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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Combine gun turret that emerges from a trapdoor in the ground.
//
//=============================================================================//
#include "cbase.h"
#include "npc_turret_ground.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "npcevent.h"
#include "IEffects.h"
#include "ammodef.h"
#include "beam_shared.h"
#include "explode.h"
#include "te_effect_dispatch.h"
#define GROUNDTURRET_BEAM_SPRITE "materials/effects/bluelaser2.vmt"
#define GROUNDTURRET_VIEWCONE 60.0f // (degrees)
#define GROUNDTURRET_RETIRE_TIME 7.0f
ConVar ai_newgroundturret ( "ai_newgroundturret", "0" );
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( npc_turret_ground, CNPC_GroundTurret );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_GroundTurret ) DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_pSmoke, FIELD_CLASSPTR ), DEFINE_FIELD( m_vecSpread, FIELD_VECTOR ), DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTimeNextShoot, FIELD_TIME ), DEFINE_FIELD( m_flTimeLastSawEnemy, FIELD_TIME ), DEFINE_FIELD( m_iDeathSparks, FIELD_INTEGER ), DEFINE_FIELD( m_bHasExploded, FIELD_BOOLEAN ), DEFINE_FIELD( m_flSensingDist, FIELD_FLOAT ), DEFINE_FIELD( m_flTimeNextPing, FIELD_TIME ), DEFINE_FIELD( m_bSeeEnemy, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecClosedPos, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecLightOffset, FIELD_POSITION_VECTOR ),
DEFINE_THINKFUNC( DeathEffects ),
DEFINE_OUTPUT( m_OnAreaClear, "OnAreaClear" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
// DEFINE_FIELD( m_ShotSounds, FIELD_SHORT ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Precache( void ) { PrecacheModel( GROUNDTURRET_BEAM_SPRITE ); PrecacheModel( "models/combine_turrets/ground_turret.mdl" );
PrecacheScriptSound( "NPC_CeilingTurret.Deploy" ); m_ShotSounds = PrecacheScriptSound( "NPC_FloorTurret.ShotSounds" ); PrecacheScriptSound( "NPC_FloorTurret.Die" ); PrecacheScriptSound( "NPC_FloorTurret.Ping" ); PrecacheScriptSound( "DoSpark" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Spawn( void ) { Precache();
UTIL_SetModel( this, "models/combine_turrets/ground_turret.mdl" );
SetNavType( NAV_FLY ); SetSolid( SOLID_VPHYSICS );
SetBloodColor( DONT_BLEED ); m_iHealth = 125; m_flFieldOfView = cos( ((GROUNDTURRET_VIEWCONE / 2.0f) * M_PI / 180.0f) ); m_NPCState = NPC_STATE_NONE;
m_vecSpread.x = 0.5; m_vecSpread.y = 0.5; m_vecSpread.z = 0.5;
CapabilitiesClear();
AddEFlags( EFL_NO_DISSOLVE );
NPCInit();
CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
m_pSmoke = NULL;
m_bHasExploded = false; m_bEnabled = false;
if( ai_newgroundturret.GetBool() ) { m_flSensingDist = 384; SetDistLook( m_flSensingDist ); } else { m_flSensingDist = 2048; }
if( !GetParent() ) { DevMsg("ERROR! npc_ground_turret with no parent!\n"); UTIL_Remove(this); return; }
m_flTimeNextShoot = gpGlobals->curtime; m_flTimeNextPing = gpGlobals->curtime;
m_vecClosedPos = GetAbsOrigin();
StudioFrameAdvance();
Vector vecPos;
GetAttachment( "eyes", vecPos ); SetViewOffset( vecPos - GetAbsOrigin() );
GetAttachment( "light", vecPos ); m_vecLightOffset = vecPos - GetAbsOrigin(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_GroundTurret::CreateVPhysics( void ) { //Spawn our physics hull
if ( !VPhysicsInitStatic() ) { DevMsg( "npc_turret_ground unable to spawn physics object!\n" ); }
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::PrescheduleThink() { if( UTIL_FindClientInPVS(edict()) ) { SetNextThink( gpGlobals->curtime + 0.03f ); } else { SetNextThink( gpGlobals->curtime + 0.1f ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_GroundTurret::Classify( void ) { if( !IsOpen() ) { // NPC's should disregard me if I'm closed.
return CLASS_NONE; } else { return CLASS_COMBINE; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::PostNPCInit() { BaseClass::PostNPCInit(); }
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if( !info.GetInflictor() ) { return 0; }
// Only take damage from self (kill input from my bullseye) or missiles.
if( info.GetInflictor() != this && info.GetInflictor()->Classify() != CLASS_MISSILE ) { return 0; }
CTakeDamageInfo infoCopy = info;
if( info.GetInflictor() == this ) { // Taking damage from myself, make sure it's fatal.
infoCopy.SetDamage( GetHealth() ); infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC ); }
return BaseClass::OnTakeDamage_Alive( infoCopy ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::Event_Killed( const CTakeDamageInfo &info ) { BaseClass::Event_Killed( info );
if ( m_pSmoke != NULL ) return;
m_pSmoke = SmokeTrail::CreateSmokeTrail(); if ( m_pSmoke ) { m_pSmoke->m_SpawnRate = 18; m_pSmoke->m_ParticleLifetime = 3.0; m_pSmoke->m_StartSize = 8; m_pSmoke->m_EndSize = 32; m_pSmoke->m_SpawnRadius = 16; m_pSmoke->m_MinSpeed = 8; m_pSmoke->m_MaxSpeed = 32; m_pSmoke->m_Opacity = 0.6; m_pSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f ); m_pSmoke->m_EndColor.Init( 0, 0, 0 ); m_pSmoke->SetLifetime( 30.0f ); m_pSmoke->FollowEntity( this ); }
m_iDeathSparks = random->RandomInt( 6, 12 );
SetThink( &CNPC_GroundTurret::DeathEffects ); SetNextThink( gpGlobals->curtime + 1.5f ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::DeathEffects() { if( !m_bHasExploded ) { //ExplosionCreate( GetAbsOrigin(), QAngle( 0, 0, 1 ), this, 150, 150, false );
CTakeDamageInfo info; DeathSound( info ); m_bHasExploded = true; SetNextThink( gpGlobals->curtime + 0.5 ); } else { // Sparks
EmitSound( "DoSpark" ); m_iDeathSparks--;
if( m_iDeathSparks == 0 ) { SetThink(NULL); return; }
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.5, 2.5 ) ); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::DeathSound( const CTakeDamageInfo &info ) { EmitSound("NPC_FloorTurret.Die"); }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) { #if 1
//BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "AR2Tracer" ); #else
CBeam *pBeam; int width = 2;
pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width ); if ( !pBeam ) return; pBeam->SetStartPos( vecTracerSrc ); pBeam->SetEndPos( tr.endpos ); pBeam->SetWidth( width ); pBeam->SetEndWidth( width / 4.0f );
pBeam->SetBrightness( 100 ); pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 ); pBeam->RelinkBeam(); pBeam->LiveForTime( random->RandomFloat( 0.2f, 0.5f ) ); #endif
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::GatherConditions() { if( !IsEnabled() ) { return; }
if( !IsOpen() && !UTIL_FindClientInPVS( edict() ) ) { return; }
// Throw away old enemies so the turret can retire
AIEnemiesIter_t iter;
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) ) { if( pEMemory->timeLastSeen < gpGlobals->curtime - GROUNDTURRET_RETIRE_TIME ) { pEMemory->hEnemy = NULL; } }
BaseClass::GatherConditions();
if( GetEnemy() && HasCondition(COND_SEE_ENEMY) ) { m_flTimeLastSawEnemy = gpGlobals->curtime; } else { if( gpGlobals->curtime - m_flTimeLastSawEnemy >= GROUNDTURRET_RETIRE_TIME ) { m_OnAreaClear.FireOutput(this, this); m_flTimeLastSawEnemy = FLT_MAX; return; } }
if( HasCondition( COND_SEE_ENEMY ) ) { m_bSeeEnemy = true; } else { m_bSeeEnemy = false; }
if( GetEnemy() && m_bSeeEnemy && IsEnabled() ) { if( m_flTimeNextShoot < gpGlobals->curtime ) { Shoot(); } } }
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_GroundTurret::EyePosition() { if( ai_newgroundturret.GetBool() ) { return GetAbsOrigin() + Vector( 0, 0, 6 ); }
return GetAbsOrigin() + GetViewOffset(); }
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { if ( BaseClass::FVisible( pEntity, traceMask, ppBlocker ) ) return true; if ( ( pEntity->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).LengthSqr() < Square(10*12) && FInViewCone( pEntity->GetAbsOrigin() ) && BaseClass::FVisible( pEntity->GetAbsOrigin() + Vector( 0, 0, 1 ), traceMask, ppBlocker ) ) return true; return false; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC) { float flDist;
flDist = (pEntity->GetAbsOrigin() - EyePosition()).Length2DSqr();
if( flDist <= m_flSensingDist * m_flSensingDist ) { return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC); }
return false; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::IsEnabled() { if( ai_newgroundturret.GetBool() ) { return true; }
return m_bEnabled; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::IsOpen() { // The method is hacky but in the end, this does actually give
// us a pretty good idea if the turret is open or closed.
return( fabs(GetAbsOrigin().z - m_vecClosedPos.z ) > 1.0f ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_GROUNDTURRET_SCAN: Scan(); break;
default: BaseClass::StartTask( pTask ); break; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_GROUNDTURRET_SCAN: Scan(); break;
default: BaseClass::RunTask( pTask ); break; } }
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_GroundTurret::SelectSchedule( void ) { return SCHED_GROUND_TURRET_IDLE; }
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_GroundTurret::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_IDLE_STAND: return SCHED_GROUND_TURRET_IDLE; break; }
return BaseClass::TranslateSchedule( scheduleType ); }
//-----------------------------------------------------------------------------
// Purpose: Override base class activiites
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CNPC_GroundTurret::NPC_TranslateActivity( Activity activity ) { return ACT_IDLE; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Shoot() { FireBulletsInfo_t info;
Vector vecSrc = EyePosition(); Vector vecDir;
GetVectors( &vecDir, NULL, NULL );
for( int i = 0 ; i < 1 ; i++ ) { info.m_vecSrc = vecSrc; if( i > 0 || !GetEnemy()->IsPlayer() ) { // Subsequent shots or shots at non-players random
GetVectors( &info.m_vecDirShooting, NULL, NULL ); info.m_vecSpread = m_vecSpread; } else { // First shot is at the enemy.
info.m_vecDirShooting = GetActualShootTrajectory( vecSrc ); info.m_vecSpread = VECTOR_CONE_PRECALCULATED; } info.m_iTracerFreq = 1; info.m_iShots = 1; info.m_pAttacker = this; info.m_flDistance = MAX_COORD_RANGE; info.m_iAmmoType = m_iAmmoType;
FireBullets( info ); }
// Do the AR2 muzzle flash
CEffectData data; data.m_nEntIndex = entindex(); data.m_nAttachmentIndex = LookupAttachment( "eyes" ); data.m_flScale = 1.0f; data.m_fFlags = MUZZLEFLASH_COMBINE; DispatchEffect( "MuzzleFlash", data );
EmitSound( "NPC_FloorTurret.ShotSounds", m_ShotSounds );
if( IsX360() ) { m_flTimeNextShoot = gpGlobals->curtime + 0.2; } else { m_flTimeNextShoot = gpGlobals->curtime + 0.09; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::ProjectBeam( const Vector &vecStart, const Vector &vecDir, int width, int brightness, float duration ) { CBeam *pBeam; pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width ); if ( !pBeam ) return;
trace_t tr; AI_TraceLine( vecStart, vecStart + vecDir * m_flSensingDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); pBeam->SetStartPos( tr.endpos ); pBeam->SetEndPos( tr.startpos ); pBeam->SetWidth( width ); pBeam->SetEndWidth( 0.1 ); pBeam->SetFadeLength( 16 );
pBeam->SetBrightness( brightness ); pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 ); pBeam->RelinkBeam(); pBeam->LiveForTime( duration ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Scan() { if( m_bSeeEnemy ) { // Using a bool for this check because the condition gets wiped out by changing schedules.
return; }
if( IsOpeningOrClosing() ) { // Moving.
return; }
if( !IsOpen() ) { // Closed
return; }
if( !UTIL_FindClientInPVS(edict()) ) { return; }
if( gpGlobals->curtime >= m_flTimeNextPing ) { EmitSound( "NPC_FloorTurret.Ping" ); m_flTimeNextPing = gpGlobals->curtime + 1.0f; }
QAngle scanAngle; Vector forward; Vector vecEye = GetAbsOrigin() + m_vecLightOffset;
// Draw the outer extents
scanAngle = GetAbsAngles(); scanAngle.y += (GROUNDTURRET_VIEWCONE / 2.0f); AngleVectors( scanAngle, &forward, NULL, NULL ); ProjectBeam( vecEye, forward, 1, 30, 0.1 );
scanAngle = GetAbsAngles(); scanAngle.y -= (GROUNDTURRET_VIEWCONE / 2.0f); AngleVectors( scanAngle, &forward, NULL, NULL ); ProjectBeam( vecEye, forward, 1, 30, 0.1 );
// Draw a sweeping beam
scanAngle = GetAbsAngles(); scanAngle.y += (GROUNDTURRET_VIEWCONE / 2.0f) * sin( gpGlobals->curtime * 3.0f ); AngleVectors( scanAngle, &forward, NULL, NULL ); ProjectBeam( vecEye, forward, 1, 30, 0.3 ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::InputEnable( inputdata_t &inputdata ) { m_bEnabled = true;
// Because the turret might not ever ACQUIRE an enemy, we need to arrange to
// retire after a few seconds.
m_flTimeLastSawEnemy = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::InputDisable( inputdata_t &inputdata ) { m_bEnabled = false; }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_groundturret, CNPC_GroundTurret )
DECLARE_TASK( TASK_GROUNDTURRET_SCAN );
DEFINE_SCHEDULE ( SCHED_GROUND_TURRET_IDLE,
" Tasks " " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_GROUNDTURRET_SCAN 0" "" " Interrupts " " COND_NEW_ENEMY" " COND_SEE_ENEMY" " COND_LOST_ENEMY" )
DEFINE_SCHEDULE ( SCHED_GROUND_TURRET_ATTACK,
" Tasks " " TASK_WAIT_INDEFINITE 0" "" " Interrupts " " COND_NEW_ENEMY" " COND_LOST_ENEMY" " COND_SEE_ENEMY" )
AI_END_CUSTOM_NPC()
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