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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "Sprite.h"
#include "hl2/hl2_player.h"
#include "soundenvelope.h"
#include "explode.h"
#include "IEffects.h"
#include "animation.h"
#include "props.h"
#include "rope.h"
#include "rope_shared.h"
#include "basehlcombatweapon_shared.h"
#include "iservervehicle.h"
#include "physics_prop_ragdoll.h"
#include "portal_util_shared.h"
#include "prop_portal.h"
#include "portal_player.h"
#include "world.h"
#include "ai_baseactor.h" // for Glados ent playing VCDs
#include "sceneentity.h" // precacheing vcds
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SECURITY_CAMERA_MODEL "models/props/security_camera.mdl"
#define SECURITY_CAMERA_BC_YAW "aim_yaw"
#define SECURITY_CAMERA_BC_PITCH "aim_pitch"
#define SECURITY_CAMERA_RANGE 1500
#define SECURITY_CAMERA_SPREAD VECTOR_CONE_2DEGREES
#define SECURITY_CAMERA_MAX_WAIT 5
#define SECURITY_CAMERA_PING_TIME 1.0f //LPB!!
#define SECURITY_CAMERA_NUM_ROPES 2
#define SECURITY_CAMERA_GLOW_SPRITE "sprites/glow1.vmt"
//Aiming variables
#define SECURITY_CAMERA_MAX_NOHARM_PERIOD 0.0f
#define SECURITY_CAMERA_MAX_GRACE_PERIOD 3.0f
//Spawnflags
#define SF_SECURITY_CAMERA_AUTOACTIVATE 0x00000020
#define SF_SECURITY_CAMERA_STARTINACTIVE 0x00000040
#define SF_SECURITY_CAMERA_NEVERRETIRE 0x00000080
#define SF_SECURITY_CAMERA_OUT_OF_AMMO 0x00000100
#define CAMERA_DESTROYED_SCENE_1 "scenes/general/generic_security_camera_destroyed-1.vcd"
#define CAMERA_DESTROYED_SCENE_2 "scenes/general/generic_security_camera_destroyed-2.vcd"
#define CAMERA_DESTROYED_SCENE_3 "scenes/general/generic_security_camera_destroyed-3.vcd"
#define CAMERA_DESTROYED_SCENE_4 "scenes/general/generic_security_camera_destroyed-4.vcd"
#define CAMERA_DESTROYED_SCENE_5 "scenes/general/generic_security_camera_destroyed-5.vcd"
//Heights
#define SECURITY_CAMERA_YAW_SPEED 7.0f
#define SECURITY_CAMERA_TOTAL_TO_KNOCK_DOWN 33
//Turret states
enum turretState_e { TURRET_SEARCHING, TURRET_AUTO_SEARCHING, TURRET_ACTIVE, TURRET_DEPLOYING, TURRET_RETIRING, TURRET_DEAD, };
// Forces glados actor to play reaction scenes when player dismounts camera.
void PlayDismountSounds( void );
//
// Security Camera
//
class CNPC_SecurityCamera : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics { DECLARE_CLASS( CNPC_SecurityCamera, CNPCBaseInteractive<CAI_BaseNPC> ); public: CNPC_SecurityCamera( void ); ~CNPC_SecurityCamera( void );
void Precache( void ); virtual void CreateSounds( void ); virtual void StopLoopingSounds( void ); virtual void Spawn( void ); virtual void Activate( void ); bool CreateVPhysics( void ); virtual void UpdateOnRemove( void ); virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ); virtual int ObjectCaps( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Think functions
void Retire( void ); void Deploy( void ); void ActiveThink( void ); void SearchThink( void ); void DeathThink( void );
// Inputs
void InputToggle( inputdata_t &inputdata ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputRagdoll( inputdata_t &inputdata );
void SetLastSightTime();
int OnTakeDamage( const CTakeDamageInfo &inputInfo ); virtual void PlayerPenetratingVPhysics( void ); bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
bool ShouldSavePhysics() { return true; }
virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
Class_T Classify( void ) { if( m_bEnabled ) return CLASS_COMBINE;
return CLASS_NONE; } bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
Vector EyeOffset( Activity nActivity ) { Vector vForward;
GetVectors( &vForward, 0, 0 );
return vForward * 10.0f; }
Vector EyePosition( void ) { return GetAbsOrigin() + EyeOffset(GetActivity()); }
protected: bool PreThink( turretState_e state ); void Ping( void ); void Toggle( void ); void Enable( void ); void Disable( void );
void RopesOn( void ); void RopesOff( void ); void EyeOn( void ); void EyeOff( void );
bool UpdateFacing( void );
private:
CHandle<CRopeKeyframe> m_hRopes[ SECURITY_CAMERA_NUM_ROPES ]; CHandle<CSprite> m_hEyeGlow;
bool m_bAutoStart; bool m_bActive; //Denotes the turret is deployed and looking for targets
bool m_bBlinkState; bool m_bEnabled; //Denotes whether the turret is able to deploy or not
float m_flLastSight; float m_flPingTime;
QAngle m_vecGoalAngles; QAngle m_vecCurrentAngles; Vector m_vNoisePos; int m_iTicksTillNextNoise;
CSoundPatch *m_pMovementSound;
COutputEvent m_OnDeploy; COutputEvent m_OnRetire;
DECLARE_DATADESC(); };
//Datatable
BEGIN_DATADESC( CNPC_SecurityCamera )
DEFINE_ARRAY( m_hRopes, FIELD_EHANDLE, SECURITY_CAMERA_NUM_ROPES ), DEFINE_FIELD( m_hEyeGlow, FIELD_EHANDLE ),
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_flLastSight, FIELD_TIME ), DEFINE_FIELD( m_flPingTime, FIELD_TIME ), DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ), DEFINE_FIELD( m_vecCurrentAngles, FIELD_VECTOR ), DEFINE_FIELD( m_vNoisePos, FIELD_VECTOR ), DEFINE_FIELD( m_iTicksTillNextNoise, FIELD_INTEGER ),
DEFINE_SOUNDPATCH( m_pMovementSound ),
DEFINE_THINKFUNC( Retire ), DEFINE_THINKFUNC( Deploy ), DEFINE_THINKFUNC( ActiveThink ), DEFINE_THINKFUNC( SearchThink ), DEFINE_THINKFUNC( DeathThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Ragdoll", InputRagdoll ),
DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ), DEFINE_OUTPUT( m_OnRetire, "OnRetire" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_security_camera, CNPC_SecurityCamera );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CNPC_SecurityCamera::CNPC_SecurityCamera( void ) { m_bActive = false; m_bAutoStart = false; m_flPingTime = 0; m_flLastSight = 0; m_bBlinkState = false; m_bEnabled = false; m_vecCurrentAngles = QAngle( 0.0f, 0.0f, 0.0f );
m_vecGoalAngles.Init(); m_vNoisePos = Vector( 0.0f, 0.0f, 0.0f ); m_iTicksTillNextNoise = 5;
m_pMovementSound = NULL; m_hEyeGlow = NULL; }
CNPC_SecurityCamera::~CNPC_SecurityCamera( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Precache( void ) { PrecacheModel( SECURITY_CAMERA_MODEL );
PrecacheScriptSound( "Portalgun.pedestal_rotate_loop" );
// Scenes for when the player dismounts a security camera. Spoken only if Aperture_AI actor is in the
PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_1 ); PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_2 ); PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_3 ); PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_4 ); PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_5 ); BaseClass::Precache(); }
void CNPC_SecurityCamera::CreateSounds() { if (!m_pMovementSound) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
m_pMovementSound = controller.SoundCreate( filter, entindex(), "Portalgun.pedestal_rotate_loop" ); controller.Play( m_pMovementSound, 0, 100 ); } }
void CNPC_SecurityCamera::StopLoopingSounds() { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pMovementSound ); m_pMovementSound = NULL;
BaseClass::StopLoopingSounds(); }
//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Spawn( void ) { Precache();
SetModel( SECURITY_CAMERA_MODEL ); BaseClass::Spawn();
m_HackedGunPos = Vector( 0, 0, 12.75 ); SetViewOffset( EyeOffset( ACT_IDLE ) ); m_flFieldOfView = VIEW_FIELD_FULL; m_takedamage = DAMAGE_NO; m_iHealth = 1000; m_bloodColor = BLOOD_COLOR_MECH; SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE );
SetCollisionBounds( Vector( -16.0f, -16.0f, -16.0f ), Vector( 16.0f, 16.0f, 16.0f ) );
RemoveFlag( FL_AIMTARGET ); AddEFlags( EFL_NO_DISSOLVE );
SetPoseParameter( SECURITY_CAMERA_BC_YAW, 0 ); SetPoseParameter( SECURITY_CAMERA_BC_PITCH, 0 );
//Set our autostart state
m_bAutoStart = !!( m_spawnflags & SF_SECURITY_CAMERA_AUTOACTIVATE ); m_bEnabled = ( ( m_spawnflags & SF_SECURITY_CAMERA_STARTINACTIVE ) == false );
//Do we start active?
if ( m_bAutoStart && m_bEnabled ) { SetThink( &CNPC_SecurityCamera::SearchThink ); }
//Stagger our starting times
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );
CreateVPhysics(); }
void CNPC_SecurityCamera::Activate( void ) { BaseClass::Activate();
CreateSounds();
RopesOn(); EyeOn(); }
bool CNPC_SecurityCamera::CreateVPhysics( void ) { IPhysicsObject *pPhysics = VPhysicsInitNormal( SOLID_VPHYSICS, FSOLID_NOT_STANDABLE, false ); if ( !pPhysics ) DevMsg( "npc_turret_floor unable to spawn physics object!\n" ); else pPhysics->EnableMotion( false );
return true; }
void CNPC_SecurityCamera::UpdateOnRemove( void ) { RopesOff(); EyeOff();
BaseClass::UpdateOnRemove(); }
void CNPC_SecurityCamera::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) { // On teleport, we record a pointer to the portal we are arriving at
if ( eventType == NOTIFY_EVENT_TELEPORT ) { RopesOff(); RopesOn(); }
BaseClass::NotifySystemEvent( pNotify, eventType, params ); }
int CNPC_SecurityCamera::ObjectCaps( void ) { IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( !pPhysics || !pPhysics->IsMotionEnabled() ) return BaseClass::ObjectCaps();
return ( BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS | FCAP_USE_ONGROUND | FCAP_IMPULSE_USE ); }
void CNPC_SecurityCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer ) pPlayer->PickupObject( this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_SecurityCamera::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { if ( !m_takedamage ) return 0;
CTakeDamageInfo info = inputInfo;
if ( m_bActive == false ) info.ScaleDamage( 0.1f );
m_iHealth -= info.GetDamage();
if ( m_iHealth <= 0 ) { m_iHealth = 0; m_takedamage = DAMAGE_NO;
RemoveFlag( FL_NPC ); // why are they set in the first place???
ExplosionCreate( GetAbsOrigin(), GetLocalAngles(), this, 100, 100, false ); SetThink( &CNPC_SecurityCamera::DeathThink );
StopSound( "NPC_SecurityCamera.Alert" );
m_OnDamaged.FireOutput( info.GetInflictor(), this );
SetNextThink( gpGlobals->curtime + 0.1f );
return 0; }
return 1; }
//-----------------------------------------------------------------------------
// 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_SecurityCamera::PlayerPenetratingVPhysics( void ) { // We don't care!
}
bool CNPC_SecurityCamera::OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { return !m_bActive; }
//-----------------------------------------------------------------------------
// Purpose: Shut down
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Retire( void ) { if ( PreThink( TURRET_RETIRING ) ) return;
//Level out the turret
m_vecGoalAngles = GetAbsAngles(); SetNextThink( gpGlobals->curtime );
//Set ourselves to close
if ( m_bActive ) { //Notify of the retraction
m_OnRetire.FireOutput( NULL, this ); }
m_bActive = false; m_flLastSight = 0;
SetThink( &CNPC_SecurityCamera::SUB_DoNothing ); }
//-----------------------------------------------------------------------------
// Purpose: Start up
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Deploy( void ) { if ( PreThink( TURRET_DEPLOYING ) ) return;
m_vecGoalAngles = GetAbsAngles();
SetNextThink( gpGlobals->curtime );
if ( !m_bActive ) { m_bActive = true;
//Notify we're deploying
m_OnDeploy.FireOutput( NULL, this ); }
m_flPlaybackRate = 0; SetThink( &CNPC_SecurityCamera::SearchThink );
//EmitSound( "NPC_SecurityCamera.Move" );
SetLastSightTime(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::SetLastSightTime() { if( HasSpawnFlags( SF_SECURITY_CAMERA_NEVERRETIRE ) ) { m_flLastSight = FLT_MAX; } else { m_flLastSight = gpGlobals->curtime + SECURITY_CAMERA_MAX_WAIT; } }
//-----------------------------------------------------------------------------
// Purpose: Causes the turret to face its desired angles
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::UpdateFacing( void ) { bool bMoved = false;
if ( m_vecCurrentAngles.x < m_vecGoalAngles.x ) { m_vecCurrentAngles.x += SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.x > m_vecGoalAngles.x ) m_vecCurrentAngles.x = m_vecGoalAngles.x;
bMoved = true; }
if ( m_vecCurrentAngles.y < m_vecGoalAngles.y ) { m_vecCurrentAngles.y += SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.y > m_vecGoalAngles.y ) m_vecCurrentAngles.y = m_vecGoalAngles.y;
bMoved = true; }
if ( m_vecCurrentAngles.x > m_vecGoalAngles.x ) { m_vecCurrentAngles.x -= SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.x < m_vecGoalAngles.x ) m_vecCurrentAngles.x = m_vecGoalAngles.x;
bMoved = true; }
if ( m_vecCurrentAngles.y > m_vecGoalAngles.y ) { m_vecCurrentAngles.y -= SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.y < m_vecGoalAngles.y ) m_vecCurrentAngles.y = m_vecGoalAngles.y;
bMoved = true; }
if ( bMoved ) { if ( m_pMovementSound ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundChangeVolume( m_pMovementSound, RandomFloat( 0.7f, 0.9f ), 0.05f ); }
// Update pitch
int iPose = LookupPoseParameter( SECURITY_CAMERA_BC_PITCH ); SetPoseParameter( iPose, m_vecCurrentAngles.x );
// Update yaw
iPose = LookupPoseParameter( SECURITY_CAMERA_BC_YAW ); SetPoseParameter( iPose, m_vecCurrentAngles.y );
InvalidateBoneCache(); } else { if ( m_pMovementSound ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundChangeVolume( m_pMovementSound, 0.0f, 0.05f ); } }
return bMoved; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { CBaseEntity *pHitEntity = NULL; if ( BaseClass::FVisible( pEntity, traceMask, &pHitEntity ) ) return true;
// If we hit something that's okay to hit anyway, still fire
if ( pHitEntity && pHitEntity->MyCombatCharacterPointer() ) { if (IRelationType(pHitEntity) == D_HT) return true; }
if (ppBlocker) { *ppBlocker = pHitEntity; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Allows the turret to fire on targets if they're visible
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::ActiveThink( void ) { //Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_ACTIVE ) ) return;
//Update our think time
SetNextThink( gpGlobals->curtime + 0.1f );
CBaseEntity *pEnemy = GetEnemy();
//If we've become inactive, go back to searching
if ( m_bActive == false || !pEnemy ) { SetEnemy( NULL ); SetLastSightTime(); SetThink( &CNPC_SecurityCamera::SearchThink ); m_vecGoalAngles = GetAbsAngles(); return; } //Get our shot positions
Vector vecMid = EyePosition(); Vector vecMidEnemy = pEnemy->GetAbsOrigin();
//Store off our last seen location
UpdateEnemyMemory( pEnemy, vecMidEnemy );
//Look for our current enemy
bool bEnemyVisible = pEnemy->IsAlive() && FInViewCone( pEnemy ) && FVisible( pEnemy );
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid; float flDistToEnemy = VectorNormalize( vecDirToEnemy );
CProp_Portal *pPortal = NULL;
if ( pEnemy->IsAlive() ) { pPortal = FInViewConeThroughPortal( pEnemy );
if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) ) { // Translate our target across the portal
Vector vecMidEnemyTransformed; UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed );
//Calculate dir and dist to enemy
Vector vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid; float flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed );
// If it's not visible through normal means or the enemy is closer through the portal, use the translated info
if ( !bEnemyVisible || flDistToEnemyTransformed < flDistToEnemy ) { bEnemyVisible = true; vecMidEnemy = vecMidEnemyTransformed; vecDirToEnemy = vecDirToEnemyTransformed; flDistToEnemy = flDistToEnemyTransformed; } else { pPortal = NULL; } } else { pPortal = NULL; } }
// Add noise to the look position
--m_iTicksTillNextNoise;
if ( m_iTicksTillNextNoise <= 0 && flDistToEnemy < 256.0f ) { m_vNoisePos.x = RandomFloat( -8.0f, 8.0f ); m_vNoisePos.y = RandomFloat( -8.0f, 8.0f ); m_vNoisePos.z = RandomFloat( 0.0f, 32.0f );
m_iTicksTillNextNoise = RandomInt( 5, 30 ); }
//We want to look at the enemy's eyes so we don't jitter
Vector vEnemyEyes = pEnemy->EyePosition();
if ( pPortal ) { UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyEyes, vEnemyEyes ); }
Vector vecDirToEnemyEyes = ( vEnemyEyes + m_vNoisePos ) - vecMid; VectorNormalize( vecDirToEnemyEyes );
QAngle vecAnglesToEnemy; VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
Vector vForward, vRight, vUp; GetVectors( &vForward, &vRight, &vUp );
vecAnglesToEnemy.x = acosf( vecDirToEnemyEyes.Dot( -vUp ) ) * ( 180.0f / M_PI );
Vector vProjectedDirToEnemyEyes = vecDirToEnemyEyes - vecDirToEnemyEyes.Dot( vUp ) * vUp; VectorNormalize( vProjectedDirToEnemyEyes );
if ( vProjectedDirToEnemyEyes.IsZero() ) vecAnglesToEnemy.y = m_vecGoalAngles.y; else { if ( vProjectedDirToEnemyEyes.Dot( vForward ) > 0.0f ) vecAnglesToEnemy.y = acosf( vProjectedDirToEnemyEyes.Dot( vRight ) ) * ( 180.0f / M_PI ) - 90.0f; else vecAnglesToEnemy.y = -acosf( vProjectedDirToEnemyEyes.Dot( vRight ) ) * ( 180.0f / M_PI ) - 90.0f; }
vecAnglesToEnemy.y = AngleNormalize( vecAnglesToEnemy.y );
//Current enemy is not visible
if ( ( bEnemyVisible == false ) || ( flDistToEnemy > SECURITY_CAMERA_RANGE ) ) { if ( gpGlobals->curtime > m_flLastSight ) { // Should we look for a new target?
ClearEnemyMemory(); SetEnemy( NULL ); SetLastSightTime(); SetThink( &CNPC_SecurityCamera::SearchThink ); m_vecGoalAngles = GetAbsAngles();
return; }
bEnemyVisible = false; }
//If we can see our enemy, face it
if ( bEnemyVisible ) { m_vecGoalAngles.y = vecAnglesToEnemy.y; m_vecGoalAngles.x = vecAnglesToEnemy.x;
m_flLastSight = gpGlobals->curtime + 0.5f; }
//Turn to face
UpdateFacing();
// Update rope positions
for ( int iRope = 0; iRope < SECURITY_CAMERA_NUM_ROPES; ++iRope ) { if ( m_hRopes[ iRope ] ) { m_hRopes[ iRope ]->EndpointsChanged(); } } }
//-----------------------------------------------------------------------------
// Purpose: Target doesn't exist or has eluded us, so search for one
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::SearchThink( void ) { //Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_SEARCHING ) ) return;
SetNextThink( gpGlobals->curtime + 0.1f );
//If our enemy has died, pick a new enemy
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) ) { SetEnemy( NULL ); }
//Acquire the target
if ( GetEnemy() == NULL ) { CBaseEntity *pEnemy = NULL;
//CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
for( int i = 1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer && pPlayer->IsAlive() ) { if ( FInViewCone( pPlayer ) && FVisible( pPlayer ) ) { pEnemy = pPlayer; break; } else { CProp_Portal *pPortal = FInViewConeThroughPortal( pPlayer ); if ( pPortal && FVisibleThroughPortal( pPortal, pPlayer ) ) { pEnemy = pPlayer; break; } } } }
if ( pEnemy ) { SetEnemy( pEnemy ); } }
//If we've found a target follow it
if ( GetEnemy() != NULL ) { m_flLastSight = 0; m_bActive = true; SetThink( &CNPC_SecurityCamera::ActiveThink );
//EmitSound( "NPC_CeilingTurret.Active" );
return; }
--m_iTicksTillNextNoise;
if ( m_iTicksTillNextNoise <= 0 ) { //Display that we're scanning
m_vecGoalAngles.x = RandomFloat( -10.0f, 30.0f ); m_vecGoalAngles.y = RandomFloat( -80.0f, 80.0f );
m_iTicksTillNextNoise = RandomInt( 10, 35 ); }
//Turn and ping
//UpdateFacing();
Ping(); }
//-----------------------------------------------------------------------------
// Purpose: Allows a generic think function before the others are called
// Input : state - which state the turret is currently in
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::PreThink( turretState_e state ) { CheckPVSCondition();
//Animate
StudioFrameAdvance();
//Do not interrupt current think function
return false; }
//-----------------------------------------------------------------------------
// Purpose: Make a pinging noise so the player knows where we are
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Ping( void ) { //See if it's time to ping again
if ( m_flPingTime > gpGlobals->curtime ) return;
//Ping!
//EmitSound( "NPC_CeilingTurret.Ping" );
m_flPingTime = gpGlobals->curtime + SECURITY_CAMERA_PING_TIME; }
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Toggle( void ) { //Toggle the state
if ( m_bEnabled ) { Disable(); } else { Enable(); } }
//-----------------------------------------------------------------------------
// Purpose: Enable the turret and deploy
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Enable( void ) { m_bEnabled = true;
// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
if ( m_spawnflags & SF_SECURITY_CAMERA_AUTOACTIVATE ) { m_bAutoStart = true; }
SetThink( &CNPC_SecurityCamera::Deploy ); SetNextThink( gpGlobals->curtime + 0.05f ); }
//-----------------------------------------------------------------------------
// Purpose: Retire the turret until enabled again
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Disable( void ) { m_bEnabled = false; m_bAutoStart = false;
SetEnemy( NULL ); SetThink( &CNPC_SecurityCamera::Retire ); SetNextThink( gpGlobals->curtime + 0.1f ); }
void CNPC_SecurityCamera::RopesOn( void ) { for ( int iRope = 0; iRope < SECURITY_CAMERA_NUM_ROPES; ++iRope ) { // Make a rope if it doesn't exist
if ( !m_hRopes[ iRope ] ) { CFmtStr str;
int iStartIndex = LookupAttachment( str.sprintf( "Wire%i_A", iRope + 1 ) ); int iEndIndex = LookupAttachment( str.sprintf( "Wire%i_B", iRope + 1 ) );
m_hRopes[ iRope ] = CRopeKeyframe::Create( this, this, iStartIndex, iEndIndex ); if ( m_hRopes[ iRope ] ) { m_hRopes[ iRope ]->m_Width = 0.7; m_hRopes[ iRope ]->m_nSegments = ROPE_MAX_SEGMENTS; m_hRopes[ iRope ]->EnableWind( false ); m_hRopes[ iRope ]->SetupHangDistance( 9.0f ); m_hRopes[ iRope ]->m_bConstrainBetweenEndpoints = true; } } } }
void CNPC_SecurityCamera::RopesOff( void ) { for ( int iRope = 0; iRope < SECURITY_CAMERA_NUM_ROPES; ++iRope ) { // Remove rope if it's alive
if ( m_hRopes[ iRope ] ) { UTIL_Remove( m_hRopes[ iRope ] ); m_hRopes[ iRope ] = NULL; } } }
void CNPC_SecurityCamera::EyeOn( void ) { if ( !m_hEyeGlow ) { // Create our eye sprite
m_hEyeGlow = CSprite::SpriteCreate( SECURITY_CAMERA_GLOW_SPRITE, GetLocalOrigin(), false ); if ( !m_hEyeGlow ) return;
m_hEyeGlow->SetTransparency( kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation ); m_hEyeGlow->SetAttachment( this, LookupAttachment( "light" ) ); m_hEyeGlow->SetScale( 0.3f, 1.0f ); } }
void CNPC_SecurityCamera::EyeOff( void ) { if ( m_hEyeGlow != NULL ) { UTIL_Remove( m_hEyeGlow ); m_hEyeGlow = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::InputToggle( inputdata_t &inputdata ) { Toggle(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::InputEnable( inputdata_t &inputdata ) { Enable(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::InputDisable( inputdata_t &inputdata ) { Disable(); }
void CNPC_SecurityCamera::InputRagdoll( inputdata_t &inputdata ) { if ( !m_bEnabled ) return; // Leave decal on wall (may want to disable this once decal for where cam touches wall is made)
Vector vForward; GetVectors( &vForward, NULL, NULL );
trace_t tr; UTIL_TraceLine ( GetAbsOrigin() + 10.0f * vForward, GetAbsOrigin() -60.0f * vForward, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); if ( tr.m_pEnt ) UTIL_DecalTrace( &tr, "SecurityCamera.Detachment" );
// Disable it's AI
Disable(); SetThink( &CNPC_SecurityCamera::DeathThink ); EyeOff();
// Make it move
IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( !pPhysics || pPhysics->IsMotionEnabled() ) return;
pPhysics->EnableMotion( true ); pPhysics->Wake();
PlayDismountSounds(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::DeathThink( void ) { if ( PreThink( TURRET_DEAD ) ) return;
// Level out our angles
m_vecGoalAngles.x = 120.0f; m_vecGoalAngles.y = 0.0f; SetNextThink( gpGlobals->curtime + 0.1f );
if ( m_lifeState != LIFE_DEAD ) { m_lifeState = LIFE_DEAD;
//EmitSound( "NPC_CeilingTurret.Die" );
}
// lots of smoke
Vector pos; CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos ); CBroadcastRecipientFilter filter; te->Smoke( filter, 0.0, &pos, g_sModelIndexSmoke, 2.5, 10 ); g_pEffects->Sparks( pos );
if ( !UpdateFacing() ) { m_flPlaybackRate = 0; SetThink( NULL ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::CanBeAnEnemyOf( CBaseEntity *pEnemy ) { // If we're out of ammo, make friendly companions ignore us
if ( m_spawnflags & SF_SECURITY_CAMERA_OUT_OF_AMMO ) { if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL ) return false; }
return BaseClass::CanBeAnEnemyOf( pEnemy ); }
void PlayDismountSounds() { // Play GLaDOS's audio reaction
CPortal_Player* pPlayer = ToPortalPlayer( UTIL_PlayerByIndex( 1 ) ); CAI_BaseActor* pGlaDOS = (CAI_BaseActor*)gEntList.FindEntityByName( NULL, "Aperture_AI" ); if ( !pPlayer || !pGlaDOS ) { DevMsg( 2, "Could not play CNPC_SecurityCamera dismount scene, make sure actor named 'Aperture_AI' is present in map.\n" ); return; }
IGameEvent *event = gameeventmanager->CreateEvent( "security_camera_detached" ); if ( event ) { gameeventmanager->FireEvent( event ); } // If glados is currently talking, don't let her talk over herself or interrupt a potentially important speech.
// Should we play the dismount sound after she's done? or is that too disjointed from the camera dismounting act to make sense...
if ( IsRunningScriptedScene( pGlaDOS, false ) ) { return; }
pPlayer->IncNumCamerasDetatched(); int iNumCamerasDetatched = pPlayer->GetNumCamerasDetatched();
// If they've knocked down every one possible, play special '1' sound.
if ( iNumCamerasDetatched == SECURITY_CAMERA_TOTAL_TO_KNOCK_DOWN ) { InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_1 ); } else // iNumCamerasDetatched < SECURITY_CAMERA_TOTAL_TO_KNOCK_DOWN
{ // Play different sounds based on progress towards security camera knockdown total.
switch ( iNumCamerasDetatched ) { case 1: InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_2 ); break;
case 2: InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_3 ); break;
case 3: InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_4 ); break;
default: InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_5 ); break; } } }
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