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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "ai_senses.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "Sprite.h"
#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
typedef enum { // TURRET_ANIM_NONE = 0,
TURRET_ANIM_FIRE = 0, TURRET_ANIM_SPIN, TURRET_ANIM_DEPLOY, TURRET_ANIM_RETIRE, TURRET_ANIM_DIE, } TURRET_ANIM;
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
#define SF_MONSTER_TURRET_STARTINACTIVE 64
#define TURRET_GLOW_SPRITE "sprites/flare3.vmt"
#define TURRET_ORIENTATION_FLOOR 0
#define TURRET_ORIENTATION_CEILING 1
class CNPC_BaseTurret : public CAI_BaseNPC { DECLARE_CLASS( CNPC_BaseTurret, CAI_BaseNPC ); public: void Spawn(void); virtual void Precache(void); void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
virtual int OnTakeDamage( const CTakeDamageInfo &info ); virtual int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
Class_T Classify( void );
// 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 EXPORT Deploy(void); void EXPORT Retire(void);
void EXPORT Initialize(void);
virtual void Ping(void); virtual void EyeOn(void); virtual void EyeOff(void);
void InputActivate( inputdata_t &inputdata ); void InputDeactivate( inputdata_t &inputdata );
void Event_Killed( const CTakeDamageInfo &info ); virtual bool ShouldFadeOnDeath( void ) { return false; } bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
// 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; QAngle 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
float m_flDamageTime;
int m_iAmmoType;
COutputEvent m_OnActivate; COutputEvent m_OnDeactivate;
//DEFINE_CUSTOM_AI;
DECLARE_DATADESC(); };
BEGIN_DATADESC( CNPC_BaseTurret )
//FIELDS
DEFINE_FIELD( m_flMaxSpin, FIELD_FLOAT ), DEFINE_FIELD( m_iSpin, FIELD_INTEGER ),
DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ), DEFINE_FIELD( m_eyeBrightness, FIELD_INTEGER ), DEFINE_FIELD( m_iDeployHeight, FIELD_INTEGER ), DEFINE_FIELD( m_iRetractHeight, FIELD_INTEGER ), DEFINE_FIELD( m_iMinPitch, FIELD_INTEGER ),
DEFINE_FIELD( m_fTurnRate, FIELD_FLOAT ), DEFINE_FIELD( m_iOn, FIELD_INTEGER ), DEFINE_FIELD( m_fBeserk, FIELD_INTEGER ), DEFINE_FIELD( m_iAutoStart, FIELD_INTEGER ),
DEFINE_FIELD( m_vecLastSight, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flLastSight, FIELD_TIME ),
DEFINE_FIELD( m_flStartYaw, FIELD_FLOAT ), DEFINE_FIELD( m_vecCurAngles, FIELD_VECTOR ), DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_flPingTime, FIELD_TIME ), DEFINE_FIELD( m_flSpinUpTime, FIELD_TIME ),
DEFINE_FIELD( m_flDamageTime, FIELD_TIME ), //DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
//KEYFIELDS
DEFINE_KEYFIELD( m_flMaxWait, FIELD_FLOAT, "maxsleep" ), DEFINE_KEYFIELD( m_iOrientation, FIELD_INTEGER, "orientation" ), DEFINE_KEYFIELD( m_iSearchSpeed, FIELD_INTEGER, "searchspeed" ), DEFINE_KEYFIELD( m_iBaseTurnRate, FIELD_INTEGER, "turnrate" ), //Use
DEFINE_USEFUNC( TurretUse ),
//Thinks
DEFINE_THINKFUNC( ActiveThink ), DEFINE_THINKFUNC( SearchThink ), DEFINE_THINKFUNC( AutoSearchThink ), DEFINE_THINKFUNC( TurretDeath ), DEFINE_THINKFUNC( SpinDownCall ), DEFINE_THINKFUNC( SpinUpCall ), DEFINE_THINKFUNC( Deploy ), DEFINE_THINKFUNC( Retire ), DEFINE_THINKFUNC( Initialize ),
//Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
//Outputs
DEFINE_OUTPUT( m_OnActivate, "OnActivate"), DEFINE_OUTPUT( m_OnDeactivate, "OnDeactivate"),
END_DATADESC()
void CNPC_BaseTurret::Spawn() { Precache( ); SetNextThink( gpGlobals->curtime + 1 ); SetMoveType( MOVETYPE_FLY ); SetSequence( 0 ); SetCycle( 0 ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); m_takedamage = DAMAGE_YES; AddFlag( FL_AIMTARGET );
AddFlag( FL_NPC ); SetUse( &CNPC_BaseTurret::TurretUse );
if (( m_spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_MONSTER_TURRET_STARTINACTIVE )) { m_iAutoStart = true; }
ResetSequenceInfo( );
SetBoneController(0, 0); SetBoneController(1, 0);
m_flFieldOfView = VIEW_FIELD_FULL;
m_bloodColor = DONT_BLEED; m_flDamageTime = 0;
if ( GetSpawnFlags() & SF_MONSTER_TURRET_STARTINACTIVE ) { SetTurretAnim( TURRET_ANIM_RETIRE ); SetCycle( 0.0f ); m_flPlaybackRate = 0.0f; } }
void CNPC_BaseTurret::Precache() { m_iAmmoType = GetAmmoDef()->Index("12mmRound");
PrecacheScriptSound( "Turret.Alert" ); PrecacheScriptSound( "Turret.Die" ); PrecacheScriptSound( "Turret.Deploy" ); PrecacheScriptSound( "Turret.Undeploy" ); PrecacheScriptSound( "Turret.Ping" ); PrecacheScriptSound( "Turret.Shoot" ); }
Class_T CNPC_BaseTurret::Classify( void ) { if (m_iOn || m_iAutoStart) return CLASS_MACHINE; return CLASS_NONE; }
//=========================================================
// TraceAttack - being attacked
//=========================================================
void CNPC_BaseTurret::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { CTakeDamageInfo ainfo = info;
if ( ptr->hitgroup == 10 ) { // hit armor
if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) ) { g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal ); m_flDamageTime = gpGlobals->curtime; }
ainfo.SetDamage( 0.1 );// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
}
if ( m_takedamage == DAMAGE_NO ) return;
//DevMsg( 1, "traceattack: %f\n", ainfo.GetDamage() );
AddMultiDamage( info, this ); }
//=========================================================
// TakeDamage - take damage.
//=========================================================
int CNPC_BaseTurret::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) { if ( m_takedamage == DAMAGE_NO ) return 0;
float flDamage = inputInfo.GetDamage();
if (!m_iOn) flDamage /= 10.0;
m_iHealth -= flDamage; if (m_iHealth <= 0) { m_iHealth = 0; m_takedamage = DAMAGE_NO; m_flDamageTime = gpGlobals->curtime;
// ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place???
SetUse(NULL); SetThink(&CNPC_BaseTurret::TurretDeath); SetNextThink( gpGlobals->curtime + 0.1 );
m_OnDeactivate.FireOutput(this, this);
return 0; }
if (m_iHealth <= 10) { if (m_iOn) { m_fBeserk = 1; SetThink(&CNPC_BaseTurret::SearchThink); } } return 1; }
int CNPC_BaseTurret::OnTakeDamage( const CTakeDamageInfo &info ) { int retVal = 0;
if (!m_takedamage) return 0;
switch( m_lifeState ) { case LIFE_ALIVE: retVal = OnTakeDamage_Alive( info ); if ( m_iHealth <= 0 ) { IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( pPhysics ) { pPhysics->EnableCollisions( false ); } Event_Killed( info ); Event_Dying(); } return retVal; break;
case LIFE_DYING: return OnTakeDamage_Dying( info ); default: case LIFE_DEAD: return OnTakeDamage_Dead( info ); } }
void CNPC_BaseTurret::SetTurretAnim( TURRET_ANIM anim ) { /*
if (GetSequence() != anim) { switch(anim) { case TURRET_ANIM_FIRE: case TURRET_ANIM_SPIN: if (GetSequence() != TURRET_ANIM_FIRE && GetSequence() != TURRET_ANIM_SPIN) { m_flCycle = 0; } break; default: m_flCycle = 0; break; }
SetSequence( anim );
ResetSequenceInfo( );
switch(anim) { case TURRET_ANIM_RETIRE: m_flCycle = 255; m_flPlaybackRate = -1.0; //play the animation backwards
break; case TURRET_ANIM_DIE: m_flPlaybackRate = 1.0; break; } //ALERT(at_console, "Turret anim #%d\n", anim);
} */
if (GetSequence() != anim) { SetSequence( anim );
ResetSequenceInfo( );
switch(anim) { case TURRET_ANIM_FIRE: case TURRET_ANIM_SPIN: if (GetSequence() != TURRET_ANIM_FIRE && GetSequence() != TURRET_ANIM_SPIN) { SetCycle( 0 ); } break; case TURRET_ANIM_RETIRE: SetCycle( 1.0 ); m_flPlaybackRate = -1.0; //play the animation backwards
break; case TURRET_ANIM_DIE: SetCycle( 0.0 ); m_flPlaybackRate = 1.0; break; default: SetCycle( 0 ); break; }
} }
//=========================================================
// Initialize - set up the turret, initial think
//=========================================================
void CNPC_BaseTurret::Initialize(void) { m_iOn = 0; m_fBeserk = 0; m_iSpin = 0;
SetBoneController( 0, 0 ); SetBoneController( 1, 0 );
if (m_iBaseTurnRate == 0) m_iBaseTurnRate = TURRET_TURNRATE; if (m_flMaxWait == 0) m_flMaxWait = TURRET_MAXWAIT;
QAngle angles = GetAbsAngles(); m_flStartYaw = angles.y; if (m_iOrientation == TURRET_ORIENTATION_CEILING) { angles.x = 180; angles.y += 180; if( angles.y > 360 ) angles.y -= 360; SetAbsAngles( angles );
// pev->idealpitch = 180; //not used?
Vector view_ofs = GetViewOffset(); view_ofs.z = -view_ofs.z; SetViewOffset( view_ofs );
// pev->effects |= EF_INVLIGHT; //no need
}
m_vecGoalAngles.x = 0;
if (m_iAutoStart) { m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(&CNPC_BaseTurret::AutoSearchThink);
SetNextThink( gpGlobals->curtime + 0.1 ); } else { SetThink( &CBaseEntity::SUB_DoNothing ); } }
//=========================================================
// ActiveThink -
//=========================================================
void CNPC_BaseTurret::ActiveThink(void) { int fAttack = 0;
SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance( );
if ( (!m_iOn) || (GetEnemy() == NULL) ) { SetEnemy( NULL ); m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(&CNPC_BaseTurret::SearchThink); return; } // if it's dead, look for something new
if ( !GetEnemy()->IsAlive() ) { if (!m_flLastSight) { m_flLastSight = gpGlobals->curtime + 0.5; // continue-shooting timeout
} else { if (gpGlobals->curtime > m_flLastSight) { SetEnemy( NULL ); m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(&CNPC_BaseTurret::SearchThink); return; } } }
Vector vecMid = EyePosition(); Vector vecMidEnemy = GetEnemy()->BodyTarget(vecMid, false);
// Look for our current enemy
int fEnemyVisible = FInViewCone( GetEnemy() ) && FVisible( GetEnemy() ); //We want to look at the enemy's eyes so we don't jitter
Vector vecDirToEnemyEyes = vecMidEnemy - vecMid; // NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 1.0 );
float flDistToEnemy = vecDirToEnemyEyes.Length();
VectorNormalize( vecDirToEnemyEyes );
QAngle vecAnglesToEnemy; VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
// Current enmey is not visible.
if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE)) { if (!m_flLastSight) m_flLastSight = gpGlobals->curtime + 0.5; else { // Should we look for a new target?
if (gpGlobals->curtime > m_flLastSight) { SetEnemy( NULL ); m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(&CNPC_BaseTurret::SearchThink); return; } } fEnemyVisible = 0; } else { m_vecLastSight = vecMidEnemy; } Vector forward; AngleVectors( m_vecCurAngles, &forward );
Vector2D vec2LOS = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).AsVector2D(); vec2LOS.NormalizeInPlace();
float flDot = vec2LOS.Dot( forward.AsVector2D() );
if ( flDot <= 0.866 ) fAttack = FALSE; else fAttack = TRUE;
//forward
//NDebugOverlay::Line(vecMuzzle, vecMid + ( forward ), 255,0,0, false, 0.1);
//LOS
//NDebugOverlay::Line(vecMuzzle, vecMid + ( vecDirToEnemyEyes * 200 ), 0,0,255, false, 0.1);
// fire the gun
if (m_iSpin && ((fAttack) || (m_fBeserk))) { Shoot(vecMid, forward ); SetTurretAnim(TURRET_ANIM_FIRE); } else { SetTurretAnim(TURRET_ANIM_SPIN); }
//move the gun
if (m_fBeserk) { if (random->RandomInt(0,9) == 0) { m_vecGoalAngles.y = random->RandomFloat(0,360); m_vecGoalAngles.x = random->RandomFloat(0,90) - 90 * m_iOrientation;
CTakeDamageInfo info; info.SetAttacker(this); info.SetInflictor(this); info.SetDamage( 1 ); info.SetDamageType( DMG_GENERIC );
TakeDamage( info ); // don't beserk forever
return; } } else if (fEnemyVisible) { if (vecAnglesToEnemy.y > 360) vecAnglesToEnemy.y -= 360;
if (vecAnglesToEnemy.y < 0) vecAnglesToEnemy.y += 360;
//ALERT(at_console, "[%.2f]", vec.x);
if (vecAnglesToEnemy.x < -180) vecAnglesToEnemy.x += 360;
if (vecAnglesToEnemy.x > 180) vecAnglesToEnemy.x -= 360;
// now all numbers should be in [1...360]
// pin to turret limitations to [-90...14]
if (m_iOrientation == TURRET_ORIENTATION_FLOOR) { if (vecAnglesToEnemy.x > 90) vecAnglesToEnemy.x = 90; else if (vecAnglesToEnemy.x < m_iMinPitch) vecAnglesToEnemy.x = m_iMinPitch; } else { if (vecAnglesToEnemy.x < -90) vecAnglesToEnemy.x = -90; else if (vecAnglesToEnemy.x > -m_iMinPitch) vecAnglesToEnemy.x = -m_iMinPitch; }
//DevMsg( 1, "->[%.2f]\n", vec.x);
m_vecGoalAngles.y = vecAnglesToEnemy.y; m_vecGoalAngles.x = vecAnglesToEnemy.x;
}
SpinUpCall(); MoveTurret(); }
//=========================================================
// SearchThink
// 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 CNPC_BaseTurret::SearchThink(void) { // ensure rethink
SetTurretAnim(TURRET_ANIM_SPIN); StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1 );
if (m_flSpinUpTime == 0 && m_flMaxSpin) m_flSpinUpTime = gpGlobals->curtime + m_flMaxSpin;
Ping( );
CBaseEntity *pEnemy = GetEnemy();
// If we have a target and we're still healthy
if (pEnemy != NULL) { if (!pEnemy->IsAlive() ) pEnemy = NULL;// Dead enemy forces a search for new one
}
// Acquire Target
if (pEnemy == NULL) { GetSenses()->Look(TURRET_RANGE); pEnemy = BestEnemy();
if ( pEnemy && !FVisible( pEnemy ) ) pEnemy = NULL; }
// If we've found a target, spin up the barrel and start to attack
if (pEnemy != NULL) { m_flLastSight = 0; m_flSpinUpTime = 0; SetThink(&CNPC_BaseTurret::ActiveThink); } else { // Are we out of time, do we need to retract?
if (gpGlobals->curtime > m_flLastSight) { //Before we retrace, make sure that we are spun down.
m_flLastSight = 0; m_flSpinUpTime = 0; SetThink(&CNPC_BaseTurret::Retire); } // should we stop the spin?
else if ((m_flSpinUpTime) && (gpGlobals->curtime > 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(); }
SetEnemy( pEnemy ); }
//=========================================================
// AutoSearchThink -
//=========================================================
void CNPC_BaseTurret::AutoSearchThink(void) { // ensure rethink
StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.3 );
// If we have a target and we're still healthy
CBaseEntity *pEnemy = GetEnemy();
if (pEnemy != NULL) { if (!pEnemy->IsAlive() ) { pEnemy = NULL; } }
// Acquire Target
if (pEnemy == NULL) { GetSenses()->Look( TURRET_RANGE ); pEnemy = BestEnemy();
if ( pEnemy && !FVisible( pEnemy ) ) pEnemy = NULL; }
if (pEnemy != NULL) { SetThink(&CNPC_BaseTurret::Deploy); CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Turret.Alert" ); }
SetEnemy( pEnemy ); }
extern short g_sModelIndexSmoke;
//=========================================================
// TurretDeath - I die as I have lived, beyond my means
//=========================================================
void CNPC_BaseTurret::TurretDeath(void) { StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1 );
if (m_lifeState != LIFE_DEAD) { m_lifeState = LIFE_DEAD;
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Turret.Die" ); StopSound( entindex(), "Turret.Spinup" );
if (m_iOrientation == TURRET_ORIENTATION_FLOOR) m_vecGoalAngles.x = -14; else m_vecGoalAngles.x = 90;//-90;
SetTurretAnim(TURRET_ANIM_DIE);
EyeOn( ); }
EyeOff( );
if (m_flDamageTime + random->RandomFloat( 0, 2 ) > gpGlobals->curtime) { // lots of smoke
Vector pos; CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos ); pos.z = CollisionProp()->GetCollisionOrigin().z; CBroadcastRecipientFilter filter; te->Smoke( filter, 0.0, &pos, g_sModelIndexSmoke, 2.5, 10 ); } if (m_flDamageTime + random->RandomFloat( 0, 5 ) > gpGlobals->curtime) { Vector vecSrc; CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecSrc ); g_pEffects->Sparks( vecSrc ); }
if (IsSequenceFinished() && !MoveTurret() && m_flDamageTime + 5 < gpGlobals->curtime) { m_flPlaybackRate = 0; SetThink( NULL ); } }
//=========================================================
// Deploy - go active
//=========================================================
void CNPC_BaseTurret::Deploy(void) { SetNextThink( gpGlobals->curtime + 0.1 ); StudioFrameAdvance( );
if (GetSequence() != TURRET_ANIM_DEPLOY) { m_iOn = 1; SetTurretAnim(TURRET_ANIM_DEPLOY); CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Turret.Deploy" ); m_OnActivate.FireOutput(this, this); }
if (IsSequenceFinished()) { Vector curmins, curmaxs; curmins = WorldAlignMins(); curmaxs = WorldAlignMaxs();
curmaxs.z = m_iDeployHeight; curmins.z = -m_iDeployHeight;
SetCollisionBounds( curmins, curmaxs );
m_vecCurAngles.x = 0;
QAngle angles = GetAbsAngles();
if (m_iOrientation == TURRET_ORIENTATION_CEILING) { m_vecCurAngles.y = UTIL_AngleMod( angles.y + 180 ); } else { m_vecCurAngles.y = UTIL_AngleMod( angles.y ); }
SetTurretAnim(TURRET_ANIM_SPIN); m_flPlaybackRate = 0; SetThink(&CNPC_BaseTurret::SearchThink); }
m_flLastSight = gpGlobals->curtime + m_flMaxWait; }
//=========================================================
// Retire - stop being active
//=========================================================
void CNPC_BaseTurret::Retire(void) { // make the turret level
m_vecGoalAngles.x = 0; m_vecGoalAngles.y = m_flStartYaw;
SetNextThink( gpGlobals->curtime + 0.1 );
StudioFrameAdvance( );
EyeOff( );
if (!MoveTurret()) { if (m_iSpin) { SpinDownCall(); } else if (GetSequence() != TURRET_ANIM_RETIRE) { SetTurretAnim(TURRET_ANIM_RETIRE); CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Turret.Undeploy" ); m_OnDeactivate.FireOutput(this, this); } //else if (IsSequenceFinished())
else if( GetSequence() == TURRET_ANIM_RETIRE && GetCycle() <= 0.0 ) { m_iOn = 0; m_flLastSight = 0; //SetTurretAnim(TURRET_ANIM_NONE);
Vector curmins, curmaxs; curmins = WorldAlignMins(); curmaxs = WorldAlignMaxs();
curmaxs.z = m_iRetractHeight; curmins.z = -m_iRetractHeight;
SetCollisionBounds( curmins, curmaxs ); if (m_iAutoStart) { SetThink(&CNPC_BaseTurret::AutoSearchThink); SetNextThink( gpGlobals->curtime + 0.1 ); } else { SetThink( &CBaseEntity::SUB_DoNothing ); } } } else { SetTurretAnim(TURRET_ANIM_SPIN); } }
//=========================================================
// Ping - make the pinging noise every second while searching
//=========================================================
void CNPC_BaseTurret::Ping(void) { if (m_flPingTime == 0) m_flPingTime = gpGlobals->curtime + 1; else if (m_flPingTime <= gpGlobals->curtime) { m_flPingTime = gpGlobals->curtime + 1; CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Turret.Ping" );
EyeOn( ); } else if (m_eyeBrightness > 0) { EyeOff( ); } }
//=========================================================
// MoveTurret - handle turret rotation
// returns 1 if the turret moved.
//=========================================================
int CNPC_BaseTurret::MoveTurret(void) { int bMoved = 0; if (m_vecCurAngles.x != m_vecGoalAngles.x) { float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ;
m_vecCurAngles.x += 0.1 * m_fTurnRate * 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 == TURRET_ORIENTATION_FLOOR) SetBoneController(1, m_vecCurAngles.x); else SetBoneController(1, -m_vecCurAngles.x);
bMoved = 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;
QAngle angles = GetAbsAngles();
//ALERT(at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y);
if (m_iOrientation == TURRET_ORIENTATION_FLOOR) SetBoneController(0, m_vecCurAngles.y - angles.y ); else SetBoneController(0, angles.y - 180 - m_vecCurAngles.y ); bMoved = 1; }
if (!bMoved) m_fTurnRate = m_iBaseTurnRate;
//DevMsg(1, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x,
// m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y);
return bMoved; }
void CNPC_BaseTurret::TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_iOn ) ) return;
if (m_iOn) { SetEnemy( NULL ); SetNextThink( gpGlobals->curtime + 0.1 ); m_iAutoStart = FALSE;// switching off a turret disables autostart
//!!!! this should spin down first!!BUGBUG
SetThink(&CNPC_BaseTurret::Retire); } else { SetNextThink( gpGlobals->curtime + 0.1 ); // turn on delay
// if the turret is flagged as an autoactivate turret, re-enable it's ability open self.
if ( m_spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) { m_iAutoStart = TRUE; } SetThink(&CNPC_BaseTurret::Deploy); } }
void CNPC_BaseTurret::InputDeactivate( inputdata_t &inputdata ) { if( m_iOn && m_lifeState == LIFE_ALIVE ) { SetEnemy( NULL ); SetNextThink( gpGlobals->curtime + 0.1 ); m_iAutoStart = FALSE;// switching off a turret disables autostart
//!!!! this should spin down first!!BUGBUG
SetThink(&CNPC_BaseTurret::Retire); } }
void CNPC_BaseTurret::InputActivate( inputdata_t &inputdata ) { if( !m_iOn && m_lifeState == LIFE_ALIVE ) { SetNextThink( gpGlobals->curtime + 0.1 ); // turn on delay
// if the turret is flagged as an autoactivate turret, re-enable it's ability open self.
if ( m_spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) { m_iAutoStart = TRUE; } SetThink(&CNPC_BaseTurret::Deploy); } }
//=========================================================
// EyeOn - turn on light on the turret
//=========================================================
void CNPC_BaseTurret::EyeOn(void) { if (m_pEyeGlow) { if (m_eyeBrightness != 255) { m_eyeBrightness = 255; } m_pEyeGlow->SetBrightness( m_eyeBrightness ); } }
//=========================================================
// EyeOn - turn off light on the turret
//=========================================================
void CNPC_BaseTurret::EyeOff(void) { if (m_pEyeGlow) { if (m_eyeBrightness > 0) { m_eyeBrightness = MAX( 0, m_eyeBrightness - 30 ); m_pEyeGlow->SetBrightness( m_eyeBrightness ); } } }
void CNPC_BaseTurret::Event_Killed( const CTakeDamageInfo &info ) { BaseClass::Event_Killed( info );
SetMoveType( MOVETYPE_FLY ); }
//===
class CNPC_MiniTurret : public CNPC_BaseTurret { DECLARE_CLASS( CNPC_MiniTurret, CNPC_BaseTurret );
public: void Spawn( ); void Precache(void);
// other functions
void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); };
class CNPC_Turret : public CNPC_BaseTurret { DECLARE_CLASS( CNPC_Turret, CNPC_BaseTurret );
public: DECLARE_DATADESC();
void Spawn(void); void Precache(void);
// Think functions
void SpinUpCall(void); void SpinDownCall(void);
// other functions
void Shoot(Vector &vecSrc, Vector &vecDirToEnemy);
private: int m_iStartSpin; };
BEGIN_DATADESC(CNPC_Turret) DEFINE_FIELD( m_iStartSpin, FIELD_INTEGER ), END_DATADESC()
LINK_ENTITY_TO_CLASS( monster_turret, CNPC_Turret ); LINK_ENTITY_TO_CLASS( monster_miniturret, CNPC_MiniTurret );
ConVar sk_turret_health ( "sk_turret_health","50"); ConVar sk_miniturret_health ( "sk_miniturret_health","40"); ConVar sk_sentry_health ( "sk_sentry_health","40");
void CNPC_Turret::Spawn() { Precache( ); SetModel( "models/turret.mdl" ); m_iHealth = sk_turret_health.GetFloat(); m_HackedGunPos = Vector( 0, 0, 12.75 ); m_flMaxSpin = TURRET_MAXSPIN;
Vector view_ofs( 0, 0, 12.75 ); SetViewOffset( view_ofs );
CNPC_BaseTurret::Spawn( );
m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -90; UTIL_SetSize(this, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight)); SetThink(&CNPC_BaseTurret::Initialize);
m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, GetAbsOrigin(), FALSE ); m_pEyeGlow->SetTransparency( kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation ); m_pEyeGlow->SetAttachment( this, 2 );
m_eyeBrightness = 0;
SetNextThink( gpGlobals->curtime + 0.3 ); }
void CNPC_Turret::Precache() { CNPC_BaseTurret::Precache( ); PrecacheModel ("models/turret.mdl"); PrecacheModel (TURRET_GLOW_SPRITE);
PrecacheModel( "sprites/xspark4.vmt" );
PrecacheScriptSound( "Turret.Shoot" );
PrecacheScriptSound( "Turret.SpinUpCall" ); PrecacheScriptSound( "Turret.Spinup" ); PrecacheScriptSound( "Turret.SpinDownCall" ); //precache sounds
}
void CNPC_Turret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { CPASAttenuationFilter filter( this );
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
EmitSound( filter, entindex(), "Turret.Shoot" );
DoMuzzleFlash(); }
void CNPC_Turret::SpinUpCall(void) { StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 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) { SetNextThink( gpGlobals->curtime + 1.0 ); //spinup delay
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Turret.SpinUpCall" ); m_iStartSpin = 1; m_flPlaybackRate = 0.1; } // after the barrel is spun up, turn on the hum
else if (m_flPlaybackRate >= 1.0) { SetNextThink( gpGlobals->curtime + 0.1 );// retarget delay
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Turret.Spinup" ); SetThink(&CNPC_BaseTurret::ActiveThink); m_iStartSpin = 0; m_iSpin = 1; } else { m_flPlaybackRate += 0.075; } }
if (m_iSpin) { SetThink(&CNPC_BaseTurret::ActiveThink); } }
void CNPC_Turret::SpinDownCall(void) { if (m_iSpin) { CPASAttenuationFilter filter( this );
SetTurretAnim(TURRET_ANIM_SPIN);
if ( m_flPlaybackRate == 1.0) { StopSound( entindex(), "Turret.Spinup" ); EmitSound( filter, entindex(), "Turret.SpinDownCall" ); } m_flPlaybackRate -= 0.02; if (m_flPlaybackRate <= 0) { m_flPlaybackRate = 0; m_iSpin = 0; } } }
void CNPC_MiniTurret::Spawn() { Precache( );
SetModel( "models/miniturret.mdl" ); m_iHealth = sk_miniturret_health.GetFloat(); m_HackedGunPos = Vector( 0, 0, 12.75 ); m_flMaxSpin = 0;
Vector view_ofs( 0, 0, 12.75 ); SetViewOffset( view_ofs );
CNPC_BaseTurret::Spawn( ); m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -90; UTIL_SetSize(this, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetThink(&CNPC_MiniTurret::Initialize); SetNextThink(gpGlobals->curtime + 0.3);
if (( m_spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_MONSTER_TURRET_STARTINACTIVE )) { m_iAutoStart = true; } }
void CNPC_MiniTurret::Precache() { CNPC_BaseTurret::Precache( );
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
PrecacheScriptSound( "Turret.Shoot" );
PrecacheModel ("models/miniturret.mdl"); }
void CNPC_MiniTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Turret.Shoot" ); DoMuzzleFlash(); }
//=========================================================
// Sentry gun - smallest turret, placed near grunt entrenchments
//=========================================================
class CNPC_Sentry : public CNPC_BaseTurret { DECLARE_CLASS( CNPC_Sentry, CNPC_BaseTurret );
public: void Spawn( ); void Precache(void);
// other functions
void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); int OnTakeDamage_Alive(const CTakeDamageInfo &info); void Event_Killed( const CTakeDamageInfo &info ); void SentryTouch( CBaseEntity *pOther );
DECLARE_DATADESC();
private: bool m_bStartedDeploy; //set to true when the turret begins its deploy
};
BEGIN_DATADESC( CNPC_Sentry ) DEFINE_ENTITYFUNC( SentryTouch ), DEFINE_FIELD( m_bStartedDeploy, FIELD_BOOLEAN ), END_DATADESC()
LINK_ENTITY_TO_CLASS( monster_sentry, CNPC_Sentry );
void CNPC_Sentry::Precache() { BaseClass::Precache( );
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
PrecacheScriptSound( "Sentry.Shoot" ); PrecacheScriptSound( "Sentry.Die" );
PrecacheModel ("models/sentry.mdl"); }
void CNPC_Sentry::Spawn() { Precache( ); SetModel( "models/sentry.mdl" ); m_iHealth = sk_sentry_health.GetFloat(); m_HackedGunPos = Vector( 0, 0, 48 );
SetViewOffset( Vector(0,0,48) );
m_flMaxWait = 1E6; m_flMaxSpin = 1E6;
BaseClass::Spawn();
SetSequence( TURRET_ANIM_RETIRE ); SetCycle( 0.0 ); m_flPlaybackRate = 0.0;
m_iRetractHeight = 64; m_iDeployHeight = 64; m_iMinPitch = -60;
UTIL_SetSize(this, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetTouch(&CNPC_Sentry::SentryTouch); SetThink(&CNPC_Sentry::Initialize);
SetNextThink(gpGlobals->curtime + 0.3);
m_bStartedDeploy = false; }
void CNPC_Sentry::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Sentry.Shoot" ); DoMuzzleFlash(); }
int CNPC_Sentry::OnTakeDamage_Alive(const CTakeDamageInfo &info) { if ( m_takedamage == DAMAGE_NO ) return 0;
if (!m_iOn && !m_bStartedDeploy) { m_bStartedDeploy = true; SetThink( &CNPC_Sentry::Deploy ); SetUse( NULL ); SetNextThink( gpGlobals->curtime + 0.1 ); }
m_iHealth -= info.GetDamage(); if (m_iHealth <= 0) { m_iHealth = 0; m_takedamage = DAMAGE_NO; m_flDamageTime = gpGlobals->curtime;
SetUse(NULL); SetThink(&CNPC_BaseTurret::TurretDeath); //should be SentryDeath ?
SetNextThink( gpGlobals->curtime + 0.1 );
m_OnDeactivate.FireOutput(this, this);
return 0; }
return 1; }
void CNPC_Sentry::Event_Killed( const CTakeDamageInfo &info ) { CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Sentry.Die" );
StopSound( entindex(), "Turret.Spinup" );
AddSolidFlags( FSOLID_NOT_STANDABLE );
Vector vecSrc; QAngle vecAng; GetAttachment( 2, vecSrc, vecAng ); te->Smoke( filter, 0.0, &vecSrc, g_sModelIndexSmoke, 2.5, 10 );
g_pEffects->Sparks( vecSrc );
BaseClass::Event_Killed( info ); }
void CNPC_Sentry::SentryTouch( CBaseEntity *pOther ) { //trigger the sentry to turn on if a monster or player touches it
if ( pOther && (pOther->IsPlayer() || FBitSet ( pOther->GetFlags(), FL_NPC )) ) { CTakeDamageInfo info; info.SetAttacker( pOther ); info.SetInflictor( pOther ); info.SetDamage( 0 );
TakeDamage(info); } }
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