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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_turret_floor.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl2/hl2_player.h"
#include "soundenvelope.h"
#include "physics_saverestore.h"
#include "IEffects.h"
#include "basehlcombatweapon_shared.h"
#include "phys_controller.h"
#include "ai_interactions.h"
#include "Sprite.h"
#include "beam_shared.h"
#include "props.h"
#include "particle_parse.h"
#ifdef PORTAL
#include "prop_portal_shared.h"
#include "portal_util_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const char *GetMassEquivalent(float flMass);
#define DISABLE_SHOT 0
//Debug visualization
ConVar g_debug_turret( "g_debug_turret", "0" );
extern ConVar physcannon_tracelength;
// Interactions
int g_interactionTurretStillStanding = 0;
float CNPC_FloorTurret::fMaxTipControllerVelocity = 300.0f * 300.0f; float CNPC_FloorTurret::fMaxTipControllerAngularVelocity = 90.0f * 90.0f;
#define LASER_BEAM_SPRITE "effects/laser1.vmt"
#define FLOOR_TURRET_MODEL "models/combine_turrets/floor_turret.mdl"
#define FLOOR_TURRET_MODEL_CITIZEN "models/combine_turrets/citizen_turret.mdl"
#define FLOOR_TURRET_GLOW_SPRITE "sprites/glow1.vmt"
// #define FLOOR_TURRET_BC_YAW "aim_yaw"
// #define FLOOR_TURRET_BC_PITCH "aim_pitch"
#define FLOOR_TURRET_RANGE 1200
#define FLOOR_TURRET_MAX_WAIT 5
#define FLOOR_TURRET_SHORT_WAIT 2.0 // Used for FAST_RETIRE spawnflag
#define FLOOR_TURRET_PING_TIME 1.0f //LPB!!
#define FLOOR_TURRET_VOICE_PITCH_LOW 45
#define FLOOR_TURRET_VOICE_PITCH_HIGH 100
//Aiming variables
#define FLOOR_TURRET_MAX_NOHARM_PERIOD 0.0f
#define FLOOR_TURRET_MAX_GRACE_PERIOD 3.0f
//Activities
int ACT_FLOOR_TURRET_OPEN; int ACT_FLOOR_TURRET_CLOSE; int ACT_FLOOR_TURRET_OPEN_IDLE; int ACT_FLOOR_TURRET_CLOSED_IDLE; int ACT_FLOOR_TURRET_FIRE;
//Datatable
BEGIN_DATADESC( CNPC_FloorTurret )
DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ), 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_bNoAlarmSounds, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flShotTime, FIELD_TIME ), DEFINE_FIELD( m_flLastSight, FIELD_TIME ), DEFINE_FIELD( m_flThrashTime, FIELD_TIME ), DEFINE_FIELD( m_flPingTime, FIELD_TIME ), DEFINE_FIELD( m_flNextActivateSoundTime, FIELD_TIME ), DEFINE_FIELD( m_bCarriedByPlayer, FIELD_BOOLEAN ), DEFINE_FIELD( m_bUseCarryAngles, FIELD_BOOLEAN ), DEFINE_FIELD( m_flPlayerDropTime, FIELD_TIME ), DEFINE_FIELD( m_hLastNPCToKickMe, FIELD_EHANDLE ), DEFINE_FIELD( m_flKnockOverFailedTime, FIELD_TIME ), DEFINE_FIELD( m_flDestructStartTime, FIELD_TIME ), DEFINE_FIELD( m_hFizzleEffect, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecGoalAngles,FIELD_VECTOR ), DEFINE_FIELD( m_iEyeAttachment, FIELD_INTEGER ), DEFINE_FIELD( m_iMuzzleAttachment, FIELD_INTEGER ), DEFINE_FIELD( m_iEyeState, FIELD_INTEGER ), DEFINE_FIELD( m_hEyeGlow, FIELD_EHANDLE ), DEFINE_FIELD( m_pMotionController,FIELD_EHANDLE), DEFINE_FIELD( m_vecEnemyLKP, FIELD_VECTOR ), DEFINE_FIELD( m_hLaser, FIELD_EHANDLE ), DEFINE_FIELD( m_bSelfDestructing, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
DEFINE_FIELD( m_bHackedByAlyx, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_iKeySkin, FIELD_INTEGER, "SkinNumber" ), DEFINE_THINKFUNC( Retire ), DEFINE_THINKFUNC( Deploy ), DEFINE_THINKFUNC( ActiveThink ), DEFINE_THINKFUNC( SearchThink ), DEFINE_THINKFUNC( AutoSearchThink ), DEFINE_THINKFUNC( TippedThink ), DEFINE_THINKFUNC( InactiveThink ), DEFINE_THINKFUNC( SuppressThink ), DEFINE_THINKFUNC( DisabledThink ), DEFINE_THINKFUNC( SelfDestructThink ), DEFINE_THINKFUNC( BreakThink ),
DEFINE_USEFUNC( ToggleUse ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "DepleteAmmo", InputDepleteAmmo ), DEFINE_INPUTFUNC( FIELD_VOID, "RestoreAmmo", InputRestoreAmmo ), DEFINE_INPUTFUNC( FIELD_VOID, "SelfDestruct", InputSelfDestruct ),
DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ), DEFINE_OUTPUT( m_OnRetire, "OnRetire" ), DEFINE_OUTPUT( m_OnTipped, "OnTipped" ), DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ), DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ),
DEFINE_BASENPCINTERACTABLE_DATADESC(),
// DEFINE_FIELD( m_ShotSounds, FIELD_SHORT ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_turret_floor, CNPC_FloorTurret );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CNPC_FloorTurret::CNPC_FloorTurret( void ) : m_bActive( false ), m_hEyeGlow( NULL ), m_hLaser( NULL ), m_iAmmoType( -1 ), m_bAutoStart( false ), m_flPingTime( 0.0f ), m_flNextActivateSoundTime( 0.0f ), m_bCarriedByPlayer( false ), m_bUseCarryAngles( false ), m_flPlayerDropTime( 0.0f ), m_flShotTime( 0.0f ), m_flLastSight( 0.0f ), m_bBlinkState( false ), m_flThrashTime( 0.0f ), m_pMotionController( NULL ), m_bEnabled( false ), m_bSelfDestructing( false ) { m_vecGoalAngles.Init();
m_vecEnemyLKP = vec3_invalid; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Class_T CNPC_FloorTurret::Classify( void ) { if ( m_bEnabled ) { // Hacked or friendly turrets don't attack players
if( m_bHackedByAlyx || IsCitizenTurret() ) return CLASS_PLAYER_ALLY;
return CLASS_COMBINE; }
return CLASS_NONE; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::UpdateOnRemove( void ) { if ( m_pMotionController != NULL ) { UTIL_Remove( m_pMotionController ); m_pMotionController = NULL; }
if ( m_hLaser != NULL ) { UTIL_Remove( m_hLaser ); m_hLaser = NULL; }
if ( m_hEyeGlow != NULL ) { UTIL_Remove( m_hEyeGlow ); m_hEyeGlow = NULL; }
BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Precache( void ) { const char *pModelName = STRING( GetModelName() ); pModelName = ( pModelName && pModelName[ 0 ] != '\0' ) ? pModelName : FLOOR_TURRET_MODEL; PrecacheModel( pModelName ); PrecacheModel( FLOOR_TURRET_GLOW_SPRITE );
PropBreakablePrecacheAll( MAKE_STRING( pModelName ) );
if ( IsCitizenTurret() ) { PrecacheModel( LASER_BEAM_SPRITE ); PrecacheScriptSound( "NPC_FloorTurret.AlarmPing"); }
// Activities
ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_OPEN ); ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_CLOSE ); ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_CLOSED_IDLE ); ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_OPEN_IDLE ); ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_FIRE ); PrecacheScriptSound( "NPC_FloorTurret.Retire" ); PrecacheScriptSound( "NPC_FloorTurret.Deploy" ); PrecacheScriptSound( "NPC_FloorTurret.Move" ); PrecacheScriptSound( "NPC_Combine.WeaponBash" ); PrecacheScriptSound( "NPC_FloorTurret.Activate" ); PrecacheScriptSound( "NPC_FloorTurret.Alert" ); m_ShotSounds = PrecacheScriptSound( "NPC_FloorTurret.ShotSounds" ); PrecacheScriptSound( "NPC_FloorTurret.Die" ); PrecacheScriptSound( "NPC_FloorTurret.Retract"); PrecacheScriptSound( "NPC_FloorTurret.Alarm"); PrecacheScriptSound( "NPC_FloorTurret.Ping"); PrecacheScriptSound( "NPC_FloorTurret.DryFire"); PrecacheScriptSound( "NPC_FloorTurret.Destruct" );
#ifdef HL2_EPISODIC
PrecacheParticleSystem( "explosion_turret_break" ); #endif // HL2_EPISODIC
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Spawn( void ) { Precache();
const char *pModelName = STRING( GetModelName() ); SetModel( ( pModelName && pModelName[ 0 ] != '\0' ) ? pModelName : FLOOR_TURRET_MODEL ); // If we're a citizen turret, we use a different skin
if ( IsCitizenTurret() ) { if (m_iKeySkin == 0) { // select a "random" skin -- rather than being truly random, use a static variable
// to cycle through them evenly. The static won't be saved across save/load, but
// frankly I don't care so much about that.
// m_nSkin = random->RandomInt( 1, 4 );
static unsigned int nextSkin = 0; m_nSkin = nextSkin + 1;
// add one mod 4
nextSkin = (nextSkin + 1) & 0x03; } else { // at least make sure that it's in the right range
m_nSkin = clamp(m_iKeySkin,1,4); } }
BaseClass::Spawn();
SetBlocksLOS( false );
m_HackedGunPos = Vector( 0, 0, 12.75 ); SetViewOffset( EyeOffset( ACT_IDLE ) ); m_flFieldOfView = 0.4f; // 60 degrees
m_takedamage = DAMAGE_EVENTS_ONLY; m_iHealth = 100; m_iMaxHealth = 100;
AddEFlags( EFL_NO_DISSOLVE );
SetPoseParameter( m_poseAim_Yaw, 0 ); SetPoseParameter( m_poseAim_Pitch, 0 );
m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
m_iMuzzleAttachment = LookupAttachment( "eyes" ); m_iEyeAttachment = LookupAttachment( "light" );
// FIXME: Do we ever need m_bAutoStart? (Sawyer)
m_spawnflags |= SF_FLOOR_TURRET_AUTOACTIVATE;
//Set our autostart state
m_bAutoStart = !!( m_spawnflags & SF_FLOOR_TURRET_AUTOACTIVATE ); m_bEnabled = ( ( m_spawnflags & SF_FLOOR_TURRET_STARTINACTIVE ) == false );
//Do we start active?
if ( m_bAutoStart && m_bEnabled ) { SetThink( &CNPC_FloorTurret::AutoSearchThink ); SetEyeState( TURRET_EYE_DORMANT ); } else { SetThink( &CNPC_FloorTurret::DisabledThink ); SetEyeState( TURRET_EYE_DISABLED ); }
// Start
if ( OnSide() ) { SetThink( &CNPC_FloorTurret::DisabledThink ); SetEyeState( TURRET_EYE_DISABLED ); }
//Stagger our starting times
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );
SetUse( &CNPC_FloorTurret::ToggleUse );
// Don't allow us to skip animation setup because our attachments are critical to us!
SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
CreateVPhysics();
SetState(NPC_STATE_IDLE); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Activate( void ) { BaseClass::Activate();
// Force the eye state to the current state so that our glows are recreated after transitions
SetEyeState( m_iEyeState );
if ( !m_pMotionController ) { // Create the motion controller
m_pMotionController = CTurretTipController::CreateTipController( this );
// Enable the controller
if ( m_pMotionController != NULL ) { m_pMotionController->Enable(); } } }
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::CreateVPhysics( void ) { //Spawn our physics hull
if ( VPhysicsInitNormal( SOLID_VPHYSICS, 0, false ) == NULL ) { DevMsg( "npc_turret_floor unable to spawn physics object!\n" ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Retract and stop attacking
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Retire( void ) { if ( PreThink( TURRET_RETIRING ) ) return;
//Level out the turret
m_vecGoalAngles = GetAbsAngles(); SetNextThink( gpGlobals->curtime + 0.05f );
//Set ourselves to close
if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE ) { //Set our visible state to dormant
SetEyeState( TURRET_EYE_DORMANT );
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); //If we're done moving to our desired facing, close up
if ( UpdateFacing() == false ) { SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE ); EmitSound( "NPC_FloorTurret.Retire" );
//Notify of the retraction
m_OnRetire.FireOutput( NULL, this ); } } else if ( IsActivityFinished() ) { m_bActive = false; m_flLastSight = 0;
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE );
//Go back to auto searching
if ( m_bAutoStart ) { SetThink( &CNPC_FloorTurret::AutoSearchThink ); SetNextThink( gpGlobals->curtime + 0.05f ); } else { //Set our visible state to dormant
SetEyeState( TURRET_EYE_DISABLED ); SetThink( &CNPC_FloorTurret::DisabledThink ); } } }
//-----------------------------------------------------------------------------
// Purpose: Deploy and start attacking
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Deploy( void ) { if ( PreThink( TURRET_DEPLOYING ) ) return;
m_vecGoalAngles = GetAbsAngles();
SetNextThink( gpGlobals->curtime + 0.05f );
//Show we've seen a target
SetEyeState( TURRET_EYE_SEE_TARGET );
//Open if we're not already
if ( GetActivity() != ACT_FLOOR_TURRET_OPEN ) { m_bActive = true; SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN ); EmitSound( "NPC_FloorTurret.Deploy" );
//Notify we're deploying
m_OnDeploy.FireOutput( NULL, this ); }
//If we're done, then start searching
if ( IsActivityFinished() ) { SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
m_flShotTime = gpGlobals->curtime + 1.0f;
m_flPlaybackRate = 0; SetThink( &CNPC_FloorTurret::SearchThink );
EmitSound( "NPC_FloorTurret.Move" ); }
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
// Drop our mass a lot so that we can be moved easily with +USE
if ( reason != PUNTED_BY_CANNON ) { Assert( VPhysicsGetObject() );
m_bCarriedByPlayer = true; m_OnPhysGunPickup.FireOutput( this, this );
// We want to use preferred carry angles if we're not nicely upright
Vector vecToTurret = pPhysGunUser->GetAbsOrigin() - GetAbsOrigin(); vecToTurret.z = 0; VectorNormalize( vecToTurret );
// We want to use preferred carry angles if we're not nicely upright
Vector forward, up; GetVectors( &forward, NULL, &up );
bool bUpright = DotProduct( up, Vector(0,0,1) ) > 0.9f; bool bBehind = DotProduct( vecToTurret, forward ) < 0.85f;
// Correct our angles only if we're not upright or we're mostly behind the turret
if ( hl2_episodic.GetBool() ) { m_bUseCarryAngles = ( bUpright == false || bBehind ); } else { m_bUseCarryAngles = ( bUpright == false ); } }
// Clear out our last NPC to kick me, because it makes no sense now
m_hLastNPCToKickMe = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { m_hPhysicsAttacker = pPhysGunUser; m_flLastPhysicsInfluenceTime = gpGlobals->curtime; m_bCarriedByPlayer = false; m_bUseCarryAngles = false; m_OnPhysGunDrop.FireOutput( this, this );
// If this is a friendly turret, remember that it was just dropped
if ( IRelationType( pPhysGunUser ) != D_HT ) { m_flPlayerDropTime = gpGlobals->curtime + 2.0; }
// Restore our mass to the original value
Assert( VPhysicsGetObject() ); }
//-----------------------------------------------------------------------------
// Purpose: Whether this should return carry angles
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { // Don't use preferred angles on enemy turrets
if ( IRelationType( pPlayer ) == D_HT ) return false;
return m_bUseCarryAngles; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { // Prevent players pulling enemy turrets from afar if they're in front of the turret
if ( reason == PICKED_UP_BY_CANNON && IRelationType( pPhysGunUser ) == D_HT ) { Vector vecForward; GetVectors( &vecForward, NULL, NULL ); Vector vecForce = (pPhysGunUser->GetAbsOrigin() - GetAbsOrigin()); float flDistance = VectorNormalize( vecForce );
// If it's over the physcannon tracelength, we're pulling it
if ( flDistance > physcannon_tracelength.GetFloat() ) { float flDot = DotProduct( vecForward, vecForce ); if ( flDot > 0.5 ) return false; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *sourceEnt) { if ( interactionType == g_interactionCombineBash ) { // We've been bashed by a combine soldier. Remember who it was, if we haven't got an active kicker
if ( !m_hLastNPCToKickMe ) { m_hLastNPCToKickMe = sourceEnt; m_flKnockOverFailedTime = gpGlobals->curtime + 3.0; }
// Get knocked away
Vector forward, up; AngleVectors( sourceEnt->GetLocalAngles(), &forward, NULL, &up ); ApplyAbsVelocityImpulse( forward * 100 + up * 50 ); CTakeDamageInfo info( sourceEnt, sourceEnt, 30, DMG_CLUB ); CalculateMeleeDamageForce( &info, forward, GetAbsOrigin() ); TakeDamage( info );
EmitSound( "NPC_Combine.WeaponBash" ); return true; }
return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); }
//-----------------------------------------------------------------------------
// Purpose: Returns the speed at which the turret can face a target
//-----------------------------------------------------------------------------
float CNPC_FloorTurret::MaxYawSpeed( void ) { //TODO: Scale by difficulty?
return 360.0f; }
//-----------------------------------------------------------------------------
// Purpose: Return true if this turret was recently dropped by a player
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::WasJustDroppedByPlayer( void ) { if ( m_flPlayerDropTime > gpGlobals->curtime ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose: Causes the turret to face its desired angles
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::UpdateFacing( void ) { bool bMoved = false; UpdateMuzzleMatrix();
Vector vecGoalDir; AngleVectors( m_vecGoalAngles, &vecGoalDir );
Vector vecGoalLocalDir; VectorIRotate( vecGoalDir, m_muzzleToWorld, vecGoalLocalDir );
if ( g_debug_turret.GetBool() ) { Vector vecMuzzle, vecMuzzleDir;
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle ); MatrixGetColumn( m_muzzleToWorld, 0, 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, 0.05f * 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, 0.05f * MaxYawSpeed() ) );
SetPoseParameter( m_poseAim_Yaw, GetPoseParameter( m_poseAim_Yaw ) + ( flDiff / 1.5f ) );
if ( fabs( flDiff ) > 0.1f ) { bMoved = true; }
// You're going to make decisions based on this info. So bump the bone cache after you calculate everything
InvalidateBoneCache();
return bMoved; }
void CNPC_FloorTurret::DryFire( void ) { EmitSound( "NPC_FloorTurret.DryFire"); EmitSound( "NPC_FloorTurret.Activate" );
if ( RandomFloat( 0, 1 ) > 0.5 ) { m_flShotTime = gpGlobals->curtime + random->RandomFloat( 1, 2.5 ); } else { m_flShotTime = gpGlobals->curtime; } }
//-----------------------------------------------------------------------------
// Purpose: Turret will continue to fire on a target's position when it loses sight of it
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SuppressThink( void ) { //Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_SUPPRESSING ) ) return;
//Update our think time
SetNextThink( gpGlobals->curtime + 0.1f );
// Look for a new enemy
HackFindEnemy();
//If we've acquired an enemy, start firing at it
if ( !GetEnemy() ) { SetThink( &CNPC_FloorTurret::ActiveThink ); return; }
//See if we're done suppressing
if ( gpGlobals->curtime > m_flLastSight ) { // Should we look for a new target?
ClearEnemyMemory(); SetEnemy( NULL ); SetThink( &CNPC_FloorTurret::SearchThink ); m_vecGoalAngles = GetAbsAngles(); SpinDown();
if ( m_spawnflags & SF_FLOOR_TURRET_FASTRETIRE ) { // Retire quickly in this case. (The case where we saw the player, but he hid again).
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_SHORT_WAIT; } else { m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT; }
return; }
//Get our shot positions
Vector vecMid = EyePosition(); Vector vecMidEnemy = m_vecEnemyLKP;
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid;
//We want to look at the enemy's eyes so we don't jitter
Vector vecDirToEnemyEyes = vecMidEnemy - vecMid; VectorNormalize( vecDirToEnemyEyes );
QAngle vecAnglesToEnemy; VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
//Draw debug info
if ( g_debug_turret.GetBool() ) { 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 ); }
if ( m_flShotTime < gpGlobals->curtime && m_vecEnemyLKP != vec3_invalid ) { Vector vecMuzzle, vecMuzzleDir; UpdateMuzzleMatrix(); MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir ); MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
//Fire the gun
if ( DotProduct( vecDirToEnemy, vecMuzzleDir ) >= 0.9848 ) // 10 degree slop
{ if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO ) { DryFire(); } else { ResetActivity(); SetActivity( (Activity) ACT_FLOOR_TURRET_FIRE );
//Fire the weapon
#if !DISABLE_SHOT
Shoot( vecMuzzle, vecMuzzleDir ); #endif
} } } else { SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); }
//If we can see our enemy, face it
m_vecGoalAngles.y = vecAnglesToEnemy.y; m_vecGoalAngles.x = vecAnglesToEnemy.x;
//Turn to face
UpdateFacing(); }
//-----------------------------------------------------------------------------
// Purpose: Allows the turret to fire on targets if they're visible
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::ActiveThink( void ) { //Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_ACTIVE ) ) return;
HackFindEnemy(); //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 ); m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT; SetThink( &CNPC_FloorTurret::SearchThink ); m_vecGoalAngles = GetAbsAngles(); return; } //Get our shot positions
Vector vecMid = EyePosition(); Vector vecMidEnemy = GetEnemy()->BodyTarget( vecMid );
// Store off our last seen location so we can suppress it later
m_vecEnemyLKP = vecMidEnemy;
//Look for our current enemy
bool bEnemyInFOV = FInViewCone( GetEnemy() ); bool bEnemyVisible = FVisible( GetEnemy() ) && GetEnemy()->IsAlive();
// Robin: This is a hack to get around the fact that the muzzle for the turret
// is outside it's vcollide. This means that if it leans against a thin wall,
// the muzzle can be on the other side of the wall, where it's then able to see
// and shoot at targets. This check ensures that nothing has come between the
// center of the turret and the muzzle.
if ( bEnemyVisible ) { trace_t tr; Vector vecCenter; CollisionProp()->CollisionToWorldSpace( Vector(0,0,52), &vecCenter ); UTIL_TraceLine( vecCenter, vecMid, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction != 1.0 ) { bEnemyVisible = false; } }
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid; float flDistToEnemy = VectorNormalize( vecDirToEnemy );
//Draw debug info
if ( g_debug_turret.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 ); }
//See if they're past our FOV of attack
if ( bEnemyInFOV == false ) { // Should we look for a new target?
ClearEnemyMemory(); SetEnemy( NULL ); if ( m_spawnflags & SF_FLOOR_TURRET_FASTRETIRE ) { // Retire quickly in this case. (The case where we saw the player, but he hid again).
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_SHORT_WAIT; } else { m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT; }
SetThink( &CNPC_FloorTurret::SearchThink ); m_vecGoalAngles = GetAbsAngles(); SpinDown();
return; }
//Current enemy is not visible
if ( ( bEnemyVisible == false ) || ( flDistToEnemy > FLOOR_TURRET_RANGE )) { m_flLastSight = gpGlobals->curtime + 2.0f;
ClearEnemyMemory(); SetEnemy( NULL ); SetThink( &CNPC_FloorTurret::SuppressThink );
return; }
if ( g_debug_turret.GetBool() ) { Vector vecMuzzle, vecMuzzleDir;
UpdateMuzzleMatrix(); MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir ); MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
// Visualize vertical firing ranges
for ( int i = 0; i < 4; i++ ) { QAngle angMaxDownPitch = GetAbsAngles();
switch( i ) { case 0: angMaxDownPitch.x -= 15; break; case 1: angMaxDownPitch.x += 15; break; case 2: angMaxDownPitch.x -= 25; break; case 3: angMaxDownPitch.x += 25; break; default: break; }
Vector vecMaxDownPitch; AngleVectors( angMaxDownPitch, &vecMaxDownPitch ); NDebugOverlay::Line( vecMuzzle, vecMuzzle + (vecMaxDownPitch*256), 255, 255, 255, false, 0.1 ); } }
if ( m_flShotTime < gpGlobals->curtime ) { Vector vecMuzzle, vecMuzzleDir;
UpdateMuzzleMatrix(); MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir ); MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D(); Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();
bool bCanShoot = true; float minCos3d = DOT_10DEGREE; // 10 degrees slop
if ( flDistToEnemy < 60.0 ) { vecDirToEnemy2D.NormalizeInPlace(); vecMuzzleDir2D.NormalizeInPlace();
bCanShoot = ( vecDirToEnemy2D.Dot(vecMuzzleDir2D) >= DOT_10DEGREE ); minCos3d = 0.7071; // 45 degrees
}
//Fire the gun
if ( bCanShoot ) // 10 degree slop XY
{ float dot3d = DotProduct( vecDirToEnemy, vecMuzzleDir );
if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO ) { DryFire(); } else { if ( dot3d >= minCos3d ) { ResetActivity(); SetActivity( (Activity) ACT_FLOOR_TURRET_FIRE );
//Fire the weapon
#if !DISABLE_SHOT
Shoot( vecMuzzle, vecMuzzleDir, (dot3d < DOT_10DEGREE) ); #endif
} } } } else { SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); }
//If we can see our enemy, face it
if ( bEnemyVisible ) { //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 );
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_FloorTurret::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_FLOOR_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 ) { HackFindEnemy(); }
//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_FloorTurret::ActiveThink ); SetEyeState( TURRET_EYE_SEE_TARGET );
SpinUp(); if ( gpGlobals->curtime > m_flNextActivateSoundTime ) { EmitSound( "NPC_FloorTurret.Activate" ); m_flNextActivateSoundTime = gpGlobals->curtime + 3.0; } 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_FloorTurret::Retire ); return; } //Display that we're scanning
m_vecGoalAngles.x = GetAbsAngles().x + ( sin( gpGlobals->curtime * 1.0f ) * 15.0f ); m_vecGoalAngles.y = GetAbsAngles().y + ( sin( gpGlobals->curtime * 2.0f ) * 60.0f );
//Turn and ping
UpdateFacing(); Ping(); }
//-----------------------------------------------------------------------------
// Purpose: Watch for a target to wander into our view
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::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 ) { HackFindEnemy(); }
//Deploy if we've got an active target
if ( GetEnemy() != NULL ) { SetThink( &CNPC_FloorTurret::Deploy ); if ( !m_bNoAlarmSounds ) { EmitSound( "NPC_FloorTurret.Alert" ); } } }
//-----------------------------------------------------------------------------
// Purpose: Fire!
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict ) { FireBulletsInfo_t info;
if ( !bStrict && 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 { 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, GetEnemy() ); info.m_flDistance = MAX_COORD_RANGE; info.m_iAmmoType = m_iAmmoType; }
FireBullets( info ); EmitSound( "NPC_FloorTurret.ShotSounds", m_ShotSounds ); DoMuzzleFlash(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::IsValidEnemy( CBaseEntity *pEnemy ) { if ( m_NPCState == NPC_STATE_DEAD ) return false;
// Don't shoot at other turrets.
if ( pEnemy->m_iClassname == m_iClassname ) return false;
// If our eye is stuck in something, don't shoot
if ( UTIL_PointContents(EyePosition()) & MASK_SHOT ) return false;
// Turrets have limited vertical aim capability
// - Can only aim +-15 degrees, + the 10 degree slop they're allowed.
Vector vEnemyPos = pEnemy->EyePosition();
#ifdef PORTAL
if ( !FInViewCone( pEnemy ) || !FVisible( pEnemy ) ) { CProp_Portal *pPortal = FInViewConeThroughPortal( pEnemy );
if ( pPortal ) { // Translate our target across the portal
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyPos, vEnemyPos ); } } #endif
Vector los = ( vEnemyPos - EyePosition() );
QAngle angleToTarget; VectorAngles( los, angleToTarget ); float flZDiff = fabs( AngleNormalize( angleToTarget.x - GetAbsAngles().x) ); if ( flZDiff > 28.0f && los.LengthSqr() > 4096.0f ) return false;
return BaseClass::IsValidEnemy( pEnemy ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::CanBeAnEnemyOf( CBaseEntity *pEnemy ) { // If we're out of ammo, make friendly companions ignore us
if ( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO ) { if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL ) return false; }
// If we're on the side, we're never anyone's enemy
if ( OnSide() ) return false;
return BaseClass::CanBeAnEnemyOf( pEnemy ); }
//-----------------------------------------------------------------------------
// Purpose: The turret has been tipped over and will thrash for awhile
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::TippedThink( void ) { // Update our PVS state
CheckPVSCondition();
//Animate
StudioFrameAdvance();
SetNextThink( gpGlobals->curtime + 0.05f ); SetEnemy( NULL );
// If we're not on side anymore, stop thrashing
if ( !OnSide() ) { ReturnToLife(); return; }
//See if we should continue to thrash
if ( gpGlobals->curtime < m_flThrashTime ) { if ( m_flShotTime < gpGlobals->curtime ) { if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO ) { DryFire(); } else if ( IsCitizenTurret() == false ) // Citizen turrets don't wildly fire
{ Vector vecMuzzle, vecMuzzleDir; UpdateMuzzleMatrix(); MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir ); MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
ResetActivity(); SetActivity( (Activity) ACT_FLOOR_TURRET_FIRE );
#if !DISABLE_SHOT
Shoot( vecMuzzle, vecMuzzleDir ); #endif
}
m_flShotTime = gpGlobals->curtime + 0.05f; }
m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60, 60 ); m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60, 60 );
UpdateFacing(); } else { //Face forward
m_vecGoalAngles = GetAbsAngles();
//Set ourselves to close
if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE ) { SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); //If we're done moving to our desired facing, close up
if ( UpdateFacing() == false ) { //Make any last death noises and anims
EmitSound( "NPC_FloorTurret.Die" ); SpinDown();
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE ); EmitSound( "NPC_FloorTurret.Retract" );
CTakeDamageInfo info; info.SetDamage( 1 ); info.SetDamageType( DMG_CRUSH ); Event_Killed( info ); } } else if ( IsActivityFinished() ) { m_bActive = false; m_flLastSight = 0;
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE );
// Don't need to store last NPC anymore, because I've been knocked over
if ( m_hLastNPCToKickMe ) { m_hLastNPCToKickMe = NULL; m_flKnockOverFailedTime = 0; }
//Try to look straight
if ( UpdateFacing() == false ) { m_OnTipped.FireOutput( this, this ); SetEyeState( TURRET_EYE_DEAD ); SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
// Start thinking slowly to see if we're ever set upright somehow
SetThink( &CNPC_FloorTurret::InactiveThink ); SetNextThink( gpGlobals->curtime + 1.0f ); } } } }
//-----------------------------------------------------------------------------
// Purpose: This turret is dead. See if it ever becomes upright again, and if
// so, become active again.
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InactiveThink( void ) { // Update our PVS state
CheckPVSCondition();
// Wake up if we're not on our side
if ( !OnSide() && m_bEnabled ) { ReturnToLife(); return; }
if ( IsCitizenTurret() ) { // Blink if we have ammo or our current blink is "on" and we need to turn it off again
if ( HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false || m_bBlinkState ) { // If we're on our side, ping and complain to the player
if ( m_bBlinkState == false ) { // Ping when the light is going to come back on
EmitSound( "NPC_FloorTurret.AlarmPing" ); }
SetEyeState( TURRET_EYE_ALARM ); SetNextThink( gpGlobals->curtime + 0.25f ); } } else { SetNextThink( gpGlobals->curtime + 1.0f ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::ReturnToLife( void ) { m_flThrashTime = 0;
// Enable the tip controller
m_pMotionController->Enable( true );
// Return to life
SetState( NPC_STATE_IDLE ); m_lifeState = LIFE_ALIVE; SetCollisionGroup( COLLISION_GROUP_NONE );
// Become active again
Enable(); }
//-----------------------------------------------------------------------------
// Purpose: The turret is not doing anything at all
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::DisabledThink( void ) { SetNextThink( gpGlobals->curtime + 0.5 ); if ( OnSide() ) { m_OnTipped.FireOutput( this, this ); SetEyeState( TURRET_EYE_DEAD ); SetCollisionGroup( COLLISION_GROUP_DEBRIS ); SetThink( NULL ); } }
//-----------------------------------------------------------------------------
// Purpose: The turret doesn't run base AI properly, which is a bad decision.
// As a result, it has to manually find enemies.
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::HackFindEnemy( void ) { // We have to refresh our memories before finding enemies, so
// dead enemies are cleared out before new ones are added.
GetEnemies()->RefreshMemories();
GetSenses()->Look( FLOOR_TURRET_RANGE ); SetEnemy( BestEnemy() ); }
//-----------------------------------------------------------------------------
// Purpose: Determines whether the turret is upright enough to function
// Output : Returns true if the turret is tipped over
//-----------------------------------------------------------------------------
inline bool CNPC_FloorTurret::OnSide( void ) { Vector up; GetVectors( NULL, NULL, &up );
return ( DotProduct( up, Vector(0,0,1) ) < 0.5f ); }
//-----------------------------------------------------------------------------
// Purpose: Allows a generic think function before the others are called
// Input : state - which state the turret is currently in
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::PreThink( turretState_e state ) { // Hack to disable turrets when ai is disabled
if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI ) { // Push our think out into the future
SetNextThink( gpGlobals->curtime + 0.1f ); return true; } CheckPVSCondition();
//Animate
StudioFrameAdvance();
// We're gonna blow up, so don't interrupt us
if ( state == TURRET_SELF_DESTRUCTING ) return false;
//See if we've tipped, but only do this if we're not being carried
if ( !IsBeingCarriedByPlayer() ) { if ( OnSide() == false ) { // If I still haven't fallen over after an NPC has tried to knock me down, let them know
if ( m_hLastNPCToKickMe && m_flKnockOverFailedTime < gpGlobals->curtime ) { m_hLastNPCToKickMe->DispatchInteraction( g_interactionTurretStillStanding, NULL, this ); m_hLastNPCToKickMe = NULL; }
//Debug visualization
if ( g_debug_turret.GetBool() ) { Vector up; GetVectors( NULL, NULL, &up );
NDebugOverlay::Line( GetAbsOrigin()+(up*32), GetAbsOrigin()+(up*128), 0, 255, 0, false, 2.0f ); NDebugOverlay::Cross3D( GetAbsOrigin()+(up*32), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 2.0f ); NDebugOverlay::Cross3D( GetAbsOrigin()+(up*128), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 2.0f ); } } else { if ( HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false ) { //Thrash around for a bit
m_flThrashTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 2.5f ); SetNextThink( gpGlobals->curtime + 0.05f );
SetThink( &CNPC_FloorTurret::TippedThink ); SetEyeState( TURRET_EYE_SEE_TARGET ); SpinUp(); if ( !m_bNoAlarmSounds ) { EmitSound( "NPC_FloorTurret.Alarm" ); } } else { // Take away the laser
UTIL_Remove( m_hLaser ); m_hLaser = NULL;
// Become inactive
SetThink( &CNPC_FloorTurret::InactiveThink ); SetEyeState( TURRET_EYE_DEAD ); }
//Stop being targetted
SetState( NPC_STATE_DEAD ); m_lifeState = LIFE_DEAD;
//Disable the tip controller
m_pMotionController->Enable( false );
//Debug visualization
if ( g_debug_turret.GetBool() ) { Vector up; GetVectors( NULL, NULL, &up );
NDebugOverlay::Line( GetAbsOrigin()+(up*32), GetAbsOrigin()+(up*128), 255, 0, 0, false, 2.0f ); NDebugOverlay::Cross3D( GetAbsOrigin()+(up*32), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 2.0f ); NDebugOverlay::Cross3D( GetAbsOrigin()+(up*128), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 2.0f ); }
//Interrupt current think function
return true; } }
//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_FloorTurret::SetEyeState( eyeState_t state ) { // Must have a valid eye to affect
if ( !m_hEyeGlow ) { // Create our eye sprite
m_hEyeGlow = CSprite::SpriteCreate( FLOOR_TURRET_GLOW_SPRITE, GetLocalOrigin(), false ); if ( !m_hEyeGlow ) return;
m_hEyeGlow->SetTransparency( kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation ); m_hEyeGlow->SetAttachment( this, m_iEyeAttachment ); }
// Add the laser if it doesn't already exist
if ( IsCitizenTurret() && HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false && m_hLaser == NULL ) { m_hLaser = CBeam::BeamCreate( LASER_BEAM_SPRITE, 1.0f ); if ( m_hLaser == NULL ) return;
m_hLaser->EntsInit( this, this ); m_hLaser->FollowEntity( this ); m_hLaser->SetStartAttachment( LookupAttachment( "laser_start" ) ); m_hLaser->SetEndAttachment( LookupAttachment( "laser_end" ) ); m_hLaser->SetNoise( 0 ); m_hLaser->SetColor( 255, 0, 0 ); m_hLaser->SetScrollRate( 0 ); m_hLaser->SetWidth( 1.0f ); m_hLaser->SetEndWidth( 1.0f ); m_hLaser->SetBrightness( 160 ); m_hLaser->SetBeamFlags( SF_BEAM_SHADEIN ); }
m_iEyeState = state;
//Set the state
switch( state ) { default: case TURRET_EYE_SEE_TARGET: //Fade in and scale up
m_hEyeGlow->SetColor( 255, 0, 0 ); m_hEyeGlow->SetBrightness( 164, 0.1f ); m_hEyeGlow->SetScale( 0.4f, 0.1f ); break;
case TURRET_EYE_SEEKING_TARGET: //Ping-pongs
//Toggle our state
m_bBlinkState = !m_bBlinkState; m_hEyeGlow->SetColor( 255, 128, 0 );
if ( m_bBlinkState ) { //Fade up and scale up
m_hEyeGlow->SetScale( 0.25f, 0.1f ); m_hEyeGlow->SetBrightness( 164, 0.1f ); } else { //Fade down and scale down
m_hEyeGlow->SetScale( 0.2f, 0.1f ); m_hEyeGlow->SetBrightness( 64, 0.1f ); }
break;
case TURRET_EYE_DORMANT: //Fade out and scale down
m_hEyeGlow->SetColor( 0, 255, 0 ); m_hEyeGlow->SetScale( 0.1f, 0.5f ); m_hEyeGlow->SetBrightness( 64, 0.5f ); break;
case TURRET_EYE_DEAD: //Fade out slowly
m_hEyeGlow->SetColor( 255, 0, 0 ); m_hEyeGlow->SetScale( 0.1f, 3.0f ); m_hEyeGlow->SetBrightness( 0, 3.0f ); break;
case TURRET_EYE_DISABLED: m_hEyeGlow->SetColor( 0, 255, 0 ); m_hEyeGlow->SetScale( 0.1f, 1.0f ); m_hEyeGlow->SetBrightness( 0, 1.0f ); break; case TURRET_EYE_ALARM: { //Toggle our state
m_bBlinkState = !m_bBlinkState; m_hEyeGlow->SetColor( 255, 0, 0 );
if ( m_bBlinkState ) { //Fade up and scale up
m_hEyeGlow->SetScale( 0.75f, 0.05f ); m_hEyeGlow->SetBrightness( 192, 0.05f ); } else { //Fade down and scale down
m_hEyeGlow->SetScale( 0.25f, 0.25f ); m_hEyeGlow->SetBrightness( 64, 0.25f ); } } break; } }
//-----------------------------------------------------------------------------
// Purpose: Make a pinging noise so the player knows where we are
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Ping( void ) { //See if it's time to ping again
if ( m_flPingTime > gpGlobals->curtime ) return;
//Ping!
EmitSound( "NPC_FloorTurret.Ping" );
SetEyeState( TURRET_EYE_SEEKING_TARGET );
m_flPingTime = gpGlobals->curtime + FLOOR_TURRET_PING_TIME; }
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Toggle( void ) { //This turret is on its side, it can't function
if ( OnSide() || ( IsAlive() == false ) ) return;
//Toggle the state
if ( m_bEnabled ) { Disable(); } else { Enable(); } }
//-----------------------------------------------------------------------------
// Purpose: Enable the turret and deploy
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Enable( void ) { // Don't interrupt blowing up!
if ( m_bSelfDestructing ) return;
// Always allow us to come back to life, even if not right now
m_bEnabled = true;
//This turret is on its side, it can't function
if ( OnSide() || ( IsAlive() == false ) ) return;
// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
if ( m_spawnflags & SF_FLOOR_TURRET_AUTOACTIVATE ) { m_bAutoStart = true; }
SetThink( &CNPC_FloorTurret::Deploy ); SetNextThink( gpGlobals->curtime + 0.05f ); }
//-----------------------------------------------------------------------------
// Purpose: Retire the turret until enabled again
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Disable( void ) { //This turret is on its side, it can't function
if ( OnSide() || ( IsAlive() == false ) || m_bSelfDestructing ) return;
if ( m_bEnabled ) { m_bEnabled = false; m_bAutoStart = false;
SetEnemy( NULL ); SetThink( &CNPC_FloorTurret::Retire ); SetNextThink( gpGlobals->curtime + 0.1f ); } else SetThink( &CNPC_FloorTurret::DisabledThink ); }
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state via input function
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputToggle( inputdata_t &inputdata ) { Toggle(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputEnable( inputdata_t &inputdata ) { Enable(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputDisable( inputdata_t &inputdata ) { Disable(); }
//-----------------------------------------------------------------------------
// Purpose: Stops the turret from firing live rounds (still attempts to though)
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputDepleteAmmo( inputdata_t &inputdata ) { AddSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ); }
//-----------------------------------------------------------------------------
// Purpose: Allows the turret to fire live rounds again
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputRestoreAmmo( inputdata_t &inputdata ) { RemoveSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ); }
//-----------------------------------------------------------------------------
// Purpose: Allow players and npc's to turn the turret on and off
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { switch( useType ) { case USE_OFF: Disable(); break; case USE_ON: Enable(); break; case USE_SET: break; case USE_TOGGLE: Toggle( ); break; } }
//-----------------------------------------------------------------------------
// Purpose: Reduce physics forces from the front
//-----------------------------------------------------------------------------
int CNPC_FloorTurret::VPhysicsTakeDamage( const CTakeDamageInfo &info ) { bool bShouldIgnoreFromFront = false;
// Ignore crossbow bolts hitting us from the front
bShouldIgnoreFromFront = ( info.GetDamageType() & DMG_BULLET ) != 0;
// Ignore bullets from the front
if ( !bShouldIgnoreFromFront ) { bShouldIgnoreFromFront = FClassnameIs( info.GetInflictor(), "crossbow_bolt" ); }
// Did it hit us on the front?
if ( bShouldIgnoreFromFront ) { Vector vecForward; GetVectors( &vecForward, NULL, NULL ); Vector vecForce = info.GetDamageForce(); VectorNormalize( vecForce ); float flDot = DotProduct( vecForward, vecForce ); if ( flDot < -0.85 ) return 0; }
return BaseClass::VPhysicsTakeDamage( info ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
int CNPC_FloorTurret::OnTakeDamage( const CTakeDamageInfo &info ) { CTakeDamageInfo newInfo = info;
if ( info.GetDamageType() & (DMG_SLASH|DMG_CLUB) ) { // Take extra force from melee hits
newInfo.ScaleDamageForce( 2.0f ); // Disable our upright controller for some time
if ( m_pMotionController != NULL ) { m_pMotionController->Suspend( 2.0f ); } } else if ( info.GetDamageType() & DMG_BLAST ) { newInfo.ScaleDamageForce( 2.0f ); } else if ( (info.GetDamageType() & DMG_BULLET) && !(info.GetDamageType() & DMG_BUCKSHOT) ) { // Bullets, but not buckshot, do extra push
newInfo.ScaleDamageForce( 2.5f ); }
// Manually apply vphysics because AI_BaseNPC takedamage doesn't call back to CBaseEntity OnTakeDamage
VPhysicsTakeDamage( newInfo );
// Bump up our search time
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
// Start looking around in anger if we were idle
if ( IsAlive() && m_bEnabled && m_bAutoStart && GetActivity() == ACT_FLOOR_TURRET_CLOSED_IDLE && m_bSelfDestructing == false ) { SetThink( &CNPC_FloorTurret::Deploy ); }
return BaseClass::OnTakeDamage( newInfo ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SpinUp( void ) { }
#define FLOOR_TURRET_MIN_SPIN_DOWN 1.0f
//-----------------------------------------------------------------------------
// Purpose:
// Output : const QAngle
//-----------------------------------------------------------------------------
QAngle CNPC_FloorTurret::PreferredCarryAngles( void ) { // FIXME: Embed this into the class
static QAngle g_prefAngles;
Vector vecUserForward; CBasePlayer *pPlayer = AI_GetSinglePlayer(); pPlayer->EyeVectors( &vecUserForward );
// If we're looking up, then face directly forward
if ( vecUserForward.z >= 0.0f ) return vec3_angle;
// Otherwise, stay "upright"
g_prefAngles.Init(); g_prefAngles.x = -pPlayer->EyeAngles().x; return g_prefAngles; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SpinDown( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVictim -
// Output : float
//-----------------------------------------------------------------------------
float CNPC_FloorTurret::GetAttackDamageScale( CBaseEntity *pVictim ) { CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
// Do extra damage to antlions & combine
if ( pBCC ) { if ( pBCC->Classify() == CLASS_ANTLION ) return 2.0; if ( pBCC->Classify() == CLASS_COMBINE ) return 2.0; }
return BaseClass::GetAttackDamageScale( pVictim ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CNPC_FloorTurret::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ) { WeaponProficiency_t weaponProficiency = WEAPON_PROFICIENCY_AVERAGE;
// Switch our weapon proficiency based upon our target
if ( pTarget ) { if ( pTarget->Classify() == CLASS_PLAYER || pTarget->Classify() == CLASS_ANTLION || pTarget->Classify() == CLASS_ZOMBIE ) { // Make me much more accurate
weaponProficiency = WEAPON_PROFICIENCY_PERFECT; } else if ( pTarget->Classify() == CLASS_COMBINE ) { // Make me more accurate
weaponProficiency = WEAPON_PROFICIENCY_VERY_GOOD; } }
return VECTOR_CONE_10DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ weaponProficiency ].spreadscale); }
//------------------------------------------------------------------------------
// Do we have a physics attacker?
//------------------------------------------------------------------------------
CBasePlayer *CNPC_FloorTurret::HasPhysicsAttacker( float dt ) { // If the player is holding me now, or I've been recently thrown
// then return a pointer to that player
if ( IsHeldByPhyscannon( ) || (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) ) { return m_hPhysicsAttacker; } return NULL; } //-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CNPC_FloorTurret::DrawDebugTextOverlays( void ) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { if (VPhysicsGetObject()) { char tempstr[512]; Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", VPhysicsGetObject()->GetMass(), kg2lbs(VPhysicsGetObject()->GetMass()), GetMassEquivalent(VPhysicsGetObject()->GetMass())); EntityText( text_offset, tempstr, 0); text_offset++; } }
return text_offset; }
void CNPC_FloorTurret::UpdateMuzzleMatrix() { if ( gpGlobals->tickcount != m_muzzleToWorldTick ) { m_muzzleToWorldTick = gpGlobals->tickcount; GetAttachment( m_iMuzzleAttachment, m_muzzleToWorld ); } }
//-----------------------------------------------------------------------------
// Purpose: We override this code because otherwise we start to move into the
// tricky realm of player avoidance. Since we don't go through the
// normal NPC thinking but we ARE an NPC (...) we miss a bunch of
// book keeping. This means we can become invisible and then never
// reappear.
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::PlayerPenetratingVPhysics( void ) { // We don't care!
}
#define SELF_DESTRUCT_DURATION 4.0f
#define SELF_DESTRUCT_BEEP_MIN_DELAY 0.1f
#define SELF_DESTRUCT_BEEP_MAX_DELAY 0.75f
#define SELF_DESTRUCT_BEEP_MIN_PITCH 100.0f
#define SELF_DESTRUCT_BEEP_MAX_PITCH 225.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::BreakThink( void ) { Vector vecUp; GetVectors( NULL, NULL, &vecUp ); Vector vecOrigin = WorldSpaceCenter() + ( vecUp * 12.0f );
// Our effect
#ifdef HL2_EPISODIC
DispatchParticleEffect( "explosion_turret_break", vecOrigin, GetAbsAngles() ); #endif // HL2_EPISODIC
// K-boom
RadiusDamage( CTakeDamageInfo( this, this, 15.0f, DMG_BLAST ), vecOrigin, (10*12), CLASS_NONE, this );
EmitSound( "NPC_FloorTurret.Destruct" );
breakablepropparams_t params( GetAbsOrigin(), GetAbsAngles(), vec3_origin, RandomAngularImpulse( -800.0f, 800.0f ) ); params.impactEnergyScale = 1.0f; params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
// no damage/damage force? set a burst of 100 for some movement
params.defBurstScale = 100; PropBreakableCreateAll( GetModelIndex(), VPhysicsGetObject(), params, this, -1, true );
// Throw out some small chunks too obscure the explosion even more
CPVSFilter filter( vecOrigin ); for ( int i = 0; i < 4; i++ ) { Vector gibVelocity = RandomVector(-100,100); int iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel( "MetalChunks" ) ); te->BreakModel( filter, 0.0, vecOrigin, GetAbsAngles(), Vector(40,40,40), gibVelocity, iModelIndex, 150, 4, 2.5, BREAK_METAL ); }
// We're done!
UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose: The countdown to destruction!
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SelfDestructThink( void ) { // Continue to animate
PreThink( TURRET_SELF_DESTRUCTING );
// If we're done, explode
if ( ( gpGlobals->curtime - m_flDestructStartTime ) >= SELF_DESTRUCT_DURATION ) { SetThink( &CNPC_FloorTurret::BreakThink ); SetNextThink( gpGlobals->curtime + 0.1f ); UTIL_Remove( m_hFizzleEffect ); m_hFizzleEffect = NULL; return; }
// Find out where we are in the cycle of our destruction
float flDestructPerc = clamp( ( gpGlobals->curtime - m_flDestructStartTime ) / SELF_DESTRUCT_DURATION, 0.0f, 1.0f );
// Figure out when our next beep should occur
float flBeepTime = SELF_DESTRUCT_BEEP_MAX_DELAY + ( ( SELF_DESTRUCT_BEEP_MIN_DELAY - SELF_DESTRUCT_BEEP_MAX_DELAY ) * flDestructPerc );
// If it's time to beep again, do so
if ( gpGlobals->curtime > ( m_flPingTime + flBeepTime ) ) { // Figure out what our beep pitch will be
float flBeepPitch = SELF_DESTRUCT_BEEP_MIN_PITCH + ( ( SELF_DESTRUCT_BEEP_MAX_PITCH - SELF_DESTRUCT_BEEP_MIN_PITCH ) * flDestructPerc ); StopSound( "NPC_FloorTurret.AlarmPing" );
// Play the beep
CPASAttenuationFilter filter( this, "NPC_FloorTurret.AlarmPing" ); EmitSound_t params; params.m_pSoundName = "NPC_FloorTurret.AlarmPing"; params.m_nPitch = floor( flBeepPitch ); params.m_nFlags = SND_CHANGE_PITCH; EmitSound( filter, entindex(), params ); // Flash our eye
SetEyeState( TURRET_EYE_ALARM ); // Save this as the last time we pinged
m_flPingTime = gpGlobals->curtime; // Randomly twitch
m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60*flDestructPerc, 60*flDestructPerc ); m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60*flDestructPerc, 60*flDestructPerc ); } UpdateFacing();
// Think again!
SetNextThink( gpGlobals->curtime + 0.05f ); }
//-----------------------------------------------------------------------------
// Purpose: Make us explode
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputSelfDestruct( inputdata_t &inputdata ) { // Ka-boom!
m_flDestructStartTime = gpGlobals->curtime; m_flPingTime = gpGlobals->curtime; m_bSelfDestructing = true;
SetThink( &CNPC_FloorTurret::SelfDestructThink ); SetNextThink( gpGlobals->curtime + 0.1f );
// Create the dust effect in place
m_hFizzleEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" ); if ( m_hFizzleEffect != NULL ) { Vector vecUp; GetVectors( NULL, NULL, &vecUp );
// Setup our basic parameters
m_hFizzleEffect->KeyValue( "start_active", "1" ); m_hFizzleEffect->KeyValue( "effect_name", "explosion_turret_fizzle" ); m_hFizzleEffect->SetParent( this ); m_hFizzleEffect->SetAbsOrigin( WorldSpaceCenter() + ( vecUp * 12.0f ) ); DispatchSpawn( m_hFizzleEffect ); m_hFizzleEffect->Activate(); } }
//
// Tip controller
//
LINK_ENTITY_TO_CLASS( floorturret_tipcontroller, CTurretTipController );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CTurretTipController )
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_flSuspendTime, FIELD_TIME ), DEFINE_FIELD( m_worldGoalAxis, FIELD_VECTOR ), DEFINE_FIELD( m_localTestAxis, FIELD_VECTOR ), DEFINE_PHYSPTR( m_pController ), DEFINE_FIELD( m_angularLimit, FIELD_FLOAT ), DEFINE_FIELD( m_pParentTurret, FIELD_CLASSPTR ),
END_DATADESC()
CTurretTipController::~CTurretTipController() { if ( m_pController ) { physenv->DestroyMotionController( m_pController ); m_pController = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTurretTipController::Spawn( void ) { m_bEnabled = true;
// align the object's local Z axis
m_localTestAxis.Init( 0, 0, 1 ); // with the world's Z axis
m_worldGoalAxis.Init( 0, 0, 1 );
// recover from up to 25 degrees / sec angular velocity
m_angularLimit = 25; m_flSuspendTime = 0;
SetMoveType( MOVETYPE_NONE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTurretTipController::Activate( void ) { BaseClass::Activate();
if ( m_pParentTurret == NULL ) { UTIL_Remove(this); return; }
IPhysicsObject *pPhys = m_pParentTurret->VPhysicsGetObject();
if ( pPhys == NULL ) { UTIL_Remove(this); return; }
//Setup the motion controller
if ( !m_pController ) { m_pController = physenv->CreateMotionController( (IMotionEvent *)this ); m_pController->AttachObject( pPhys, true ); } else { m_pController->SetEventHandler( this ); } }
//-----------------------------------------------------------------------------
// Purpose: Actual simulation for tip controller
//-----------------------------------------------------------------------------
IMotionEvent::simresult_e CTurretTipController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) { if ( Enabled() == false ) return SIM_NOTHING;
// Don't simulate if we're being carried by the player
if ( m_pParentTurret->IsBeingCarriedByPlayer() ) return SIM_NOTHING;
float flAngularLimit = m_angularLimit;
// If we were just dropped by a friendly player, stabilise better
if ( m_pParentTurret->WasJustDroppedByPlayer() ) { // Increase the controller strength a little
flAngularLimit += 20; } else { // If the turret has some vertical velocity, don't simulate
Vector vecVelocity; AngularImpulse angImpulse; pObject->GetVelocity( &vecVelocity, &angImpulse ); if ( (vecVelocity.LengthSqr() > CNPC_FloorTurret::fMaxTipControllerVelocity) || (angImpulse.LengthSqr() > CNPC_FloorTurret::fMaxTipControllerAngularVelocity) ) return SIM_NOTHING; }
linear.Init();
AngularImpulse angVel; pObject->GetVelocity( NULL, &angVel );
matrix3x4_t matrix; // get the object's local to world transform
pObject->GetPositionMatrix( &matrix );
// Get the alignment axis in object space
Vector currentLocalTargetAxis; VectorIRotate( m_worldGoalAxis, matrix, currentLocalTargetAxis );
float invDeltaTime = (1/deltaTime); angular = ComputeRotSpeedToAlignAxes( m_localTestAxis, currentLocalTargetAxis, angVel, 1.0, invDeltaTime * invDeltaTime, flAngularLimit * invDeltaTime );
return SIM_LOCAL_ACCELERATION; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTurretTipController::Enable( bool state ) { m_bEnabled = state; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
//-----------------------------------------------------------------------------
void CTurretTipController::Suspend( float time ) { m_flSuspendTime = gpGlobals->curtime + time; }
float CTurretTipController::SuspendedTill( void ) { return m_flSuspendTime; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTurretTipController::Enabled( void ) { if ( m_flSuspendTime > gpGlobals->curtime ) return false;
return m_bEnabled; }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_turret_floor, CNPC_FloorTurret )
DECLARE_INTERACTION( g_interactionTurretStillStanding );
AI_END_CUSTOM_NPC()
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