressTime;
vec3_t m_vDesiredTargetAngles;
float m_fAIDesiredTargetSpeed;
vec3_t m_vAIDesiredTargetPosition;
vec3_t m_vAITargetPosition;
vec3_t m_vAICurrentTargetPosition;
vec3_t m_vAITargetSpeed;
int m_iAINextSuppressTime;
float m_fAISuppressWidth;
float m_fAISuppressHeight;
Vector m_vMuzzlePosition;
float m_fMaxUseAngle;
protected:
void ThinkIdle();
void P_SetTargetAngles(Vector &vTargAngles);
virtual void P_ThinkActive();
public:
CLASS_PROTOTYPE(TurretGun);
TurretGun();
virtual ~TurretGun();
// added in 2.0
//====
void AI_SetTargetAngles(vec3_t vTargAngles, float speed);
void AI_SetDesiredTargetAngles(const vec3_t angles, float speed);
void AI_DoTargetNone();
void AI_MoveToDefaultPosition();
void AI_DoTargetAutoDefault();
void AI_StartDefault();
void AI_StartSuppress();
void AI_StartSuppressWait();
void AI_StartTrack();
void AI_DoTargetAutoTrack();
void AI_DoSuppressionAiming();
void AI_DoTargetAutoSuppress();
void AI_DoTargetAutoSuppressWait();
void AI_DoTargetAuto();
void AI_DoAiming();
void AI_DoFiring();
void AI_ThinkActive();
//====
void Think() override;
void PlaceTurret(Event *ev);
virtual void P_UserAim(usercmd_t *ucmd);
qboolean UserAim(usercmd_t *ucmd);
virtual void TurretBeginUsed(Sentient *pEnt);
virtual void P_TurretBeginUsed(Player *pEnt);
virtual void AI_TurretBeginUsed(Sentient *pEnt); // added in 2.0
virtual void TurretEndUsed();
virtual void P_TurretEndUsed();
virtual void AI_TurretEndUsed(); // added in 2.0
void RemoveUserCamera(); // added in 2.0
virtual void TurretUsed(Sentient *pEnt);
virtual void P_TurretUsed(Player *player);
void TurretUsed(Event *ev);
void P_SetPlayerUsable(Event *ev);
void EventSetUsable(Event *ev); // added in 2.0
void P_SetViewOffset(Event *ev);
void EventMaxIdlePitch(Event *ev); // added in 2.0
void EventMaxIdleYaw(Event *ev); // added in 2.0
void SetIdleCheckOffset(Event *ev);
bool IsFiring();
void CalcFiringViewJitter();
void P_ApplyFiringViewJitter(Vector& vAng);
void AI_TurnSpeed(float speed);
void AI_PitchSpeed(float speed);
void PitchCaps(float upcap, float downcap);
void MaxYawOffset(float max);
void YawCenter(float center);
void P_UserDistance(float dist);
void AI_BurstFireSettings(float min_bursttime, float max_bursttime, float min_burstdelay, float max_burstdelay);
void AI_EventSetAimTarget(Event *ev);
void AI_EventSetAimOffset(Event *ev);
void AI_EventClearAimTarget(Event *ev);
void AI_EventStartFiring(Event *ev);
void AI_EventStopFiring(Event *ev);
void AI_EventTurnSpeed(Event *ev);
void AI_EventPitchSpeed(Event *ev); // added in 2.0
void EventPitchCaps(Event *ev);
void EventMaxYawOffset(Event *ev);
void EventYawCenter(Event *ev);
void P_EventUserDistance(Event *ev);
void P_EventViewJitter(Event *ev);
void P_EventDoJitter(Event *ev); // added in 2.0
void AI_EventBurstFireSettings(Event *ev);
void P_EventSetThread(Event *ev);
void P_SetMaxUseAngle(Event *ev); // added in 2.0
void P_SetStartYaw(Event *ev); // added in 2.0
void P_SetViewangles(Event *ev);
void P_SetViewAnglesForTurret(Event *ev);
void P_GetViewangles(Event *ev);
void P_CreateViewModel();
void P_DeleteViewModel();
qboolean AI_SetWeaponAnim(const char *anim, Event *ev = NULL);
qboolean P_SetWeaponAnim(const char *anim, Event *ev = NULL);
qboolean SetWeaponAnim(const char *anim, Event *ev = NULL) override;
void AI_StopWeaponAnim();
void P_StopWeaponAnim();
void StopWeaponAnim() override;
bool AI_CanTarget(const vec3_t org);
virtual float FireDelay(firemode_t mode) override;
virtual void SetFireDelay(Event *ev) override; // added in 2.0
void ShowInfo(float fDot, float fDist) override;
// added in 2.0
//====
void AI_EventSetTargetType(Event *ev);
void AI_EventGetTargetType(Event *ev);
void AI_EventSetConvergeTime(Event *ev);
void AI_EventSetSuppressTime(Event *ev);
void AI_EventSetSuppressWaitTime(Event *ev);
void AI_EventSetSuppressWidth(Event *ev);
void AI_EventSetSuppressHeight(Event *ev);
void AI_EventSetBulletSpread(Event *ev);
void GetMuzzlePosition(
vec3_t position, vec3_t vBarrelPos = NULL, vec3_t forward = NULL, vec3_t right = NULL, vec3_t up = NULL
) override;
Vector EyePosition();
void setAngles(Vector ang) override;
//====
const Vector& GetUserViewAngles() const;
void SetUserViewAngles(const Vector& vAngles);
void Archive(Archiver& arc) override;
};
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