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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_TURRET_H
#define TF_TURRET_H
#ifdef _WIN32
#pragma once
#endif
#include "ehandle.h"
#include "tf_shareddefs.h"
#if 0
extern Vector VecBModelOrigin( entvars_t* pevBModel );
#define TURRET_SHOTS 2
#define TURRET_RANGE (100 * 12)
#define TURRET_SPREAD Vector( 0, 0, 0 )
#define TURRET_TURNRATE 30 //angles per 0.1 second
#define TURRET_MAXWAIT 15 // seconds turret will stay active w/o a target
#define TURRET_MAXSPIN 5 // seconds turret barrel will spin w/o a target
#define TURRET_MACHINE_VOLUME 0.5
typedef enum { TURRET_ANIM_NONE = 0, TURRET_ANIM_FIRE, TURRET_ANIM_SPIN, TURRET_ANIM_DEPLOY, TURRET_ANIM_RETIRE, TURRET_ANIM_DIE, } TURRET_ANIM;
class CBaseTurret : public CBaseMonster { public: void Spawn(void); virtual void Precache(void); void KeyValue( KeyValueData *pkvd ); void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); virtual int Classify(void);
int BloodColor( void ) { return DONT_BLEED; } void GibMonster( void ) {} // UNDONE: Throw turret gibs?
// Think functions
void EXPORT ActiveThink(void); void EXPORT SearchThink(void); void EXPORT AutoSearchThink(void); void EXPORT TurretDeath(void);
virtual void EXPORT SpinDownCall(void) { m_iSpin = 0; } virtual void EXPORT SpinUpCall(void) { m_iSpin = 1; }
// void SpinDown(void);
// float EXPORT SpinDownCall( void ) { return SpinDown(); }
// virtual float SpinDown(void) { return 0;}
// virtual float Retire(void) { return 0;}
void EXPORT Deploy(void); void EXPORT Retire(void); void EXPORT Initialize(void);
virtual void Ping(void); virtual void EyeOn(void); virtual void EyeOff(void);
virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[];
// other functions
void SetTurretAnim(TURRET_ANIM anim); int MoveTurret(void); virtual void Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { };
float m_flMaxSpin; // Max time to spin the barrel w/o a target
int m_iSpin;
CSprite *m_pEyeGlow; int m_eyeBrightness;
int m_iDeployHeight; int m_iRetractHeight; int m_iMinPitch;
int m_iBaseTurnRate; // angles per second
float m_fTurnRate; // actual turn rate
int m_iOrientation; // 0 = floor, 1 = Ceiling
int m_iOn; int m_fBeserk; // Sometimes this bitch will just freak out
int m_iAutoStart; // true if the turret auto deploys when a target
// enters its range
Vector m_vecLastSight; float m_flLastSight; // Last time we saw a target
float m_flMaxWait; // Max time to seach w/o a target
int m_iSearchSpeed; // Not Used!
// movement
float m_flStartYaw; Vector m_vecCurAngles; Vector m_vecGoalAngles;
float m_flPingTime; // Time until the next ping, used when searching
float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching
};
TYPEDESCRIPTION CBaseTurret::m_SaveData[] = { DEFINE_FIELD( CBaseTurret, m_flMaxSpin, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_iSpin, FIELD_INTEGER ),
DEFINE_FIELD( CBaseTurret, m_pEyeGlow, FIELD_CLASSPTR ), DEFINE_FIELD( CBaseTurret, m_eyeBrightness, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iDeployHeight, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iRetractHeight, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iMinPitch, FIELD_INTEGER ),
DEFINE_FIELD( CBaseTurret, m_iBaseTurnRate, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_fTurnRate, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_iOrientation, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iOn, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_fBeserk, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iAutoStart, FIELD_INTEGER ),
DEFINE_FIELD( CBaseTurret, m_vecLastSight, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseTurret, m_flLastSight, FIELD_TIME ), DEFINE_FIELD( CBaseTurret, m_flMaxWait, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_iSearchSpeed, FIELD_INTEGER ),
DEFINE_FIELD( CBaseTurret, m_flStartYaw, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_vecCurAngles, FIELD_VECTOR ), DEFINE_FIELD( CBaseTurret, m_vecGoalAngles, FIELD_VECTOR ),
DEFINE_FIELD( CBaseTurret, m_flPingTime, FIELD_TIME ), DEFINE_FIELD( CBaseTurret, m_flSpinUpTime, FIELD_TIME ), };
IMPLEMENT_SAVERESTORE( CBaseTurret, CBaseMonster );
class CTurret : public CBaseTurret { public: void Spawn(void); void Precache(void); // Think functions
void SpinUpCall(void); void SpinDownCall(void);
virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[];
// other functions
void Shoot(Vector &vecSrc, Vector &vecDirToEnemy);
private: int m_iStartSpin;
}; TYPEDESCRIPTION CTurret::m_SaveData[] = { DEFINE_FIELD( CTurret, m_iStartSpin, FIELD_INTEGER ), };
IMPLEMENT_SAVERESTORE( CTurret, CBaseTurret );
class CMiniTurret : public CBaseTurret { public: void Spawn( ); void Precache(void); // other functions
void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); };
LINK_ENTITY_TO_CLASS( monster_turret, CTurret ); LINK_ENTITY_TO_CLASS( monster_miniturret, CMiniTurret );
void CBaseTurret::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "maxsleep")) { m_flMaxWait = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "orientation")) { m_iOrientation = atoi(pkvd->szValue); pkvd->fHandled = TRUE;
} else if (FStrEq(pkvd->szKeyName, "searchspeed")) { m_iSearchSpeed = atoi(pkvd->szValue); pkvd->fHandled = TRUE;
} else if (FStrEq(pkvd->szKeyName, "turnrate")) { m_iBaseTurnRate = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "style") || FStrEq(pkvd->szKeyName, "height") || FStrEq(pkvd->szKeyName, "value1") || FStrEq(pkvd->szKeyName, "value2") || FStrEq(pkvd->szKeyName, "value3")) pkvd->fHandled = TRUE; else CBaseMonster::KeyValue( pkvd ); }
void CBaseTurret::Spawn() { Precache( ); pev->nextthink = gpGlobals->time + 1; pev->movetype = MOVETYPE_FLY; pev->sequence = 0; pev->frame = 0; pev->solid = SOLID_SLIDEBOX;
// Make turrets invulnerable in multiplayer
if (gpGlobals->deathmatch) pev->takedamage = DAMAGE_NO; else pev->takedamage = DAMAGE_AIM;
SetBits (pev->flags, FL_MONSTER); SetUse( &CBaseTurret::TurretUse );
// Start turrets automatically in multiplayer
if (gpGlobals->deathmatch) m_iAutoStart = TRUE;
if (( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) && !( pev->spawnflags & SF_MONSTER_TURRET_STARTINACTIVE )) { m_iAutoStart = TRUE; }
ResetSequenceInfo( ); SetBoneController( 0, 0 ); SetBoneController( 1, 0 ); m_flFieldOfView = VIEW_FIELD_FULL; // m_flSightRange = TURRET_RANGE;
}
void CBaseTurret::Precache( ) { PRECACHE_SOUND ("turret/tu_fire1.wav"); PRECACHE_SOUND ("turret/tu_ping.wav"); PRECACHE_SOUND ("turret/tu_active2.wav"); PRECACHE_SOUND ("turret/tu_die.wav"); PRECACHE_SOUND ("turret/tu_die2.wav"); PRECACHE_SOUND ("turret/tu_die3.wav"); // PRECACHE_SOUND ("turret/tu_retract.wav"); // just use deploy sound to save memory
PRECACHE_SOUND ("turret/tu_deploy.wav"); PRECACHE_SOUND ("turret/tu_spinup.wav"); PRECACHE_SOUND ("turret/tu_spindown.wav"); PRECACHE_SOUND ("turret/tu_search.wav"); PRECACHE_SOUND ("turret/tu_alert.wav"); }
#define TURRET_GLOW_SPRITE "sprites/flare3.spr"
void CTurret::Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/turret.mdl"); pev->health = gSkillData.turretHealth; m_HackedGunPos = Vector( 0, 0, 12.75 ); m_flMaxSpin = TURRET_MAXSPIN; pev->view_ofs.z = 12.75;
CBaseTurret::Spawn( );
m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -15; UTIL_SetSize(pev, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight)); SetThink(&CTurret::Initialize);
m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, pev->origin, FALSE ); m_pEyeGlow->SetTransparency( kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation ); m_pEyeGlow->SetAttachment( edict(), 2 ); m_eyeBrightness = 0;
pev->nextthink = gpGlobals->time + 0.3; }
void CTurret::Precache() { CBaseTurret::Precache( ); PRECACHE_MODEL ("models/turret.mdl"); PRECACHE_MODEL (TURRET_GLOW_SPRITE); }
void CMiniTurret::Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/miniturret.mdl"); pev->health = gSkillData.miniturretHealth; m_HackedGunPos = Vector( 0, 0, 12.75 ); m_flMaxSpin = 0; pev->view_ofs.z = 12.75;
CBaseTurret::Spawn( ); m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -15; UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetThink(&CMiniTurret::Initialize); pev->nextthink = gpGlobals->time + 0.3; }
void CMiniTurret::Precache() { CBaseTurret::Precache( ); PRECACHE_MODEL ("models/miniturret.mdl"); PRECACHE_SOUND("weapons/hks1.wav"); PRECACHE_SOUND("weapons/hks2.wav"); PRECACHE_SOUND("weapons/hks3.wav"); }
void CBaseTurret::Initialize(void) { m_iOn = 0; m_fBeserk = 0; m_iSpin = 0;
SetBoneController( 0, 0 ); SetBoneController( 1, 0 );
if (m_iBaseTurnRate == 0) { // Make turrets turn faster in multiplayer
if (gpGlobals->deathmatch) m_iBaseTurnRate = TURRET_TURNRATE * 2; else m_iBaseTurnRate = TURRET_TURNRATE; } if (m_flMaxWait == 0) { // Make turrets retarget faster
//if (gpGlobals->deathmatch)
//m_flMaxWait = 1;
//else
m_flMaxWait = TURRET_MAXWAIT; } m_flStartYaw = pev->angles.y; if (m_iOrientation == 1) { pev->idealpitch = 180; pev->angles.x = 180; pev->view_ofs.z = -pev->view_ofs.z; pev->effects |= EF_INVLIGHT; pev->angles.y = pev->angles.y + 180; if (pev->angles.y > 360) pev->angles.y = pev->angles.y - 360; }
m_vecGoalAngles.x = 0;
if (m_iAutoStart) { m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink(&CBaseTurret::AutoSearchThink); pev->nextthink = gpGlobals->time + .1; } else SetThink(&CBaseTurret::SUB_DoNothing); }
void CBaseTurret::TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_iOn ) ) return;
if (m_iOn) { m_hEnemy = NULL; pev->nextthink = gpGlobals->time + 0.1; m_iAutoStart = FALSE;// switching off a turret disables autostart
//!!!! this should spin down first!!BUGBUG
SetThink(&CBaseTurret::Retire); } else { pev->nextthink = gpGlobals->time + 0.1; // turn on delay
// if the turret is flagged as an autoactivate turret, re-enable it's ability open self.
if ( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) { m_iAutoStart = TRUE; } SetThink(&CBaseTurret::Deploy); } }
void CBaseTurret::Ping( void ) { // make the pinging noise every second while searching
if (m_flPingTime == 0) m_flPingTime = gpGlobals->time + 1; else if (m_flPingTime <= gpGlobals->time) { m_flPingTime = gpGlobals->time + 1; EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM); EyeOn( ); } else if (m_eyeBrightness > 0) { EyeOff( ); } }
void CBaseTurret::EyeOn( ) { if (m_pEyeGlow) { if (m_eyeBrightness != 255) { m_eyeBrightness = 255; } m_pEyeGlow->SetBrightness( m_eyeBrightness ); } }
void CBaseTurret::EyeOff( ) { if (m_pEyeGlow) { if (m_eyeBrightness > 0) { m_eyeBrightness = MAX( 0, m_eyeBrightness - 30 ); m_pEyeGlow->SetBrightness( m_eyeBrightness ); } } }
void CBaseTurret::ActiveThink(void) { int fAttack = 0; Vector vecDirToEnemy;
pev->nextthink = gpGlobals->time + 0.1; StudioFrameAdvance( );
if ((!m_iOn) || (m_hEnemy == NULL)) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink(&CBaseTurret::SearchThink); return; } // if it's dead, look for something new
if ( !m_hEnemy->IsAlive() ) { if (!m_flLastSight) { m_flLastSight = gpGlobals->time + 0.5; // continue-shooting timeout
} else { if (gpGlobals->time > m_flLastSight) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink(&CBaseTurret::SearchThink); return; } } }
Vector vecMid = pev->origin + pev->view_ofs; Vector vecMidEnemy = m_hEnemy->BodyTarget( vecMid );
// Look for our current enemy
int fEnemyVisible = FBoxVisible(pev, m_hEnemy->pev, vecMidEnemy );
vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy
float flDistToEnemy = vecDirToEnemy.Length();
Vector vec = UTIL_VecToAngles(vecMidEnemy - vecMid);
// Current enmey is not visible.
if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE)) { if (!m_flLastSight) { m_flLastSight = gpGlobals->time + 0.5; } else { // Should we look for a new target?
if (gpGlobals->time > m_flLastSight) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink(&CBaseTurret::SearchThink); return; } } fEnemyVisible = 0; } else { m_vecLastSight = vecMidEnemy; }
UTIL_MakeAimVectors(m_vecCurAngles);
/*
ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", m_vecCurAngles.x, m_vecCurAngles.y, gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z ); */ Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight;
vecLOS = vecLOS.Normalize();
// Is the Gun looking at the target
if (DotProduct(vecLOS, gpGlobals->v_forward) <= 0.866) // 30 degree slop
fAttack = FALSE; else fAttack = TRUE;
// fire the gun
if (m_iSpin && ((fAttack) || (m_fBeserk))) { Vector vecSrc, vecAng; GetAttachment( 0, vecSrc, vecAng ); SetTurretAnim(TURRET_ANIM_FIRE); // In deathmatch, they just shoot right at you
if (gpGlobals->deathmatch) { // Adjust for feigning spies
vecAng = m_hEnemy->Center() - vecSrc; UTIL_MakeVectors(vecAng); Shoot(vecSrc, vecAng); } else { Shoot(vecSrc, gpGlobals->v_forward ); } } else { SetTurretAnim(TURRET_ANIM_SPIN); }
//move the gun
if (m_fBeserk) { if (RANDOM_LONG(0,9) == 0) { m_vecGoalAngles.y = RANDOM_FLOAT(0,360); m_vecGoalAngles.x = RANDOM_FLOAT(0,90) - 90 * m_iOrientation; TakeDamage(pev,pev,1, DMG_GENERIC); // don't beserk forever
return; } } else if (fEnemyVisible) { if (vec.y > 360) vec.y -= 360;
if (vec.y < 0) vec.y += 360;
//ALERT(at_console, "[%.2f]", vec.x);
if (vec.x < -180) vec.x += 360;
if (vec.x > 180) vec.x -= 360;
// now all numbers should be in [1...360]
// pin to turret limitations to [-90...15]
if (m_iOrientation == 0) { if (vec.x > 90) vec.x = 90; else if (vec.x < m_iMinPitch) vec.x = m_iMinPitch; } else { if (vec.x < -90) vec.x = -90; else if (vec.x > -m_iMinPitch) vec.x = -m_iMinPitch; }
// ALERT(at_console, "->[%.2f]\n", vec.x);
m_vecGoalAngles.y = vec.y; m_vecGoalAngles.x = vec.x;
}
SpinUpCall(); MoveTurret(); }
void CTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { // Make turrets more dangerous in multiplayer
if (gpGlobals->deathmatch) FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1, 20 ); else FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 ); EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6); pev->effects = pev->effects | EF_MUZZLEFLASH; }
void CMiniTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { // Make turrets more dangerous in multiplayer
if (gpGlobals->deathmatch) FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1, 15 ); else FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1 );
switch(RANDOM_LONG(0,2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM); break; } pev->effects = pev->effects | EF_MUZZLEFLASH; }
void CBaseTurret::Deploy(void) { pev->nextthink = gpGlobals->time + 0.1; StudioFrameAdvance( );
if (pev->sequence != TURRET_ANIM_DEPLOY) { m_iOn = 1; SetTurretAnim(TURRET_ANIM_DEPLOY); EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); SUB_UseTargets( this, USE_ON, 0 ); }
if (m_fSequenceFinished) { pev->maxs.z = m_iDeployHeight; pev->mins.z = -m_iDeployHeight; UTIL_SetSize(pev, pev->mins, pev->maxs);
m_vecCurAngles.x = 0;
if (m_iOrientation == 1) { m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y + 180 ); } else { m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y ); }
SetTurretAnim(TURRET_ANIM_SPIN); pev->framerate = 0; SetThink(&CBaseTurret::SearchThink); }
m_flLastSight = gpGlobals->time + m_flMaxWait; }
void CBaseTurret::Retire(void) { // make the turret level
m_vecGoalAngles.x = 0; m_vecGoalAngles.y = m_flStartYaw;
pev->nextthink = gpGlobals->time + 0.1;
StudioFrameAdvance( );
EyeOff( );
if (!MoveTurret()) { if (m_iSpin) { SpinDownCall(); } else if (pev->sequence != TURRET_ANIM_RETIRE) { SetTurretAnim(TURRET_ANIM_RETIRE); EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120); SUB_UseTargets( this, USE_OFF, 0 ); } else if (m_fSequenceFinished) { m_iOn = 0; m_flLastSight = 0; SetTurretAnim(TURRET_ANIM_NONE); pev->maxs.z = m_iRetractHeight; pev->mins.z = -m_iRetractHeight; UTIL_SetSize(pev, pev->mins, pev->maxs); if (m_iAutoStart) { SetThink(&CBaseTurret::AutoSearchThink); pev->nextthink = gpGlobals->time + .1; } else SetThink(&CBaseTurret::SUB_DoNothing); } } else { SetTurretAnim(TURRET_ANIM_SPIN); } }
void CTurret::SpinUpCall(void) { StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.1;
// Are we already spun up? If not start the two stage process.
if (!m_iSpin) { SetTurretAnim( TURRET_ANIM_SPIN ); // for the first pass, spin up the the barrel
if (!m_iStartSpin) { pev->nextthink = gpGlobals->time + 1.0; // spinup delay
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); m_iStartSpin = 1; pev->framerate = 0.1; } // after the barrel is spun up, turn on the hum
else if (pev->framerate >= 1.0) { pev->nextthink = gpGlobals->time + 0.1; // retarget delay
EMIT_SOUND(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); SetThink(&CTurret::ActiveThink); m_iStartSpin = 0; m_iSpin = 1; } else { pev->framerate += 0.075; } }
if (m_iSpin) { SetThink(&CTurret::ActiveThink); } }
void CTurret::SpinDownCall(void) { if (m_iSpin) { SetTurretAnim( TURRET_ANIM_SPIN ); if (pev->framerate == 1.0) { EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100); EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); } pev->framerate -= 0.02; if (pev->framerate <= 0) { pev->framerate = 0; m_iSpin = 0; } } }
void CBaseTurret::SetTurretAnim(TURRET_ANIM anim) { if (pev->sequence != anim) { switch(anim) { case TURRET_ANIM_FIRE: case TURRET_ANIM_SPIN: if (pev->sequence != TURRET_ANIM_FIRE && pev->sequence != TURRET_ANIM_SPIN) { pev->frame = 0; } break; default: pev->frame = 0; break; }
pev->sequence = anim; ResetSequenceInfo( );
switch(anim) { case TURRET_ANIM_RETIRE: pev->frame = 255; pev->framerate = -1.0; break; case TURRET_ANIM_DIE: pev->framerate = 1.0; break; } //ALERT(at_console, "Turret anim #%d\n", anim);
} }
//
// This search function will sit with the turret deployed and look for a new target.
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//
void CBaseTurret::SearchThink(void) { // ensure rethink
SetTurretAnim(TURRET_ANIM_SPIN); StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.1;
if (m_flSpinUpTime == 0 && m_flMaxSpin) m_flSpinUpTime = gpGlobals->time + m_flMaxSpin;
Ping( );
// If we have a target and we're still healthy
if (m_hEnemy != NULL) { if (!m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one
}
// Acquire Target
if (m_hEnemy == NULL) { Look(TURRET_RANGE); m_hEnemy = BestVisibleEnemy(); }
// If we've found a target, spin up the barrel and start to attack
if (m_hEnemy != NULL) { m_flLastSight = 0; m_flSpinUpTime = 0; SetThink(&CBaseTurret::ActiveThink); } else { // Are we out of time, do we need to retract?
if (gpGlobals->time > m_flLastSight) { //Before we retrace, make sure that we are spun down.
m_flLastSight = 0; m_flSpinUpTime = 0; SetThink(&CBaseTurret::Retire); } // should we stop the spin?
else if ((m_flSpinUpTime) && (gpGlobals->time > m_flSpinUpTime)) { SpinDownCall(); } // generic hunt for new victims
m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate); if (m_vecGoalAngles.y >= 360) m_vecGoalAngles.y -= 360; MoveTurret(); } }
//
// This think function will deploy the turret when something comes into range. This is for
// automatically activated turrets.
//
void CBaseTurret::AutoSearchThink(void) { // ensure rethink
StudioFrameAdvance( );
// Think slower in Multiplayer
pev->nextthink = gpGlobals->time + 2;
// If we have a target and we're still healthy
if (m_hEnemy != NULL) { if (!m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one
}
// Acquire Target
if (m_hEnemy == NULL) { Look( TURRET_RANGE ); m_hEnemy = BestVisibleEnemy(); }
if (m_hEnemy != NULL) { SetThink(&CBaseTurret::Deploy); EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); } }
void CBaseTurret :: TurretDeath( void ) { BOOL iActive = FALSE;
StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.1;
if (pev->deadflag != DEAD_DEAD) { pev->deadflag = DEAD_DEAD;
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
if ( flRndSound <= 0.33 ) EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM); else if ( flRndSound <= 0.66 ) EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM); else EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM);
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
if (m_iOrientation == 0) m_vecGoalAngles.x = -15; else m_vecGoalAngles.x = -90;
SetTurretAnim(TURRET_ANIM_DIE);
EyeOn( ); }
EyeOff( );
if (pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time) { // lots of smoke
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) ); WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) ); WRITE_COORD( pev->origin.z - m_iOrientation * 64 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 25 ); // scale * 10
WRITE_BYTE( 10 - m_iOrientation * 5); // framerate
MESSAGE_END(); } if (pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time) { Vector vecSrc = Vector( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ), RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ), 0 ); if (m_iOrientation == 0) vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->origin.z, pev->absmax.z ) ); else vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->absmin.z, pev->origin.z ) );
UTIL_Sparks( vecSrc ); }
if (m_fSequenceFinished && !MoveTurret( ) && pev->dmgtime + 5 < gpGlobals->time) { pev->framerate = 0; SetThink( NULL ); } }
void CBaseTurret :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { if ( ptr->iHitgroup == 10 ) { // hit armor
if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,10) < 1) ) { UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2) ); pev->dmgtime = gpGlobals->time; }
flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
}
if ( !pev->takedamage ) return;
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); }
// take damage. bitsDamageType indicates type of damage sustained, ie: DMG_BULLET
int CBaseTurret::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { if ( !pev->takedamage ) return 0;
if (!m_iOn) flDamage /= 10.0;
pev->health -= flDamage; if (pev->health <= 0) { pev->health = 0; pev->takedamage = DAMAGE_NO; pev->dmgtime = gpGlobals->time;
ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place???
SetUse(NULL); SetThink(&CBaseTurret::TurretDeath); SUB_UseTargets( this, USE_ON, 0 ); // wake up others
pev->nextthink = gpGlobals->time + 0.1;
return 0; }
if (pev->health <= 10) { if (m_iOn && (1 || RANDOM_LONG(0, 0x7FFF) > 800)) { m_fBeserk = 1; SetThink(&CBaseTurret::SearchThink); } }
return 1; }
int CBaseTurret::MoveTurret(void) { int state = 0; // any x movement?
if (m_vecCurAngles.x != m_vecGoalAngles.x) { float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ;
m_vecCurAngles.x += 0.1 * m_iBaseTurnRate * flDir;
// if we started below the goal, and now we're past, peg to goal
if (flDir == 1) { if (m_vecCurAngles.x > m_vecGoalAngles.x) m_vecCurAngles.x = m_vecGoalAngles.x; } else { if (m_vecCurAngles.x < m_vecGoalAngles.x) m_vecCurAngles.x = m_vecGoalAngles.x; }
if (m_iOrientation == 0) SetBoneController(1, -m_vecCurAngles.x); else SetBoneController(1, m_vecCurAngles.x); state = 1; }
if (m_vecCurAngles.y != m_vecGoalAngles.y) { float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1 ; float flDist = fabs(m_vecGoalAngles.y - m_vecCurAngles.y); if (flDist > 180) { flDist = 360 - flDist; flDir = -flDir; } if (flDist > 30) { if (m_fTurnRate < m_iBaseTurnRate * 10) { m_fTurnRate += m_iBaseTurnRate; } } else if (m_fTurnRate > 45) { m_fTurnRate -= m_iBaseTurnRate; } else { m_fTurnRate += m_iBaseTurnRate; }
m_vecCurAngles.y += 0.1 * m_fTurnRate * flDir;
if (m_vecCurAngles.y < 0) m_vecCurAngles.y += 360; else if (m_vecCurAngles.y >= 360) m_vecCurAngles.y -= 360;
if (flDist < (0.05 * m_iBaseTurnRate)) m_vecCurAngles.y = m_vecGoalAngles.y;
//ALERT(at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y);
if (m_iOrientation == 0) SetBoneController(0, m_vecCurAngles.y - pev->angles.y ); else SetBoneController(0, pev->angles.y - 180 - m_vecCurAngles.y ); state = 1; }
if (!state) m_fTurnRate = m_iBaseTurnRate;
//ALERT(at_console, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x,
// m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y);
return state; }
//
// ID as a machine
//
int CBaseTurret::Classify ( void ) { if (m_iOn || m_iAutoStart) return CLASS_MACHINE; return CLASS_NONE; }
//=========================================================
// Sentry gun - smallest turret, placed near grunt entrenchments
//=========================================================
class CSentry : public CBaseTurret { public: void Spawn( ); void Precache(void); // other functions
void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void EXPORT SentryTouch( CBaseEntity *pOther ); void EXPORT SentryDeath( void );
};
LINK_ENTITY_TO_CLASS( monster_sentry, CSentry );
void CSentry::Precache() { CBaseTurret::Precache( ); PRECACHE_MODEL ("models/sentry.mdl"); }
void CSentry::Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/sentry.mdl"); pev->health = gSkillData.sentryHealth; m_HackedGunPos = Vector( 0, 0, 48 ); pev->view_ofs.z = 48; m_flMaxWait = 1E6; m_flMaxSpin = 1E6;
CBaseTurret::Spawn(); m_iRetractHeight = 64; m_iDeployHeight = 64; m_iMinPitch = -60; UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetTouch(&CSentry::SentryTouch); SetThink(&CSentry::Initialize); pev->nextthink = gpGlobals->time + 0.3; }
void CSentry::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { // Make turrets more dangerous in multiplayer
if (gpGlobals->deathmatch) FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1, 10 ); else FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1 ); switch(RANDOM_LONG(0,2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM); break; } pev->effects = pev->effects | EF_MUZZLEFLASH; }
int CSentry::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { if ( !pev->takedamage ) return 0;
if (!m_iOn) { SetThink( &CSentry::Deploy ); SetUse( NULL ); pev->nextthink = gpGlobals->time + 0.1; }
pev->health -= flDamage; if (pev->health <= 0) { pev->health = 0; pev->takedamage = DAMAGE_NO; pev->dmgtime = gpGlobals->time;
ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place???
SetUse(NULL); SetThink(&CSentry::SentryDeath); SUB_UseTargets( this, USE_ON, 0 ); // wake up others
pev->nextthink = gpGlobals->time + 0.1;
return 0; }
return 1; }
void CSentry::SentryTouch( CBaseEntity *pOther ) { if (pOther && (pOther->pev->flags & (FL_CLIENT | FL_MONSTER))) { TakeDamage(pOther->pev, pOther->pev, 0, 0 ); } }
void CSentry :: SentryDeath( void ) { BOOL iActive = FALSE;
StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.1;
if (pev->deadflag != DEAD_DEAD) { pev->deadflag = DEAD_DEAD;
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
if ( flRndSound <= 0.33 ) EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM); else if ( flRndSound <= 0.66 ) EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM); else EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM);
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
SetBoneController( 0, 0 ); SetBoneController( 1, 0 );
SetTurretAnim(TURRET_ANIM_DIE);
pev->solid = SOLID_NOT; pev->angles.y = UTIL_AngleMod( pev->angles.y + RANDOM_LONG( 0, 2 ) * 120 );
EyeOn( ); }
EyeOff( );
Vector vecSrc, vecAng; GetAttachment( 1, vecSrc, vecAng );
if (pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time) { // lots of smoke
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( vecSrc.x + RANDOM_FLOAT( -16, 16 ) ); WRITE_COORD( vecSrc.y + RANDOM_FLOAT( -16, 16 ) ); WRITE_COORD( vecSrc.z - 32 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 15 ); // scale * 10
WRITE_BYTE( 8 ); // framerate
MESSAGE_END(); } if (pev->dmgtime + RANDOM_FLOAT( 0, 8 ) > gpGlobals->time) { UTIL_Sparks( vecSrc ); }
if (m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time) { pev->framerate = 0; SetThink( NULL ); } }
#endif
#endif // TF_TURRET_H
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