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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "Sprite.h"
#include "hl2/hl2_player.h"
#include "soundenvelope.h"
#include "explode.h"
#include "IEffects.h"
#include "animation.h"
#include "basehlcombatweapon_shared.h"
#include "iservervehicle.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Debug visualization
ConVar g_debug_turret_ceiling( "g_debug_turret_ceiling", "0" );
#define CEILING_TURRET_MODEL "models/combine_turrets/ceiling_turret.mdl"
#define CEILING_TURRET_GLOW_SPRITE "sprites/glow1.vmt"
/* // we now inherit these from the ai_basenpc baseclass
#define CEILING_TURRET_BC_YAW "aim_yaw"
#define CEILING_TURRET_BC_PITCH "aim_pitch"
*/ #define CEILING_TURRET_RANGE 1500
#define CEILING_TURRET_SPREAD VECTOR_CONE_2DEGREES
#define CEILING_TURRET_MAX_WAIT 5
#define CEILING_TURRET_PING_TIME 1.0f //LPB!!
#define CEILING_TURRET_VOICE_PITCH_LOW 45
#define CEILING_TURRET_VOICE_PITCH_HIGH 100
//Aiming variables
#define CEILING_TURRET_MAX_NOHARM_PERIOD 0.0f
#define CEILING_TURRET_MAX_GRACE_PERIOD 3.0f
//Spawnflags
#define SF_CEILING_TURRET_AUTOACTIVATE 0x00000020
#define SF_CEILING_TURRET_STARTINACTIVE 0x00000040
#define SF_CEILING_TURRET_NEVERRETIRE 0x00000080
#define SF_CEILING_TURRET_OUT_OF_AMMO 0x00000100
//Heights
#define CEILING_TURRET_RETRACT_HEIGHT 24
#define CEILING_TURRET_DEPLOY_HEIGHT 64
//Activities
int ACT_CEILING_TURRET_OPEN; int ACT_CEILING_TURRET_CLOSE; int ACT_CEILING_TURRET_OPEN_IDLE; int ACT_CEILING_TURRET_CLOSED_IDLE; int ACT_CEILING_TURRET_FIRE; int ACT_CEILING_TURRET_DRYFIRE;
//Turret states
enum turretState_e { TURRET_SEARCHING, TURRET_AUTO_SEARCHING, TURRET_ACTIVE, TURRET_DEPLOYING, TURRET_RETIRING, TURRET_DEAD, };
//Eye states
enum eyeState_t { TURRET_EYE_SEE_TARGET, //Sees the target, bright and big
TURRET_EYE_SEEKING_TARGET, //Looking for a target, blinking (bright)
TURRET_EYE_DORMANT, //Not active
TURRET_EYE_DEAD, //Completely invisible
TURRET_EYE_DISABLED, //Turned off, must be reactivated before it'll deploy again (completely invisible)
};
//
// Ceiling Turret
//
class CNPC_CeilingTurret : public CAI_BaseNPC { DECLARE_CLASS( CNPC_CeilingTurret, CAI_BaseNPC ); public: CNPC_CeilingTurret( void ); ~CNPC_CeilingTurret( void );
void Precache( void ); void Spawn( void );
// Think functions
void Retire( void ); void Deploy( void ); void ActiveThink( void ); void SearchThink( void ); void AutoSearchThink( void ); void DeathThink( void );
// Inputs
void InputToggle( inputdata_t &inputdata ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata );
void SetLastSightTime(); float MaxYawSpeed( void );
int OnTakeDamage( const CTakeDamageInfo &inputInfo );
virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
Class_T Classify( void ) { if( m_bEnabled ) return CLASS_COMBINE;
return CLASS_NONE; } bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
Vector EyeOffset( Activity nActivity ) { Vector vecEyeOffset(0,0,-64); GetEyePosition( GetModelPtr(), vecEyeOffset ); return vecEyeOffset; }
Vector EyePosition( void ) { return GetAbsOrigin() + EyeOffset(GetActivity()); }
Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ) { return VECTOR_CONE_5DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ WEAPON_PROFICIENCY_PERFECT ].spreadscale); }
protected: bool PreThink( turretState_e state ); void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy ); void SetEyeState( eyeState_t state ); void Ping( void ); void Toggle( void ); void Enable( void ); void Disable( void ); void SpinUp( void ); void SpinDown( void ); void SetHeight( float height );
bool UpdateFacing( void );
int m_iAmmoType; int m_iMinHealthDmg;
bool m_bAutoStart; bool m_bActive; //Denotes the turret is deployed and looking for targets
bool m_bBlinkState; bool m_bEnabled; //Denotes whether the turret is able to deploy or not
float m_flShotTime; float m_flLastSight; float m_flPingTime;
QAngle m_vecGoalAngles;
CSprite *m_pEyeGlow;
COutputEvent m_OnDeploy; COutputEvent m_OnRetire; COutputEvent m_OnTipped;
DECLARE_DATADESC(); };
//Datatable
BEGIN_DATADESC( CNPC_CeilingTurret )
DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ), DEFINE_KEYFIELD( m_iMinHealthDmg, FIELD_INTEGER, "minhealthdmg" ), DEFINE_FIELD( m_bAutoStart, FIELD_BOOLEAN ), DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ), DEFINE_FIELD( m_bBlinkState, FIELD_BOOLEAN ), DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_flShotTime, FIELD_TIME ), DEFINE_FIELD( m_flLastSight, FIELD_TIME ), DEFINE_FIELD( m_flPingTime, FIELD_TIME ), DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ), DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ),
DEFINE_THINKFUNC( Retire ), DEFINE_THINKFUNC( Deploy ), DEFINE_THINKFUNC( ActiveThink ), DEFINE_THINKFUNC( SearchThink ), DEFINE_THINKFUNC( AutoSearchThink ), DEFINE_THINKFUNC( DeathThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ), DEFINE_OUTPUT( m_OnRetire, "OnRetire" ), DEFINE_OUTPUT( m_OnTipped, "OnTipped" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_turret_ceiling, CNPC_CeilingTurret );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CNPC_CeilingTurret::CNPC_CeilingTurret( void ) { m_bActive = false; m_pEyeGlow = NULL; m_iAmmoType = -1; m_iMinHealthDmg = 0; m_bAutoStart = false; m_flPingTime = 0; m_flShotTime = 0; m_flLastSight = 0; m_bBlinkState = false; m_bEnabled = false;
m_vecGoalAngles.Init(); }
CNPC_CeilingTurret::~CNPC_CeilingTurret( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Precache( void ) { PrecacheModel( CEILING_TURRET_MODEL ); PrecacheModel( CEILING_TURRET_GLOW_SPRITE );
// Activities
ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_OPEN ); ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_CLOSE ); ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_CLOSED_IDLE ); ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_OPEN_IDLE ); ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_FIRE ); ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_DRYFIRE );
PrecacheScriptSound( "NPC_CeilingTurret.Retire" ); PrecacheScriptSound( "NPC_CeilingTurret.Deploy" ); PrecacheScriptSound( "NPC_CeilingTurret.Move" ); PrecacheScriptSound( "NPC_CeilingTurret.Active" ); PrecacheScriptSound( "NPC_CeilingTurret.Alert" ); PrecacheScriptSound( "NPC_CeilingTurret.ShotSounds" ); PrecacheScriptSound( "NPC_CeilingTurret.Ping" ); PrecacheScriptSound( "NPC_CeilingTurret.Die" );
PrecacheScriptSound( "NPC_FloorTurret.DryFire" ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Spawn( void ) { Precache();
SetModel( CEILING_TURRET_MODEL ); BaseClass::Spawn();
m_HackedGunPos = Vector( 0, 0, 12.75 ); SetViewOffset( EyeOffset( ACT_IDLE ) ); m_flFieldOfView = 0.0f; m_takedamage = DAMAGE_YES; m_iHealth = 1000; m_bloodColor = BLOOD_COLOR_MECH; SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE );
SetHeight( CEILING_TURRET_RETRACT_HEIGHT );
AddFlag( FL_AIMTARGET ); AddEFlags( EFL_NO_DISSOLVE );
SetPoseParameter( m_poseAim_Yaw, 0 ); SetPoseParameter( m_poseAim_Pitch, 0 );
m_iAmmoType = GetAmmoDef()->Index( "AR2" );
//Create our eye sprite
m_pEyeGlow = CSprite::SpriteCreate( CEILING_TURRET_GLOW_SPRITE, GetLocalOrigin(), false ); m_pEyeGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation ); m_pEyeGlow->SetAttachment( this, 2 );
//Set our autostart state
m_bAutoStart = !!( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE ); m_bEnabled = ( ( m_spawnflags & SF_CEILING_TURRET_STARTINACTIVE ) == false );
//Do we start active?
if ( m_bAutoStart && m_bEnabled ) { SetThink( &CNPC_CeilingTurret::AutoSearchThink ); SetEyeState( TURRET_EYE_DORMANT ); } else { SetEyeState( TURRET_EYE_DISABLED ); }
//Stagger our starting times
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );
// Don't allow us to skip animation setup because our attachments are critical to us!
SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_CeilingTurret::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { if ( !m_takedamage ) return 0;
CTakeDamageInfo info = inputInfo;
if ( m_bActive == false ) info.ScaleDamage( 0.1f );
// If attacker can't do at least the min required damage to us, don't take any damage from them
if ( info.GetDamage() < m_iMinHealthDmg ) return 0;
m_iHealth -= info.GetDamage();
if ( m_iHealth <= 0 ) { m_iHealth = 0; m_takedamage = DAMAGE_NO;
RemoveFlag( FL_NPC ); // why are they set in the first place???
//FIXME: This needs to throw a ragdoll gib or something other than animating the retraction -- jdw
ExplosionCreate( GetAbsOrigin(), GetLocalAngles(), this, 100, 100, false ); SetThink( &CNPC_CeilingTurret::DeathThink );
StopSound( "NPC_CeilingTurret.Alert" );
m_OnDamaged.FireOutput( info.GetInflictor(), this );
SetNextThink( gpGlobals->curtime + 0.1f );
return 0; }
return 1; }
//-----------------------------------------------------------------------------
// Purpose: Retract and stop attacking
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Retire( void ) { if ( PreThink( TURRET_RETIRING ) ) return;
//Level out the turret
m_vecGoalAngles = GetAbsAngles(); SetNextThink( gpGlobals->curtime );
//Set ourselves to close
if ( GetActivity() != ACT_CEILING_TURRET_CLOSE ) { //Set our visible state to dormant
SetEyeState( TURRET_EYE_DORMANT );
SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); //If we're done moving to our desired facing, close up
if ( UpdateFacing() == false ) { SetActivity( (Activity) ACT_CEILING_TURRET_CLOSE ); EmitSound( "NPC_CeilingTurret.Retire" );
//Notify of the retraction
m_OnRetire.FireOutput( NULL, this ); } } else if ( IsActivityFinished() ) { SetHeight( CEILING_TURRET_RETRACT_HEIGHT );
m_bActive = false; m_flLastSight = 0;
SetActivity( (Activity) ACT_CEILING_TURRET_CLOSED_IDLE );
//Go back to auto searching
if ( m_bAutoStart ) { SetThink( &CNPC_CeilingTurret::AutoSearchThink ); SetNextThink( gpGlobals->curtime + 0.05f ); } else { //Set our visible state to dormant
SetEyeState( TURRET_EYE_DISABLED ); SetThink( &CNPC_CeilingTurret::SUB_DoNothing ); } } }
//-----------------------------------------------------------------------------
// Purpose: Deploy and start attacking
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Deploy( void ) { if ( PreThink( TURRET_DEPLOYING ) ) return;
m_vecGoalAngles = GetAbsAngles();
SetNextThink( gpGlobals->curtime );
//Show we've seen a target
SetEyeState( TURRET_EYE_SEE_TARGET );
//Open if we're not already
if ( GetActivity() != ACT_CEILING_TURRET_OPEN ) { m_bActive = true; SetActivity( (Activity) ACT_CEILING_TURRET_OPEN ); EmitSound( "NPC_CeilingTurret.Deploy" );
//Notify we're deploying
m_OnDeploy.FireOutput( NULL, this ); }
//If we're done, then start searching
if ( IsActivityFinished() ) { SetHeight( CEILING_TURRET_DEPLOY_HEIGHT );
SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE );
m_flShotTime = gpGlobals->curtime + 1.0f;
m_flPlaybackRate = 0; SetThink( &CNPC_CeilingTurret::SearchThink );
EmitSound( "NPC_CeilingTurret.Move" ); }
SetLastSightTime(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::SetLastSightTime() { if( HasSpawnFlags( SF_CEILING_TURRET_NEVERRETIRE ) ) { m_flLastSight = FLT_MAX; } else { m_flLastSight = gpGlobals->curtime + CEILING_TURRET_MAX_WAIT; } }
//-----------------------------------------------------------------------------
// Purpose: Returns the speed at which the turret can face a target
//-----------------------------------------------------------------------------
float CNPC_CeilingTurret::MaxYawSpeed( void ) { //TODO: Scale by difficulty?
return 360.0f; }
//-----------------------------------------------------------------------------
// Purpose: Causes the turret to face its desired angles
//-----------------------------------------------------------------------------
bool CNPC_CeilingTurret::UpdateFacing( void ) { bool bMoved = false; matrix3x4_t localToWorld; GetAttachment( LookupAttachment( "eyes" ), localToWorld );
Vector vecGoalDir; AngleVectors( m_vecGoalAngles, &vecGoalDir );
Vector vecGoalLocalDir; VectorIRotate( vecGoalDir, localToWorld, vecGoalLocalDir );
if ( g_debug_turret_ceiling.GetBool() ) { Vector vecMuzzle, vecMuzzleDir; QAngle vecMuzzleAng;
GetAttachment( "eyes", vecMuzzle, vecMuzzleAng ); AngleVectors( vecMuzzleAng, &vecMuzzleDir );
NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 ); NDebugOverlay::Cross3D( vecMuzzle+(vecMuzzleDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 ); NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecMuzzleDir*256), 255, 255, 0, false, 0.05 ); NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 ); NDebugOverlay::Cross3D( vecMuzzle+(vecGoalDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 ); NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecGoalDir*256), 255, 0, 0, false, 0.05 ); }
QAngle vecGoalLocalAngles; VectorAngles( vecGoalLocalDir, vecGoalLocalAngles );
// Update pitch
float flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.1f * MaxYawSpeed() ) ); SetPoseParameter( m_poseAim_Pitch, GetPoseParameter( m_poseAim_Pitch ) + ( flDiff / 1.5f ) );
if ( fabs( flDiff ) > 0.1f ) { bMoved = true; }
// Update yaw
flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.1f * MaxYawSpeed() ) );
SetPoseParameter( m_poseAim_Yaw, GetPoseParameter( m_poseAim_Yaw ) + ( flDiff / 1.5f ) );
if ( fabs( flDiff ) > 0.1f ) { bMoved = true; }
InvalidateBoneCache();
return bMoved; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_CeilingTurret::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { CBaseEntity *pHitEntity = NULL; if ( BaseClass::FVisible( pEntity, traceMask, &pHitEntity ) ) return true;
// If we hit something that's okay to hit anyway, still fire
if ( pHitEntity && pHitEntity->MyCombatCharacterPointer() ) { if (IRelationType(pHitEntity) == D_HT) return true; }
if (ppBlocker) { *ppBlocker = pHitEntity; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Allows the turret to fire on targets if they're visible
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::ActiveThink( void ) { //Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_ACTIVE ) ) return;
//Update our think time
SetNextThink( gpGlobals->curtime + 0.1f );
//If we've become inactive, go back to searching
if ( ( m_bActive == false ) || ( GetEnemy() == NULL ) ) { SetEnemy( NULL ); SetLastSightTime(); SetThink( &CNPC_CeilingTurret::SearchThink ); m_vecGoalAngles = GetAbsAngles(); return; } //Get our shot positions
Vector vecMid = EyePosition(); Vector vecMidEnemy = GetEnemy()->GetAbsOrigin();
//Store off our last seen location
UpdateEnemyMemory( GetEnemy(), vecMidEnemy );
//Look for our current enemy
bool bEnemyVisible = FInViewCone( GetEnemy() ) && FVisible( GetEnemy() ) && GetEnemy()->IsAlive();
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid; float flDistToEnemy = VectorNormalize( vecDirToEnemy );
//We want to look at the enemy's eyes so we don't jitter
Vector vecDirToEnemyEyes = GetEnemy()->WorldSpaceCenter() - vecMid; VectorNormalize( vecDirToEnemyEyes );
QAngle vecAnglesToEnemy; VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
//Draw debug info
if ( g_debug_turret_ceiling.GetBool() ) { NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 ); NDebugOverlay::Cross3D( GetEnemy()->WorldSpaceCenter(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 ); NDebugOverlay::Line( vecMid, GetEnemy()->WorldSpaceCenter(), 0, 255, 0, false, 0.05 );
NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 ); NDebugOverlay::Cross3D( vecMidEnemy, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 ); NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.05f ); }
//Current enemy is not visible
if ( ( bEnemyVisible == false ) || ( flDistToEnemy > CEILING_TURRET_RANGE )) { if ( m_flLastSight ) { m_flLastSight = gpGlobals->curtime + 0.5f; } else if ( gpGlobals->curtime > m_flLastSight ) { // Should we look for a new target?
ClearEnemyMemory(); SetEnemy( NULL ); SetLastSightTime(); SetThink( &CNPC_CeilingTurret::SearchThink ); m_vecGoalAngles = GetAbsAngles(); SpinDown();
return; }
bEnemyVisible = false; }
Vector vecMuzzle, vecMuzzleDir; QAngle vecMuzzleAng; GetAttachment( "eyes", vecMuzzle, vecMuzzleAng ); AngleVectors( vecMuzzleAng, &vecMuzzleDir ); if ( m_flShotTime < gpGlobals->curtime ) { //Fire the gun
if ( DotProduct( vecDirToEnemy, vecMuzzleDir ) >= 0.9848 ) // 10 degree slop
{ if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO ) { SetActivity( (Activity) ACT_CEILING_TURRET_DRYFIRE ); } else { SetActivity( (Activity) ACT_CEILING_TURRET_FIRE ); } //Fire the weapon
Shoot( vecMuzzle, vecMuzzleDir ); } } else { SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); }
//If we can see our enemy, face it
if ( bEnemyVisible ) { m_vecGoalAngles.y = vecAnglesToEnemy.y; m_vecGoalAngles.x = vecAnglesToEnemy.x; }
//Turn to face
UpdateFacing(); }
//-----------------------------------------------------------------------------
// Purpose: Target doesn't exist or has eluded us, so search for one
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::SearchThink( void ) { //Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_SEARCHING ) ) return;
SetNextThink( gpGlobals->curtime + 0.05f );
SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE );
//If our enemy has died, pick a new enemy
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) ) { SetEnemy( NULL ); }
//Acquire the target
if ( GetEnemy() == NULL ) { GetSenses()->Look( CEILING_TURRET_RANGE ); CBaseEntity *pEnemy = BestEnemy(); if ( pEnemy ) { SetEnemy( pEnemy ); } }
//If we've found a target, spin up the barrel and start to attack
if ( GetEnemy() != NULL ) { //Give players a grace period
if ( GetEnemy()->IsPlayer() ) { m_flShotTime = gpGlobals->curtime + 0.5f; } else { m_flShotTime = gpGlobals->curtime + 0.1f; }
m_flLastSight = 0; SetThink( &CNPC_CeilingTurret::ActiveThink ); SetEyeState( TURRET_EYE_SEE_TARGET );
SpinUp(); EmitSound( "NPC_CeilingTurret.Active" ); return; }
//Are we out of time and need to retract?
if ( gpGlobals->curtime > m_flLastSight ) { //Before we retrace, make sure that we are spun down.
m_flLastSight = 0; SetThink( &CNPC_CeilingTurret::Retire ); return; } //Display that we're scanning
m_vecGoalAngles.x = 15.0f; m_vecGoalAngles.y = GetAbsAngles().y + ( sin( gpGlobals->curtime * 2.0f ) * 45.0f );
//Turn and ping
UpdateFacing(); Ping(); }
//-----------------------------------------------------------------------------
// Purpose: Watch for a target to wander into our view
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::AutoSearchThink( void ) { //Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_AUTO_SEARCHING ) ) return;
//Spread out our thinking
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.2f, 0.4f ) );
//If the enemy is dead, find a new one
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) ) { SetEnemy( NULL ); }
//Acquire Target
if ( GetEnemy() == NULL ) { GetSenses()->Look( CEILING_TURRET_RANGE ); SetEnemy( BestEnemy() ); }
//Deploy if we've got an active target
if ( GetEnemy() != NULL ) { SetThink( &CNPC_CeilingTurret::Deploy ); EmitSound( "NPC_CeilingTurret.Alert" ); } }
//-----------------------------------------------------------------------------
// Purpose: Fire!
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy ) { if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO ) { EmitSound( "NPC_FloorTurret.DryFire"); EmitSound( "NPC_CeilingTurret.Activate" );
if ( RandomFloat( 0, 1 ) > 0.7 ) { m_flShotTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.5 ); } else { m_flShotTime = gpGlobals->curtime; } return; }
FireBulletsInfo_t info;
if ( GetEnemy() != NULL ) { Vector vecDir = GetActualShootTrajectory( vecSrc );
info.m_vecSrc = vecSrc; info.m_vecDirShooting = vecDir; info.m_iTracerFreq = 1; info.m_iShots = 1; info.m_pAttacker = this; info.m_vecSpread = VECTOR_CONE_PRECALCULATED; info.m_flDistance = MAX_COORD_RANGE; info.m_iAmmoType = m_iAmmoType; } else { // Just shoot where you're facing!
Vector vecMuzzle, vecMuzzleDir; QAngle vecMuzzleAng; info.m_vecSrc = vecSrc; info.m_vecDirShooting = vecDirToEnemy; info.m_iTracerFreq = 1; info.m_iShots = 1; info.m_pAttacker = this; info.m_vecSpread = GetAttackSpread( NULL, NULL ); info.m_flDistance = MAX_COORD_RANGE; info.m_iAmmoType = m_iAmmoType; }
FireBullets( info ); EmitSound( "NPC_CeilingTurret.ShotSounds" ); DoMuzzleFlash(); }
//-----------------------------------------------------------------------------
// Purpose: Allows a generic think function before the others are called
// Input : state - which state the turret is currently in
//-----------------------------------------------------------------------------
bool CNPC_CeilingTurret::PreThink( turretState_e state ) { CheckPVSCondition();
//Animate
StudioFrameAdvance();
//Do not interrupt current think function
return false; }
//-----------------------------------------------------------------------------
// Purpose: Sets the state of the glowing eye attached to the turret
// Input : state - state the eye should be in
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::SetEyeState( eyeState_t state ) { //Must have a valid eye to affect
if ( m_pEyeGlow == NULL ) return;
//Set the state
switch( state ) { default: case TURRET_EYE_SEE_TARGET: //Fade in and scale up
m_pEyeGlow->SetColor( 255, 0, 0 ); m_pEyeGlow->SetBrightness( 164, 0.1f ); m_pEyeGlow->SetScale( 0.4f, 0.1f ); break;
case TURRET_EYE_SEEKING_TARGET: //Ping-pongs
//Toggle our state
m_bBlinkState = !m_bBlinkState; m_pEyeGlow->SetColor( 255, 128, 0 );
if ( m_bBlinkState ) { //Fade up and scale up
m_pEyeGlow->SetScale( 0.25f, 0.1f ); m_pEyeGlow->SetBrightness( 164, 0.1f ); } else { //Fade down and scale down
m_pEyeGlow->SetScale( 0.2f, 0.1f ); m_pEyeGlow->SetBrightness( 64, 0.1f ); }
break;
case TURRET_EYE_DORMANT: //Fade out and scale down
m_pEyeGlow->SetColor( 0, 255, 0 ); m_pEyeGlow->SetScale( 0.1f, 0.5f ); m_pEyeGlow->SetBrightness( 64, 0.5f ); break;
case TURRET_EYE_DEAD: //Fade out slowly
m_pEyeGlow->SetColor( 255, 0, 0 ); m_pEyeGlow->SetScale( 0.1f, 3.0f ); m_pEyeGlow->SetBrightness( 0, 3.0f ); break;
case TURRET_EYE_DISABLED: m_pEyeGlow->SetColor( 0, 255, 0 ); m_pEyeGlow->SetScale( 0.1f, 1.0f ); m_pEyeGlow->SetBrightness( 0, 1.0f ); break; } }
//-----------------------------------------------------------------------------
// Purpose: Make a pinging noise so the player knows where we are
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Ping( void ) { //See if it's time to ping again
if ( m_flPingTime > gpGlobals->curtime ) return;
//Ping!
EmitSound( "NPC_CeilingTurret.Ping" );
SetEyeState( TURRET_EYE_SEEKING_TARGET );
m_flPingTime = gpGlobals->curtime + CEILING_TURRET_PING_TIME; }
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Toggle( void ) { //Toggle the state
if ( m_bEnabled ) { Disable(); } else { Enable(); } }
//-----------------------------------------------------------------------------
// Purpose: Enable the turret and deploy
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Enable( void ) { m_bEnabled = true;
// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
if ( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE ) { m_bAutoStart = true; }
SetThink( &CNPC_CeilingTurret::Deploy ); SetNextThink( gpGlobals->curtime + 0.05f ); }
//-----------------------------------------------------------------------------
// Purpose: Retire the turret until enabled again
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::Disable( void ) { m_bEnabled = false; m_bAutoStart = false;
SetEnemy( NULL ); SetThink( &CNPC_CeilingTurret::Retire ); SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state via input function
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::InputToggle( inputdata_t &inputdata ) { Toggle(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::InputEnable( inputdata_t &inputdata ) { Enable(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::InputDisable( inputdata_t &inputdata ) { Disable(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::SpinUp( void ) { }
#define CEILING_TURRET_MIN_SPIN_DOWN 1.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::SpinDown( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::DeathThink( void ) { if ( PreThink( TURRET_DEAD ) ) return;
//Level out our angles
m_vecGoalAngles = GetAbsAngles(); SetNextThink( gpGlobals->curtime );
if ( m_lifeState != LIFE_DEAD ) { m_lifeState = LIFE_DEAD;
EmitSound( "NPC_CeilingTurret.Die" );
SetActivity( (Activity) ACT_CEILING_TURRET_CLOSE ); }
// lots of smoke
Vector pos; CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos ); CBroadcastRecipientFilter filter; te->Smoke( filter, 0.0, &pos, g_sModelIndexSmoke, 2.5, 10 ); g_pEffects->Sparks( pos );
if ( IsActivityFinished() && ( UpdateFacing() == false ) ) { SetHeight( CEILING_TURRET_RETRACT_HEIGHT );
m_flPlaybackRate = 0; SetThink( NULL ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : height -
//-----------------------------------------------------------------------------
void CNPC_CeilingTurret::SetHeight( float height ) { Vector forward, right, up; AngleVectors( GetLocalAngles(), &forward, &right, &up );
Vector mins = ( forward * -16.0f ) + ( right * -16.0f ); Vector maxs = ( forward * 16.0f ) + ( right * 16.0f ) + ( up * -height );
if ( mins.x > maxs.x ) { V_swap( mins.x, maxs.x ); }
if ( mins.y > maxs.y ) { V_swap( mins.y, maxs.y ); }
if ( mins.z > maxs.z ) { V_swap( mins.z, maxs.z ); }
SetCollisionBounds( mins, maxs ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_CeilingTurret::CanBeAnEnemyOf( CBaseEntity *pEnemy ) { // If we're out of ammo, make friendly companions ignore us
if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO ) { if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL ) return false; }
return BaseClass::CanBeAnEnemyOf( pEnemy ); }
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