diff options
Diffstat (limited to 'mp/src/game/server/hl2/npc_turret_ceiling.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/npc_turret_ceiling.cpp | 2252 |
1 files changed, 1126 insertions, 1126 deletions
diff --git a/mp/src/game/server/hl2/npc_turret_ceiling.cpp b/mp/src/game/server/hl2/npc_turret_ceiling.cpp index 76f431b2..ec8b4207 100644 --- a/mp/src/game/server/hl2/npc_turret_ceiling.cpp +++ b/mp/src/game/server/hl2/npc_turret_ceiling.cpp @@ -1,1127 +1,1127 @@ -//========= 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 "basehlcombatweapon_shared.h"
-#include "iservervehicle.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//Debug visualization
-ConVar g_debug_turret_ceiling( "g_debug_turret_ceiling", "0" );
-
-#define CEILING_TURRET_MODEL "models/combine_turrets/ceiling_turret.mdl"
-#define CEILING_TURRET_GLOW_SPRITE "sprites/glow1.vmt"
-/* // we now inherit these from the ai_basenpc baseclass
-#define CEILING_TURRET_BC_YAW "aim_yaw"
-#define CEILING_TURRET_BC_PITCH "aim_pitch"
-*/
-#define CEILING_TURRET_RANGE 1500
-#define CEILING_TURRET_SPREAD VECTOR_CONE_2DEGREES
-#define CEILING_TURRET_MAX_WAIT 5
-#define CEILING_TURRET_PING_TIME 1.0f //LPB!!
-
-#define CEILING_TURRET_VOICE_PITCH_LOW 45
-#define CEILING_TURRET_VOICE_PITCH_HIGH 100
-
-//Aiming variables
-#define CEILING_TURRET_MAX_NOHARM_PERIOD 0.0f
-#define CEILING_TURRET_MAX_GRACE_PERIOD 3.0f
-
-//Spawnflags
-#define SF_CEILING_TURRET_AUTOACTIVATE 0x00000020
-#define SF_CEILING_TURRET_STARTINACTIVE 0x00000040
-#define SF_CEILING_TURRET_NEVERRETIRE 0x00000080
-#define SF_CEILING_TURRET_OUT_OF_AMMO 0x00000100
-
-//Heights
-#define CEILING_TURRET_RETRACT_HEIGHT 24
-#define CEILING_TURRET_DEPLOY_HEIGHT 64
-
-//Activities
-int ACT_CEILING_TURRET_OPEN;
-int ACT_CEILING_TURRET_CLOSE;
-int ACT_CEILING_TURRET_OPEN_IDLE;
-int ACT_CEILING_TURRET_CLOSED_IDLE;
-int ACT_CEILING_TURRET_FIRE;
-int ACT_CEILING_TURRET_DRYFIRE;
-
-//Turret states
-enum turretState_e
-{
- TURRET_SEARCHING,
- TURRET_AUTO_SEARCHING,
- TURRET_ACTIVE,
- TURRET_DEPLOYING,
- TURRET_RETIRING,
- TURRET_DEAD,
-};
-
-//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)
-};
-
-//
-// Ceiling Turret
-//
-
-class CNPC_CeilingTurret : public CAI_BaseNPC
-{
- DECLARE_CLASS( CNPC_CeilingTurret, CAI_BaseNPC );
-public:
-
- CNPC_CeilingTurret( void );
- ~CNPC_CeilingTurret( void );
-
- void Precache( void );
- void Spawn( void );
-
- // Think functions
- void Retire( void );
- void Deploy( void );
- void ActiveThink( void );
- void SearchThink( void );
- void AutoSearchThink( void );
- void DeathThink( void );
-
- // Inputs
- void InputToggle( inputdata_t &inputdata );
- void InputEnable( inputdata_t &inputdata );
- void InputDisable( inputdata_t &inputdata );
-
- void SetLastSightTime();
-
- float MaxYawSpeed( void );
-
- int OnTakeDamage( const CTakeDamageInfo &inputInfo );
-
- 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 vecEyeOffset(0,0,-64);
- GetEyePosition( GetModelPtr(), vecEyeOffset );
- return vecEyeOffset;
- }
-
- Vector EyePosition( void )
- {
- return GetAbsOrigin() + EyeOffset(GetActivity());
- }
-
- Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
- {
- return VECTOR_CONE_5DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ WEAPON_PROFICIENCY_PERFECT ].spreadscale);
- }
-
-protected:
-
- bool PreThink( turretState_e state );
- void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy );
- void SetEyeState( eyeState_t state );
- void Ping( void );
- void Toggle( void );
- void Enable( void );
- void Disable( void );
- void SpinUp( void );
- void SpinDown( void );
- void SetHeight( float height );
-
- bool UpdateFacing( void );
-
- int m_iAmmoType;
- int m_iMinHealthDmg;
-
- 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_flShotTime;
- float m_flLastSight;
- float m_flPingTime;
-
- QAngle m_vecGoalAngles;
-
- CSprite *m_pEyeGlow;
-
- COutputEvent m_OnDeploy;
- COutputEvent m_OnRetire;
- COutputEvent m_OnTipped;
-
- DECLARE_DATADESC();
-};
-
-//Datatable
-BEGIN_DATADESC( CNPC_CeilingTurret )
-
- DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
- DEFINE_KEYFIELD( m_iMinHealthDmg, FIELD_INTEGER, "minhealthdmg" ),
- 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_flShotTime, FIELD_TIME ),
- DEFINE_FIELD( m_flLastSight, FIELD_TIME ),
- DEFINE_FIELD( m_flPingTime, FIELD_TIME ),
- DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ),
- DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ),
-
- DEFINE_THINKFUNC( Retire ),
- DEFINE_THINKFUNC( Deploy ),
- DEFINE_THINKFUNC( ActiveThink ),
- DEFINE_THINKFUNC( SearchThink ),
- DEFINE_THINKFUNC( AutoSearchThink ),
- DEFINE_THINKFUNC( DeathThink ),
-
- // Inputs
- DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
-
- DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ),
- DEFINE_OUTPUT( m_OnRetire, "OnRetire" ),
- DEFINE_OUTPUT( m_OnTipped, "OnTipped" ),
-
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( npc_turret_ceiling, CNPC_CeilingTurret );
-
-//-----------------------------------------------------------------------------
-// Constructor
-//-----------------------------------------------------------------------------
-CNPC_CeilingTurret::CNPC_CeilingTurret( void )
-{
- m_bActive = false;
- m_pEyeGlow = NULL;
- m_iAmmoType = -1;
- m_iMinHealthDmg = 0;
- m_bAutoStart = false;
- m_flPingTime = 0;
- m_flShotTime = 0;
- m_flLastSight = 0;
- m_bBlinkState = false;
- m_bEnabled = false;
-
- m_vecGoalAngles.Init();
-}
-
-CNPC_CeilingTurret::~CNPC_CeilingTurret( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Precache( void )
-{
- PrecacheModel( CEILING_TURRET_MODEL );
- PrecacheModel( CEILING_TURRET_GLOW_SPRITE );
-
- // Activities
- ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_OPEN );
- ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_CLOSE );
- ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_CLOSED_IDLE );
- ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_OPEN_IDLE );
- ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_FIRE );
- ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_DRYFIRE );
-
- PrecacheScriptSound( "NPC_CeilingTurret.Retire" );
- PrecacheScriptSound( "NPC_CeilingTurret.Deploy" );
- PrecacheScriptSound( "NPC_CeilingTurret.Move" );
- PrecacheScriptSound( "NPC_CeilingTurret.Active" );
- PrecacheScriptSound( "NPC_CeilingTurret.Alert" );
- PrecacheScriptSound( "NPC_CeilingTurret.ShotSounds" );
- PrecacheScriptSound( "NPC_CeilingTurret.Ping" );
- PrecacheScriptSound( "NPC_CeilingTurret.Die" );
-
- PrecacheScriptSound( "NPC_FloorTurret.DryFire" );
-
- BaseClass::Precache();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Spawn the entity
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Spawn( void )
-{
- Precache();
-
- SetModel( CEILING_TURRET_MODEL );
-
- BaseClass::Spawn();
-
- m_HackedGunPos = Vector( 0, 0, 12.75 );
- SetViewOffset( EyeOffset( ACT_IDLE ) );
- m_flFieldOfView = 0.0f;
- m_takedamage = DAMAGE_YES;
- m_iHealth = 1000;
- m_bloodColor = BLOOD_COLOR_MECH;
-
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_NOT_STANDABLE );
-
- SetHeight( CEILING_TURRET_RETRACT_HEIGHT );
-
- AddFlag( FL_AIMTARGET );
- AddEFlags( EFL_NO_DISSOLVE );
-
- SetPoseParameter( m_poseAim_Yaw, 0 );
- SetPoseParameter( m_poseAim_Pitch, 0 );
-
- m_iAmmoType = GetAmmoDef()->Index( "AR2" );
-
- //Create our eye sprite
- m_pEyeGlow = CSprite::SpriteCreate( CEILING_TURRET_GLOW_SPRITE, GetLocalOrigin(), false );
- m_pEyeGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation );
- m_pEyeGlow->SetAttachment( this, 2 );
-
- //Set our autostart state
- m_bAutoStart = !!( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE );
- m_bEnabled = ( ( m_spawnflags & SF_CEILING_TURRET_STARTINACTIVE ) == false );
-
- //Do we start active?
- if ( m_bAutoStart && m_bEnabled )
- {
- SetThink( &CNPC_CeilingTurret::AutoSearchThink );
- SetEyeState( TURRET_EYE_DORMANT );
- }
- else
- {
- SetEyeState( TURRET_EYE_DISABLED );
- }
-
- //Stagger our starting times
- SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );
-
- // Don't allow us to skip animation setup because our attachments are critical to us!
- SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CNPC_CeilingTurret::OnTakeDamage( const CTakeDamageInfo &inputInfo )
-{
- if ( !m_takedamage )
- return 0;
-
- CTakeDamageInfo info = inputInfo;
-
- if ( m_bActive == false )
- info.ScaleDamage( 0.1f );
-
- // If attacker can't do at least the min required damage to us, don't take any damage from them
- if ( info.GetDamage() < m_iMinHealthDmg )
- return 0;
-
- 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???
-
- //FIXME: This needs to throw a ragdoll gib or something other than animating the retraction -- jdw
-
- ExplosionCreate( GetAbsOrigin(), GetLocalAngles(), this, 100, 100, false );
- SetThink( &CNPC_CeilingTurret::DeathThink );
-
- StopSound( "NPC_CeilingTurret.Alert" );
-
- m_OnDamaged.FireOutput( info.GetInflictor(), this );
-
- SetNextThink( gpGlobals->curtime + 0.1f );
-
- return 0;
- }
-
- return 1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Retract and stop attacking
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Retire( void )
-{
- if ( PreThink( TURRET_RETIRING ) )
- return;
-
- //Level out the turret
- m_vecGoalAngles = GetAbsAngles();
- SetNextThink( gpGlobals->curtime );
-
- //Set ourselves to close
- if ( GetActivity() != ACT_CEILING_TURRET_CLOSE )
- {
- //Set our visible state to dormant
- SetEyeState( TURRET_EYE_DORMANT );
-
- SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE );
-
- //If we're done moving to our desired facing, close up
- if ( UpdateFacing() == false )
- {
- SetActivity( (Activity) ACT_CEILING_TURRET_CLOSE );
- EmitSound( "NPC_CeilingTurret.Retire" );
-
- //Notify of the retraction
- m_OnRetire.FireOutput( NULL, this );
- }
- }
- else if ( IsActivityFinished() )
- {
- SetHeight( CEILING_TURRET_RETRACT_HEIGHT );
-
- m_bActive = false;
- m_flLastSight = 0;
-
- SetActivity( (Activity) ACT_CEILING_TURRET_CLOSED_IDLE );
-
- //Go back to auto searching
- if ( m_bAutoStart )
- {
- SetThink( &CNPC_CeilingTurret::AutoSearchThink );
- SetNextThink( gpGlobals->curtime + 0.05f );
- }
- else
- {
- //Set our visible state to dormant
- SetEyeState( TURRET_EYE_DISABLED );
- SetThink( &CNPC_CeilingTurret::SUB_DoNothing );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Deploy and start attacking
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Deploy( void )
-{
- if ( PreThink( TURRET_DEPLOYING ) )
- return;
-
- m_vecGoalAngles = GetAbsAngles();
-
- SetNextThink( gpGlobals->curtime );
-
- //Show we've seen a target
- SetEyeState( TURRET_EYE_SEE_TARGET );
-
- //Open if we're not already
- if ( GetActivity() != ACT_CEILING_TURRET_OPEN )
- {
- m_bActive = true;
- SetActivity( (Activity) ACT_CEILING_TURRET_OPEN );
- EmitSound( "NPC_CeilingTurret.Deploy" );
-
- //Notify we're deploying
- m_OnDeploy.FireOutput( NULL, this );
- }
-
- //If we're done, then start searching
- if ( IsActivityFinished() )
- {
- SetHeight( CEILING_TURRET_DEPLOY_HEIGHT );
-
- SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE );
-
- m_flShotTime = gpGlobals->curtime + 1.0f;
-
- m_flPlaybackRate = 0;
- SetThink( &CNPC_CeilingTurret::SearchThink );
-
- EmitSound( "NPC_CeilingTurret.Move" );
- }
-
- SetLastSightTime();
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::SetLastSightTime()
-{
- if( HasSpawnFlags( SF_CEILING_TURRET_NEVERRETIRE ) )
- {
- m_flLastSight = FLT_MAX;
- }
- else
- {
- m_flLastSight = gpGlobals->curtime + CEILING_TURRET_MAX_WAIT;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns the speed at which the turret can face a target
-//-----------------------------------------------------------------------------
-float CNPC_CeilingTurret::MaxYawSpeed( void )
-{
- //TODO: Scale by difficulty?
- return 360.0f;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Causes the turret to face its desired angles
-//-----------------------------------------------------------------------------
-bool CNPC_CeilingTurret::UpdateFacing( void )
-{
- bool bMoved = false;
- matrix3x4_t localToWorld;
-
- GetAttachment( LookupAttachment( "eyes" ), localToWorld );
-
- Vector vecGoalDir;
- AngleVectors( m_vecGoalAngles, &vecGoalDir );
-
- Vector vecGoalLocalDir;
- VectorIRotate( vecGoalDir, localToWorld, vecGoalLocalDir );
-
- if ( g_debug_turret_ceiling.GetBool() )
- {
- Vector vecMuzzle, vecMuzzleDir;
- QAngle vecMuzzleAng;
-
- GetAttachment( "eyes", vecMuzzle, vecMuzzleAng );
- AngleVectors( vecMuzzleAng, &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, 0.1f * 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, 0.1f * MaxYawSpeed() ) );
-
- SetPoseParameter( m_poseAim_Yaw, GetPoseParameter( m_poseAim_Yaw ) + ( flDiff / 1.5f ) );
-
- if ( fabs( flDiff ) > 0.1f )
- {
- bMoved = true;
- }
-
- InvalidateBoneCache();
-
- return bMoved;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEntity -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CNPC_CeilingTurret::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_CeilingTurret::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 );
-
- //If we've become inactive, go back to searching
- if ( ( m_bActive == false ) || ( GetEnemy() == NULL ) )
- {
- SetEnemy( NULL );
- SetLastSightTime();
- SetThink( &CNPC_CeilingTurret::SearchThink );
- m_vecGoalAngles = GetAbsAngles();
- return;
- }
-
- //Get our shot positions
- Vector vecMid = EyePosition();
- Vector vecMidEnemy = GetEnemy()->GetAbsOrigin();
-
- //Store off our last seen location
- UpdateEnemyMemory( GetEnemy(), vecMidEnemy );
-
- //Look for our current enemy
- bool bEnemyVisible = FInViewCone( GetEnemy() ) && FVisible( GetEnemy() ) && GetEnemy()->IsAlive();
-
- //Calculate dir and dist to enemy
- Vector vecDirToEnemy = vecMidEnemy - vecMid;
- float flDistToEnemy = VectorNormalize( vecDirToEnemy );
-
- //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 );
-
- //Draw debug info
- if ( g_debug_turret_ceiling.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 );
- }
-
- //Current enemy is not visible
- if ( ( bEnemyVisible == false ) || ( flDistToEnemy > CEILING_TURRET_RANGE ))
- {
- if ( m_flLastSight )
- {
- m_flLastSight = gpGlobals->curtime + 0.5f;
- }
- else if ( gpGlobals->curtime > m_flLastSight )
- {
- // Should we look for a new target?
- ClearEnemyMemory();
- SetEnemy( NULL );
- SetLastSightTime();
- SetThink( &CNPC_CeilingTurret::SearchThink );
- m_vecGoalAngles = GetAbsAngles();
-
- SpinDown();
-
- return;
- }
-
- bEnemyVisible = false;
- }
-
- Vector vecMuzzle, vecMuzzleDir;
- QAngle vecMuzzleAng;
-
- GetAttachment( "eyes", vecMuzzle, vecMuzzleAng );
- AngleVectors( vecMuzzleAng, &vecMuzzleDir );
-
- if ( m_flShotTime < gpGlobals->curtime )
- {
- //Fire the gun
- if ( DotProduct( vecDirToEnemy, vecMuzzleDir ) >= 0.9848 ) // 10 degree slop
- {
- if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO )
- {
- SetActivity( (Activity) ACT_CEILING_TURRET_DRYFIRE );
- }
- else
- {
- SetActivity( (Activity) ACT_CEILING_TURRET_FIRE );
- }
-
- //Fire the weapon
- Shoot( vecMuzzle, vecMuzzleDir );
- }
- }
- else
- {
- SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE );
- }
-
- //If we can see our enemy, face it
- if ( bEnemyVisible )
- {
- 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_CeilingTurret::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_CEILING_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 )
- {
- GetSenses()->Look( CEILING_TURRET_RANGE );
- CBaseEntity *pEnemy = BestEnemy();
- if ( pEnemy )
- {
- SetEnemy( pEnemy );
- }
- }
-
- //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_CeilingTurret::ActiveThink );
- SetEyeState( TURRET_EYE_SEE_TARGET );
-
- SpinUp();
- EmitSound( "NPC_CeilingTurret.Active" );
- 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_CeilingTurret::Retire );
- return;
- }
-
- //Display that we're scanning
- m_vecGoalAngles.x = 15.0f;
- m_vecGoalAngles.y = GetAbsAngles().y + ( sin( gpGlobals->curtime * 2.0f ) * 45.0f );
-
- //Turn and ping
- UpdateFacing();
- Ping();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Watch for a target to wander into our view
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::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 )
- {
- GetSenses()->Look( CEILING_TURRET_RANGE );
- SetEnemy( BestEnemy() );
- }
-
- //Deploy if we've got an active target
- if ( GetEnemy() != NULL )
- {
- SetThink( &CNPC_CeilingTurret::Deploy );
- EmitSound( "NPC_CeilingTurret.Alert" );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Fire!
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy )
-{
- if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO )
- {
- EmitSound( "NPC_FloorTurret.DryFire");
- EmitSound( "NPC_CeilingTurret.Activate" );
-
- if ( RandomFloat( 0, 1 ) > 0.7 )
- {
- m_flShotTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.5 );
- }
- else
- {
- m_flShotTime = gpGlobals->curtime;
- }
- return;
- }
-
- FireBulletsInfo_t info;
-
- if ( 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
- {
- // Just shoot where you're facing!
- Vector vecMuzzle, vecMuzzleDir;
- QAngle vecMuzzleAng;
-
- 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, NULL );
- info.m_flDistance = MAX_COORD_RANGE;
- info.m_iAmmoType = m_iAmmoType;
- }
-
- FireBullets( info );
- EmitSound( "NPC_CeilingTurret.ShotSounds" );
- DoMuzzleFlash();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Allows a generic think function before the others are called
-// Input : state - which state the turret is currently in
-//-----------------------------------------------------------------------------
-bool CNPC_CeilingTurret::PreThink( turretState_e state )
-{
- CheckPVSCondition();
-
- //Animate
- StudioFrameAdvance();
-
- //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_CeilingTurret::SetEyeState( eyeState_t state )
-{
- //Must have a valid eye to affect
- if ( m_pEyeGlow == NULL )
- return;
-
- //Set the state
- switch( state )
- {
- default:
- case TURRET_EYE_SEE_TARGET: //Fade in and scale up
- m_pEyeGlow->SetColor( 255, 0, 0 );
- m_pEyeGlow->SetBrightness( 164, 0.1f );
- m_pEyeGlow->SetScale( 0.4f, 0.1f );
- break;
-
- case TURRET_EYE_SEEKING_TARGET: //Ping-pongs
-
- //Toggle our state
- m_bBlinkState = !m_bBlinkState;
- m_pEyeGlow->SetColor( 255, 128, 0 );
-
- if ( m_bBlinkState )
- {
- //Fade up and scale up
- m_pEyeGlow->SetScale( 0.25f, 0.1f );
- m_pEyeGlow->SetBrightness( 164, 0.1f );
- }
- else
- {
- //Fade down and scale down
- m_pEyeGlow->SetScale( 0.2f, 0.1f );
- m_pEyeGlow->SetBrightness( 64, 0.1f );
- }
-
- break;
-
- case TURRET_EYE_DORMANT: //Fade out and scale down
- m_pEyeGlow->SetColor( 0, 255, 0 );
- m_pEyeGlow->SetScale( 0.1f, 0.5f );
- m_pEyeGlow->SetBrightness( 64, 0.5f );
- break;
-
- case TURRET_EYE_DEAD: //Fade out slowly
- m_pEyeGlow->SetColor( 255, 0, 0 );
- m_pEyeGlow->SetScale( 0.1f, 3.0f );
- m_pEyeGlow->SetBrightness( 0, 3.0f );
- break;
-
- case TURRET_EYE_DISABLED:
- m_pEyeGlow->SetColor( 0, 255, 0 );
- m_pEyeGlow->SetScale( 0.1f, 1.0f );
- m_pEyeGlow->SetBrightness( 0, 1.0f );
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Make a pinging noise so the player knows where we are
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Ping( void )
-{
- //See if it's time to ping again
- if ( m_flPingTime > gpGlobals->curtime )
- return;
-
- //Ping!
- EmitSound( "NPC_CeilingTurret.Ping" );
-
- SetEyeState( TURRET_EYE_SEEKING_TARGET );
-
- m_flPingTime = gpGlobals->curtime + CEILING_TURRET_PING_TIME;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Toggle the turret's state
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Toggle( void )
-{
- //Toggle the state
- if ( m_bEnabled )
- {
- Disable();
- }
- else
- {
- Enable();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Enable the turret and deploy
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Enable( void )
-{
- m_bEnabled = true;
-
- // if the turret is flagged as an autoactivate turret, re-enable its ability open self.
- if ( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE )
- {
- m_bAutoStart = true;
- }
-
- SetThink( &CNPC_CeilingTurret::Deploy );
- SetNextThink( gpGlobals->curtime + 0.05f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Retire the turret until enabled again
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::Disable( void )
-{
- m_bEnabled = false;
- m_bAutoStart = false;
-
- SetEnemy( NULL );
- SetThink( &CNPC_CeilingTurret::Retire );
- SetNextThink( gpGlobals->curtime + 0.1f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Toggle the turret's state via input function
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::InputToggle( inputdata_t &inputdata )
-{
- Toggle();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::InputEnable( inputdata_t &inputdata )
-{
- Enable();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::InputDisable( inputdata_t &inputdata )
-{
- Disable();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::SpinUp( void )
-{
-}
-
-#define CEILING_TURRET_MIN_SPIN_DOWN 1.0f
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::SpinDown( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::DeathThink( void )
-{
- if ( PreThink( TURRET_DEAD ) )
- return;
-
- //Level out our angles
- m_vecGoalAngles = GetAbsAngles();
- SetNextThink( gpGlobals->curtime );
-
- if ( m_lifeState != LIFE_DEAD )
- {
- m_lifeState = LIFE_DEAD;
-
- EmitSound( "NPC_CeilingTurret.Die" );
-
- SetActivity( (Activity) ACT_CEILING_TURRET_CLOSE );
- }
-
- // 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 ( IsActivityFinished() && ( UpdateFacing() == false ) )
- {
- SetHeight( CEILING_TURRET_RETRACT_HEIGHT );
-
- m_flPlaybackRate = 0;
- SetThink( NULL );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : height -
-//-----------------------------------------------------------------------------
-void CNPC_CeilingTurret::SetHeight( float height )
-{
- Vector forward, right, up;
- AngleVectors( GetLocalAngles(), &forward, &right, &up );
-
- Vector mins = ( forward * -16.0f ) + ( right * -16.0f );
- Vector maxs = ( forward * 16.0f ) + ( right * 16.0f ) + ( up * -height );
-
- if ( mins.x > maxs.x )
- {
- V_swap( mins.x, maxs.x );
- }
-
- if ( mins.y > maxs.y )
- {
- V_swap( mins.y, maxs.y );
- }
-
- if ( mins.z > maxs.z )
- {
- V_swap( mins.z, maxs.z );
- }
-
- SetCollisionBounds( mins, maxs );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEnemy -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CNPC_CeilingTurret::CanBeAnEnemyOf( CBaseEntity *pEnemy )
-{
- // If we're out of ammo, make friendly companions ignore us
- if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO )
- {
- if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL )
- return false;
- }
-
- return BaseClass::CanBeAnEnemyOf( pEnemy );
+//========= 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 "basehlcombatweapon_shared.h" +#include "iservervehicle.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//Debug visualization +ConVar g_debug_turret_ceiling( "g_debug_turret_ceiling", "0" ); + +#define CEILING_TURRET_MODEL "models/combine_turrets/ceiling_turret.mdl" +#define CEILING_TURRET_GLOW_SPRITE "sprites/glow1.vmt" +/* // we now inherit these from the ai_basenpc baseclass +#define CEILING_TURRET_BC_YAW "aim_yaw" +#define CEILING_TURRET_BC_PITCH "aim_pitch" +*/ +#define CEILING_TURRET_RANGE 1500 +#define CEILING_TURRET_SPREAD VECTOR_CONE_2DEGREES +#define CEILING_TURRET_MAX_WAIT 5 +#define CEILING_TURRET_PING_TIME 1.0f //LPB!! + +#define CEILING_TURRET_VOICE_PITCH_LOW 45 +#define CEILING_TURRET_VOICE_PITCH_HIGH 100 + +//Aiming variables +#define CEILING_TURRET_MAX_NOHARM_PERIOD 0.0f +#define CEILING_TURRET_MAX_GRACE_PERIOD 3.0f + +//Spawnflags +#define SF_CEILING_TURRET_AUTOACTIVATE 0x00000020 +#define SF_CEILING_TURRET_STARTINACTIVE 0x00000040 +#define SF_CEILING_TURRET_NEVERRETIRE 0x00000080 +#define SF_CEILING_TURRET_OUT_OF_AMMO 0x00000100 + +//Heights +#define CEILING_TURRET_RETRACT_HEIGHT 24 +#define CEILING_TURRET_DEPLOY_HEIGHT 64 + +//Activities +int ACT_CEILING_TURRET_OPEN; +int ACT_CEILING_TURRET_CLOSE; +int ACT_CEILING_TURRET_OPEN_IDLE; +int ACT_CEILING_TURRET_CLOSED_IDLE; +int ACT_CEILING_TURRET_FIRE; +int ACT_CEILING_TURRET_DRYFIRE; + +//Turret states +enum turretState_e +{ + TURRET_SEARCHING, + TURRET_AUTO_SEARCHING, + TURRET_ACTIVE, + TURRET_DEPLOYING, + TURRET_RETIRING, + TURRET_DEAD, +}; + +//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) +}; + +// +// Ceiling Turret +// + +class CNPC_CeilingTurret : public CAI_BaseNPC +{ + DECLARE_CLASS( CNPC_CeilingTurret, CAI_BaseNPC ); +public: + + CNPC_CeilingTurret( void ); + ~CNPC_CeilingTurret( void ); + + void Precache( void ); + void Spawn( void ); + + // Think functions + void Retire( void ); + void Deploy( void ); + void ActiveThink( void ); + void SearchThink( void ); + void AutoSearchThink( void ); + void DeathThink( void ); + + // Inputs + void InputToggle( inputdata_t &inputdata ); + void InputEnable( inputdata_t &inputdata ); + void InputDisable( inputdata_t &inputdata ); + + void SetLastSightTime(); + + float MaxYawSpeed( void ); + + int OnTakeDamage( const CTakeDamageInfo &inputInfo ); + + 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 vecEyeOffset(0,0,-64); + GetEyePosition( GetModelPtr(), vecEyeOffset ); + return vecEyeOffset; + } + + Vector EyePosition( void ) + { + return GetAbsOrigin() + EyeOffset(GetActivity()); + } + + Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ) + { + return VECTOR_CONE_5DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ WEAPON_PROFICIENCY_PERFECT ].spreadscale); + } + +protected: + + bool PreThink( turretState_e state ); + void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy ); + void SetEyeState( eyeState_t state ); + void Ping( void ); + void Toggle( void ); + void Enable( void ); + void Disable( void ); + void SpinUp( void ); + void SpinDown( void ); + void SetHeight( float height ); + + bool UpdateFacing( void ); + + int m_iAmmoType; + int m_iMinHealthDmg; + + 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_flShotTime; + float m_flLastSight; + float m_flPingTime; + + QAngle m_vecGoalAngles; + + CSprite *m_pEyeGlow; + + COutputEvent m_OnDeploy; + COutputEvent m_OnRetire; + COutputEvent m_OnTipped; + + DECLARE_DATADESC(); +}; + +//Datatable +BEGIN_DATADESC( CNPC_CeilingTurret ) + + DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ), + DEFINE_KEYFIELD( m_iMinHealthDmg, FIELD_INTEGER, "minhealthdmg" ), + 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_flShotTime, FIELD_TIME ), + DEFINE_FIELD( m_flLastSight, FIELD_TIME ), + DEFINE_FIELD( m_flPingTime, FIELD_TIME ), + DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ), + DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ), + + DEFINE_THINKFUNC( Retire ), + DEFINE_THINKFUNC( Deploy ), + DEFINE_THINKFUNC( ActiveThink ), + DEFINE_THINKFUNC( SearchThink ), + DEFINE_THINKFUNC( AutoSearchThink ), + DEFINE_THINKFUNC( DeathThink ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + + DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ), + DEFINE_OUTPUT( m_OnRetire, "OnRetire" ), + DEFINE_OUTPUT( m_OnTipped, "OnTipped" ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( npc_turret_ceiling, CNPC_CeilingTurret ); + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CNPC_CeilingTurret::CNPC_CeilingTurret( void ) +{ + m_bActive = false; + m_pEyeGlow = NULL; + m_iAmmoType = -1; + m_iMinHealthDmg = 0; + m_bAutoStart = false; + m_flPingTime = 0; + m_flShotTime = 0; + m_flLastSight = 0; + m_bBlinkState = false; + m_bEnabled = false; + + m_vecGoalAngles.Init(); +} + +CNPC_CeilingTurret::~CNPC_CeilingTurret( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Precache +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Precache( void ) +{ + PrecacheModel( CEILING_TURRET_MODEL ); + PrecacheModel( CEILING_TURRET_GLOW_SPRITE ); + + // Activities + ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_OPEN ); + ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_CLOSE ); + ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_CLOSED_IDLE ); + ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_OPEN_IDLE ); + ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_FIRE ); + ADD_CUSTOM_ACTIVITY( CNPC_CeilingTurret, ACT_CEILING_TURRET_DRYFIRE ); + + PrecacheScriptSound( "NPC_CeilingTurret.Retire" ); + PrecacheScriptSound( "NPC_CeilingTurret.Deploy" ); + PrecacheScriptSound( "NPC_CeilingTurret.Move" ); + PrecacheScriptSound( "NPC_CeilingTurret.Active" ); + PrecacheScriptSound( "NPC_CeilingTurret.Alert" ); + PrecacheScriptSound( "NPC_CeilingTurret.ShotSounds" ); + PrecacheScriptSound( "NPC_CeilingTurret.Ping" ); + PrecacheScriptSound( "NPC_CeilingTurret.Die" ); + + PrecacheScriptSound( "NPC_FloorTurret.DryFire" ); + + BaseClass::Precache(); +} + +//----------------------------------------------------------------------------- +// Purpose: Spawn the entity +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Spawn( void ) +{ + Precache(); + + SetModel( CEILING_TURRET_MODEL ); + + BaseClass::Spawn(); + + m_HackedGunPos = Vector( 0, 0, 12.75 ); + SetViewOffset( EyeOffset( ACT_IDLE ) ); + m_flFieldOfView = 0.0f; + m_takedamage = DAMAGE_YES; + m_iHealth = 1000; + m_bloodColor = BLOOD_COLOR_MECH; + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + + SetHeight( CEILING_TURRET_RETRACT_HEIGHT ); + + AddFlag( FL_AIMTARGET ); + AddEFlags( EFL_NO_DISSOLVE ); + + SetPoseParameter( m_poseAim_Yaw, 0 ); + SetPoseParameter( m_poseAim_Pitch, 0 ); + + m_iAmmoType = GetAmmoDef()->Index( "AR2" ); + + //Create our eye sprite + m_pEyeGlow = CSprite::SpriteCreate( CEILING_TURRET_GLOW_SPRITE, GetLocalOrigin(), false ); + m_pEyeGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation ); + m_pEyeGlow->SetAttachment( this, 2 ); + + //Set our autostart state + m_bAutoStart = !!( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE ); + m_bEnabled = ( ( m_spawnflags & SF_CEILING_TURRET_STARTINACTIVE ) == false ); + + //Do we start active? + if ( m_bAutoStart && m_bEnabled ) + { + SetThink( &CNPC_CeilingTurret::AutoSearchThink ); + SetEyeState( TURRET_EYE_DORMANT ); + } + else + { + SetEyeState( TURRET_EYE_DISABLED ); + } + + //Stagger our starting times + SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) ); + + // Don't allow us to skip animation setup because our attachments are critical to us! + SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CNPC_CeilingTurret::OnTakeDamage( const CTakeDamageInfo &inputInfo ) +{ + if ( !m_takedamage ) + return 0; + + CTakeDamageInfo info = inputInfo; + + if ( m_bActive == false ) + info.ScaleDamage( 0.1f ); + + // If attacker can't do at least the min required damage to us, don't take any damage from them + if ( info.GetDamage() < m_iMinHealthDmg ) + return 0; + + 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??? + + //FIXME: This needs to throw a ragdoll gib or something other than animating the retraction -- jdw + + ExplosionCreate( GetAbsOrigin(), GetLocalAngles(), this, 100, 100, false ); + SetThink( &CNPC_CeilingTurret::DeathThink ); + + StopSound( "NPC_CeilingTurret.Alert" ); + + m_OnDamaged.FireOutput( info.GetInflictor(), this ); + + SetNextThink( gpGlobals->curtime + 0.1f ); + + return 0; + } + + return 1; +} + +//----------------------------------------------------------------------------- +// Purpose: Retract and stop attacking +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Retire( void ) +{ + if ( PreThink( TURRET_RETIRING ) ) + return; + + //Level out the turret + m_vecGoalAngles = GetAbsAngles(); + SetNextThink( gpGlobals->curtime ); + + //Set ourselves to close + if ( GetActivity() != ACT_CEILING_TURRET_CLOSE ) + { + //Set our visible state to dormant + SetEyeState( TURRET_EYE_DORMANT ); + + SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); + + //If we're done moving to our desired facing, close up + if ( UpdateFacing() == false ) + { + SetActivity( (Activity) ACT_CEILING_TURRET_CLOSE ); + EmitSound( "NPC_CeilingTurret.Retire" ); + + //Notify of the retraction + m_OnRetire.FireOutput( NULL, this ); + } + } + else if ( IsActivityFinished() ) + { + SetHeight( CEILING_TURRET_RETRACT_HEIGHT ); + + m_bActive = false; + m_flLastSight = 0; + + SetActivity( (Activity) ACT_CEILING_TURRET_CLOSED_IDLE ); + + //Go back to auto searching + if ( m_bAutoStart ) + { + SetThink( &CNPC_CeilingTurret::AutoSearchThink ); + SetNextThink( gpGlobals->curtime + 0.05f ); + } + else + { + //Set our visible state to dormant + SetEyeState( TURRET_EYE_DISABLED ); + SetThink( &CNPC_CeilingTurret::SUB_DoNothing ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Deploy and start attacking +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Deploy( void ) +{ + if ( PreThink( TURRET_DEPLOYING ) ) + return; + + m_vecGoalAngles = GetAbsAngles(); + + SetNextThink( gpGlobals->curtime ); + + //Show we've seen a target + SetEyeState( TURRET_EYE_SEE_TARGET ); + + //Open if we're not already + if ( GetActivity() != ACT_CEILING_TURRET_OPEN ) + { + m_bActive = true; + SetActivity( (Activity) ACT_CEILING_TURRET_OPEN ); + EmitSound( "NPC_CeilingTurret.Deploy" ); + + //Notify we're deploying + m_OnDeploy.FireOutput( NULL, this ); + } + + //If we're done, then start searching + if ( IsActivityFinished() ) + { + SetHeight( CEILING_TURRET_DEPLOY_HEIGHT ); + + SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); + + m_flShotTime = gpGlobals->curtime + 1.0f; + + m_flPlaybackRate = 0; + SetThink( &CNPC_CeilingTurret::SearchThink ); + + EmitSound( "NPC_CeilingTurret.Move" ); + } + + SetLastSightTime(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::SetLastSightTime() +{ + if( HasSpawnFlags( SF_CEILING_TURRET_NEVERRETIRE ) ) + { + m_flLastSight = FLT_MAX; + } + else + { + m_flLastSight = gpGlobals->curtime + CEILING_TURRET_MAX_WAIT; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the speed at which the turret can face a target +//----------------------------------------------------------------------------- +float CNPC_CeilingTurret::MaxYawSpeed( void ) +{ + //TODO: Scale by difficulty? + return 360.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: Causes the turret to face its desired angles +//----------------------------------------------------------------------------- +bool CNPC_CeilingTurret::UpdateFacing( void ) +{ + bool bMoved = false; + matrix3x4_t localToWorld; + + GetAttachment( LookupAttachment( "eyes" ), localToWorld ); + + Vector vecGoalDir; + AngleVectors( m_vecGoalAngles, &vecGoalDir ); + + Vector vecGoalLocalDir; + VectorIRotate( vecGoalDir, localToWorld, vecGoalLocalDir ); + + if ( g_debug_turret_ceiling.GetBool() ) + { + Vector vecMuzzle, vecMuzzleDir; + QAngle vecMuzzleAng; + + GetAttachment( "eyes", vecMuzzle, vecMuzzleAng ); + AngleVectors( vecMuzzleAng, &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, 0.1f * 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, 0.1f * MaxYawSpeed() ) ); + + SetPoseParameter( m_poseAim_Yaw, GetPoseParameter( m_poseAim_Yaw ) + ( flDiff / 1.5f ) ); + + if ( fabs( flDiff ) > 0.1f ) + { + bMoved = true; + } + + InvalidateBoneCache(); + + return bMoved; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEntity - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_CeilingTurret::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_CeilingTurret::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 ); + + //If we've become inactive, go back to searching + if ( ( m_bActive == false ) || ( GetEnemy() == NULL ) ) + { + SetEnemy( NULL ); + SetLastSightTime(); + SetThink( &CNPC_CeilingTurret::SearchThink ); + m_vecGoalAngles = GetAbsAngles(); + return; + } + + //Get our shot positions + Vector vecMid = EyePosition(); + Vector vecMidEnemy = GetEnemy()->GetAbsOrigin(); + + //Store off our last seen location + UpdateEnemyMemory( GetEnemy(), vecMidEnemy ); + + //Look for our current enemy + bool bEnemyVisible = FInViewCone( GetEnemy() ) && FVisible( GetEnemy() ) && GetEnemy()->IsAlive(); + + //Calculate dir and dist to enemy + Vector vecDirToEnemy = vecMidEnemy - vecMid; + float flDistToEnemy = VectorNormalize( vecDirToEnemy ); + + //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 ); + + //Draw debug info + if ( g_debug_turret_ceiling.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 ); + } + + //Current enemy is not visible + if ( ( bEnemyVisible == false ) || ( flDistToEnemy > CEILING_TURRET_RANGE )) + { + if ( m_flLastSight ) + { + m_flLastSight = gpGlobals->curtime + 0.5f; + } + else if ( gpGlobals->curtime > m_flLastSight ) + { + // Should we look for a new target? + ClearEnemyMemory(); + SetEnemy( NULL ); + SetLastSightTime(); + SetThink( &CNPC_CeilingTurret::SearchThink ); + m_vecGoalAngles = GetAbsAngles(); + + SpinDown(); + + return; + } + + bEnemyVisible = false; + } + + Vector vecMuzzle, vecMuzzleDir; + QAngle vecMuzzleAng; + + GetAttachment( "eyes", vecMuzzle, vecMuzzleAng ); + AngleVectors( vecMuzzleAng, &vecMuzzleDir ); + + if ( m_flShotTime < gpGlobals->curtime ) + { + //Fire the gun + if ( DotProduct( vecDirToEnemy, vecMuzzleDir ) >= 0.9848 ) // 10 degree slop + { + if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO ) + { + SetActivity( (Activity) ACT_CEILING_TURRET_DRYFIRE ); + } + else + { + SetActivity( (Activity) ACT_CEILING_TURRET_FIRE ); + } + + //Fire the weapon + Shoot( vecMuzzle, vecMuzzleDir ); + } + } + else + { + SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); + } + + //If we can see our enemy, face it + if ( bEnemyVisible ) + { + 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_CeilingTurret::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_CEILING_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 ) + { + GetSenses()->Look( CEILING_TURRET_RANGE ); + CBaseEntity *pEnemy = BestEnemy(); + if ( pEnemy ) + { + SetEnemy( pEnemy ); + } + } + + //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_CeilingTurret::ActiveThink ); + SetEyeState( TURRET_EYE_SEE_TARGET ); + + SpinUp(); + EmitSound( "NPC_CeilingTurret.Active" ); + 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_CeilingTurret::Retire ); + return; + } + + //Display that we're scanning + m_vecGoalAngles.x = 15.0f; + m_vecGoalAngles.y = GetAbsAngles().y + ( sin( gpGlobals->curtime * 2.0f ) * 45.0f ); + + //Turn and ping + UpdateFacing(); + Ping(); +} + +//----------------------------------------------------------------------------- +// Purpose: Watch for a target to wander into our view +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::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 ) + { + GetSenses()->Look( CEILING_TURRET_RANGE ); + SetEnemy( BestEnemy() ); + } + + //Deploy if we've got an active target + if ( GetEnemy() != NULL ) + { + SetThink( &CNPC_CeilingTurret::Deploy ); + EmitSound( "NPC_CeilingTurret.Alert" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Fire! +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy ) +{ + if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO ) + { + EmitSound( "NPC_FloorTurret.DryFire"); + EmitSound( "NPC_CeilingTurret.Activate" ); + + if ( RandomFloat( 0, 1 ) > 0.7 ) + { + m_flShotTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.5 ); + } + else + { + m_flShotTime = gpGlobals->curtime; + } + return; + } + + FireBulletsInfo_t info; + + if ( 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 + { + // Just shoot where you're facing! + Vector vecMuzzle, vecMuzzleDir; + QAngle vecMuzzleAng; + + 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, NULL ); + info.m_flDistance = MAX_COORD_RANGE; + info.m_iAmmoType = m_iAmmoType; + } + + FireBullets( info ); + EmitSound( "NPC_CeilingTurret.ShotSounds" ); + DoMuzzleFlash(); +} + +//----------------------------------------------------------------------------- +// Purpose: Allows a generic think function before the others are called +// Input : state - which state the turret is currently in +//----------------------------------------------------------------------------- +bool CNPC_CeilingTurret::PreThink( turretState_e state ) +{ + CheckPVSCondition(); + + //Animate + StudioFrameAdvance(); + + //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_CeilingTurret::SetEyeState( eyeState_t state ) +{ + //Must have a valid eye to affect + if ( m_pEyeGlow == NULL ) + return; + + //Set the state + switch( state ) + { + default: + case TURRET_EYE_SEE_TARGET: //Fade in and scale up + m_pEyeGlow->SetColor( 255, 0, 0 ); + m_pEyeGlow->SetBrightness( 164, 0.1f ); + m_pEyeGlow->SetScale( 0.4f, 0.1f ); + break; + + case TURRET_EYE_SEEKING_TARGET: //Ping-pongs + + //Toggle our state + m_bBlinkState = !m_bBlinkState; + m_pEyeGlow->SetColor( 255, 128, 0 ); + + if ( m_bBlinkState ) + { + //Fade up and scale up + m_pEyeGlow->SetScale( 0.25f, 0.1f ); + m_pEyeGlow->SetBrightness( 164, 0.1f ); + } + else + { + //Fade down and scale down + m_pEyeGlow->SetScale( 0.2f, 0.1f ); + m_pEyeGlow->SetBrightness( 64, 0.1f ); + } + + break; + + case TURRET_EYE_DORMANT: //Fade out and scale down + m_pEyeGlow->SetColor( 0, 255, 0 ); + m_pEyeGlow->SetScale( 0.1f, 0.5f ); + m_pEyeGlow->SetBrightness( 64, 0.5f ); + break; + + case TURRET_EYE_DEAD: //Fade out slowly + m_pEyeGlow->SetColor( 255, 0, 0 ); + m_pEyeGlow->SetScale( 0.1f, 3.0f ); + m_pEyeGlow->SetBrightness( 0, 3.0f ); + break; + + case TURRET_EYE_DISABLED: + m_pEyeGlow->SetColor( 0, 255, 0 ); + m_pEyeGlow->SetScale( 0.1f, 1.0f ); + m_pEyeGlow->SetBrightness( 0, 1.0f ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Make a pinging noise so the player knows where we are +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Ping( void ) +{ + //See if it's time to ping again + if ( m_flPingTime > gpGlobals->curtime ) + return; + + //Ping! + EmitSound( "NPC_CeilingTurret.Ping" ); + + SetEyeState( TURRET_EYE_SEEKING_TARGET ); + + m_flPingTime = gpGlobals->curtime + CEILING_TURRET_PING_TIME; +} + +//----------------------------------------------------------------------------- +// Purpose: Toggle the turret's state +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Toggle( void ) +{ + //Toggle the state + if ( m_bEnabled ) + { + Disable(); + } + else + { + Enable(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Enable the turret and deploy +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Enable( void ) +{ + m_bEnabled = true; + + // if the turret is flagged as an autoactivate turret, re-enable its ability open self. + if ( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE ) + { + m_bAutoStart = true; + } + + SetThink( &CNPC_CeilingTurret::Deploy ); + SetNextThink( gpGlobals->curtime + 0.05f ); +} + +//----------------------------------------------------------------------------- +// Purpose: Retire the turret until enabled again +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::Disable( void ) +{ + m_bEnabled = false; + m_bAutoStart = false; + + SetEnemy( NULL ); + SetThink( &CNPC_CeilingTurret::Retire ); + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//----------------------------------------------------------------------------- +// Purpose: Toggle the turret's state via input function +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::InputToggle( inputdata_t &inputdata ) +{ + Toggle(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::InputEnable( inputdata_t &inputdata ) +{ + Enable(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::InputDisable( inputdata_t &inputdata ) +{ + Disable(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::SpinUp( void ) +{ +} + +#define CEILING_TURRET_MIN_SPIN_DOWN 1.0f + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::SpinDown( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::DeathThink( void ) +{ + if ( PreThink( TURRET_DEAD ) ) + return; + + //Level out our angles + m_vecGoalAngles = GetAbsAngles(); + SetNextThink( gpGlobals->curtime ); + + if ( m_lifeState != LIFE_DEAD ) + { + m_lifeState = LIFE_DEAD; + + EmitSound( "NPC_CeilingTurret.Die" ); + + SetActivity( (Activity) ACT_CEILING_TURRET_CLOSE ); + } + + // 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 ( IsActivityFinished() && ( UpdateFacing() == false ) ) + { + SetHeight( CEILING_TURRET_RETRACT_HEIGHT ); + + m_flPlaybackRate = 0; + SetThink( NULL ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : height - +//----------------------------------------------------------------------------- +void CNPC_CeilingTurret::SetHeight( float height ) +{ + Vector forward, right, up; + AngleVectors( GetLocalAngles(), &forward, &right, &up ); + + Vector mins = ( forward * -16.0f ) + ( right * -16.0f ); + Vector maxs = ( forward * 16.0f ) + ( right * 16.0f ) + ( up * -height ); + + if ( mins.x > maxs.x ) + { + V_swap( mins.x, maxs.x ); + } + + if ( mins.y > maxs.y ) + { + V_swap( mins.y, maxs.y ); + } + + if ( mins.z > maxs.z ) + { + V_swap( mins.z, maxs.z ); + } + + SetCollisionBounds( mins, maxs ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEnemy - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CNPC_CeilingTurret::CanBeAnEnemyOf( CBaseEntity *pEnemy ) +{ + // If we're out of ammo, make friendly companions ignore us + if ( m_spawnflags & SF_CEILING_TURRET_OUT_OF_AMMO ) + { + if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL ) + return false; + } + + return BaseClass::CanBeAnEnemyOf( pEnemy ); }
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