Files
HL2Overcharged/game/server/hl2/npc_turret_floor.h
2025-05-21 21:20:08 +03:00

309 lines
8.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef NPC_TURRET_FLOOR_H
#define NPC_TURRET_FLOOR_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "player_pickup.h"
#include "particle_system.h"
//Turret states
enum turretState_e
{
TURRET_SEARCHING,
TURRET_AUTO_SEARCHING,
TURRET_ACTIVE,
TURRET_SUPPRESSING,
TURRET_DEPLOYING,
TURRET_RETIRING,
TURRET_TIPPED,
TURRET_SELF_DESTRUCTING,
TURRET_STATE_TOTAL
};
//Eye states
enum eyeState_t
{
TURRET_EYE_SEE_TARGET, //Sees the target, bright and big
TURRET_EYE_SEEKING_TARGET, //Looking for a target, blinking (bright)
TURRET_EYE_DORMANT, //Not active
TURRET_EYE_DEAD, //Completely invisible
TURRET_EYE_DISABLED, //Turned off, must be reactivated before it'll deploy again (completely invisible)
TURRET_EYE_ALARM, // On side, but warning player to pick it back up
};
//Spawnflags
// BUG: These all stomp Base NPC spawnflags. Any Base NPC code called by this
// this class may have undesired side effects due to these being set.
#define SF_FLOOR_TURRET_AUTOACTIVATE 0x00000020
#define SF_FLOOR_TURRET_STARTINACTIVE 0x00000040
#define SF_FLOOR_TURRET_FASTRETIRE 0x00000080
#define SF_FLOOR_TURRET_OUT_OF_AMMO 0x00000100
#define SF_FLOOR_TURRET_CITIZEN 0x00000200 // Citizen modified turret
class CTurretTipController;
class CBeam;
class CSprite;
//-----------------------------------------------------------------------------
// Purpose: Floor turret
//-----------------------------------------------------------------------------
class CNPC_FloorTurret : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics
{
DECLARE_CLASS(CNPC_FloorTurret, CNPCBaseInteractive<CAI_BaseNPC>);
public:
CNPC_FloorTurret(void);
virtual void Precache(void);
virtual void Spawn(void);
virtual void Activate(void);
virtual bool CreateVPhysics(void);
virtual void UpdateOnRemove(void);
virtual int OnTakeDamage(const CTakeDamageInfo &info);
virtual void PlayerPenetratingVPhysics(void);
virtual int VPhysicsTakeDamage(const CTakeDamageInfo &info);
virtual bool CanBecomeServerRagdoll(void) { return false; }
void MakeTracer(const Vector &vecTracerSrc, const trace_t &tr, int iTracerType);
void DoMuzzleFlash(void);
#ifdef HL2_EPISODIC
// We don't want to be NPCSOLID because we'll collide with NPC clips
virtual unsigned int PhysicsSolidMaskForEntity(void) const { return MASK_SOLID; }
#endif // HL2_EPISODIC
// Player pickup
virtual void OnPhysGunPickup(CBasePlayer *pPhysGunUser, PhysGunPickup_t reason);
virtual void OnPhysGunDrop(CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason);
virtual bool HasPreferredCarryAnglesForPlayer(CBasePlayer *pPlayer);
virtual QAngle PreferredCarryAngles(void);
virtual bool OnAttemptPhysGunPickup(CBasePlayer *pPhysGunUser, PhysGunPickup_t reason);
const char *GetTracerType(void) { return "AR2Tracer"; }
bool ShouldSavePhysics() { return true; }
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *sourceEnt);
// Think functions
virtual void Retire(void);
virtual void Deploy(void);
virtual void ActiveThink(void);
virtual void SearchThink(void);
virtual void AutoSearchThink(void);
virtual void TippedThink(void);
virtual void InactiveThink(void);
virtual void SuppressThink(void);
virtual void DisabledThink(void);
virtual void SelfDestructThink(void);
virtual void BreakThink(void);
virtual void HackFindEnemy(void);
virtual float GetAttackDamageScale(CBaseEntity *pVictim);
virtual Vector GetAttackSpread(CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget);
// Do we have a physics attacker?
CBasePlayer *HasPhysicsAttacker(float dt);
bool IsHeldByPhyscannon() { return VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD); }
// Use functions
void ToggleUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
int ObjectCaps()
{
return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE;
}
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
CBasePlayer *pPlayer = ToBasePlayer(pActivator);
if (pPlayer)
{
pPlayer->PickupObject(this, false);
}
}
// Inputs
void InputToggle(inputdata_t &inputdata);
void InputEnable(inputdata_t &inputdata);
void InputDisable(inputdata_t &inputdata);
void InputDepleteAmmo(inputdata_t &inputdata);
void InputRestoreAmmo(inputdata_t &inputdata);
void InputSelfDestruct(inputdata_t &inputdata);
virtual bool IsValidEnemy(CBaseEntity *pEnemy);
bool CanBeAnEnemyOf(CBaseEntity *pEnemy);
bool IsBeingCarriedByPlayer(void) { return m_bCarriedByPlayer; }
bool WasJustDroppedByPlayer(void);
int BloodColor(void) { return DONT_BLEED; }
float MaxYawSpeed(void);
virtual Class_T Classify(void);
Vector EyePosition(void)
{
UpdateMuzzleMatrix();
Vector vecOrigin;
MatrixGetColumn(m_muzzleToWorld, 3, vecOrigin);
Vector vecForward;
MatrixGetColumn(m_muzzleToWorld, 0, vecForward);
// Note: We back up into the model to avoid an edge case where the eyes clip out of the world and
// cause problems with the PVS calculations -- jdw
vecOrigin -= vecForward * 8.0f;
return vecOrigin;
}
Vector EyeOffset(Activity nActivity) { return Vector(0, 0, 58); }
// Restore the turret to working operation after falling over
void ReturnToLife(void);
int DrawDebugTextOverlays(void);
// INPCInteractive Functions
virtual bool CanInteractWith(CAI_BaseNPC *pUser) { return false; } // Disabled for now (sjb)
virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; }
virtual void NotifyInteraction(CAI_BaseNPC *pUser)
{
// For now, turn green so we can tell who is hacked.
SetRenderColor(0, 255, 0);
m_bHackedByAlyx = true;
}
static float fMaxTipControllerVelocity;
static float fMaxTipControllerAngularVelocity;
protected:
virtual bool PreThink(turretState_e state);
virtual void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict = false);
virtual void SetEyeState(eyeState_t state);
void Ping(void);
void Toggle(void);
void Enable(void);
void Disable(void);
void SpinUp(void);
void SpinDown(void);
virtual bool OnSide(void);
bool IsCitizenTurret(void) { return HasSpawnFlags(SF_FLOOR_TURRET_CITIZEN); }
bool UpdateFacing(void);
void DryFire(void);
void UpdateMuzzleMatrix();
protected:
matrix3x4_t m_muzzleToWorld;
int m_muzzleToWorldTick;
int m_iAmmoType;
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
bool m_bNoAlarmSounds;
bool m_bSelfDestructing; // Going to blow up
float m_flDestructStartTime;
float m_flShotTime;
float m_flLastSight;
float m_flThrashTime;
float m_flPingTime;
float m_flNextActivateSoundTime;
bool m_bCarriedByPlayer;
bool m_bUseCarryAngles;
float m_flPlayerDropTime;
int m_iKeySkin;
CHandle<CBaseCombatCharacter> m_hLastNPCToKickMe; // Stores the last NPC who tried to knock me over
float m_flKnockOverFailedTime; // Time at which we should tell the NPC that he failed to knock me over
QAngle m_vecGoalAngles;
int m_iEyeAttachment;
int m_iMuzzleAttachment;
eyeState_t m_iEyeState;
CHandle<CSprite> m_hEyeGlow;
CHandle<CBeam> m_hLaser;
CHandle<CTurretTipController> m_pMotionController;
CHandle<CParticleSystem> m_hFizzleEffect;
Vector m_vecEnemyLKP;
// physics influence
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
static const char *m_pShotSounds[];
COutputEvent m_OnDeploy;
COutputEvent m_OnRetire;
COutputEvent m_OnTipped;
COutputEvent m_OnPhysGunPickup;
COutputEvent m_OnPhysGunDrop;
bool m_bHackedByAlyx;
HSOUNDSCRIPTHANDLE m_ShotSounds;
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};
//
// Tip controller
//
class CTurretTipController : public CPointEntity, public IMotionEvent
{
DECLARE_CLASS(CTurretTipController, CPointEntity);
DECLARE_DATADESC();
public:
~CTurretTipController(void);
void Spawn(void);
void Activate(void);
void Enable(bool state = true);
void Suspend(float time);
float SuspendedTill(void);
bool Enabled(void);
static CTurretTipController *CreateTipController(CNPC_FloorTurret *pOwner)
{
if (pOwner == NULL)
return NULL;
CTurretTipController *pController = (CTurretTipController *)Create("floorturret_tipcontroller", pOwner->GetAbsOrigin(), pOwner->GetAbsAngles());
if (pController != NULL)
{
pController->m_pParentTurret = pOwner;
}
return pController;
}
// IMotionEvent
virtual simresult_e Simulate(IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular);
private:
bool m_bEnabled;
float m_flSuspendTime;
Vector m_worldGoalAxis;
Vector m_localTestAxis;
IPhysicsMotionController *m_pController;
float m_angularLimit;
CNPC_FloorTurret *m_pParentTurret;
};
#endif //#ifndef NPC_TURRET_FLOOR_H