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

2381 lines
67 KiB
C++

//========= 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");
PrecacheParticleSystem("ar2_normal");
#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);
m_bSpawnNoRagdoll = true;
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();
}
void CNPC_FloorTurret::MakeTracer(const Vector &vecTracerSrc, const trace_t &tr, int iTracerType)
{
#if 1
//BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
if (cvar->FindVar("oc_particle_tracers")->GetInt())
UTIL_ParticleTracer("weapon_npc_tracer_ar2", vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, iTracerType == TRACER_LINE_AND_WHIZ);//OverCharged
else
UTIL_Tracer(vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "AR2Tracer");
#else
CBeam *pBeam;
int width = 2;
pBeam = CBeam::BeamCreate(GROUNDTURRET_BEAM_SPRITE, width);
if (!pBeam)
return;
pBeam->SetStartPos(vecTracerSrc);
pBeam->SetEndPos(tr.endpos);
pBeam->SetWidth(width);
pBeam->SetEndWidth(width / 4.0f);
pBeam->SetBrightness(100);
pBeam->SetColor(0, 145 + random->RandomInt(-16, 16), 255);
pBeam->RelinkBeam();
pBeam->LiveForTime(random->RandomFloat(0.2f, 0.5f));
#endif
}
//-----------------------------------------------------------------------------
// 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();
//DoMuzzleFlashOVR(1, 6, 64, 128, 255, "ar2_normal");
}
void CNPC_FloorTurret::DoMuzzleFlash(void)
{
BaseClass::DoMuzzleFlash();
if (!cvar->FindVar("oc_particle_muzzleflashes")->GetInt())
{
CEffectData data;
data.m_nAttachmentIndex = 1;
data.m_nEntIndex = this->entindex();
DispatchEffect("Ar2MuzzleFlash", data);
}
else
{
CEffectData data;
data.m_nAttachmentIndex = 1;
data.m_nEntIndex = this->entindex();
DispatchEffect("Ar2MuzzleFlashParticle", data);
}
}
//-----------------------------------------------------------------------------
// 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
if (m_pMotionController)
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
if (m_pMotionController)
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()