/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ /* ===== turret.cpp ======================================================== */ // // TODO: // Take advantage of new monster fields like m_hEnemy and get rid of that OFFSET() stuff // Revisit enemy validation stuff, maybe it's not necessary with the newest monster code // #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "effects.h" extern Vector VecBModelOrigin( entvars_t* pevBModel ); #define TURRET_SHOTS 2 #define TURRET_RANGE (100 * 12) #define TURRET_SPREAD Vector( 0, 0, 0 ) #define TURRET_TURNRATE 30 //angles per 0.1 second #define TURRET_MAXWAIT 15 // seconds turret will stay active w/o a target #define TURRET_MAXSPIN 5 // seconds turret barrel will spin w/o a target #define TURRET_MACHINE_VOLUME 0.5 typedef enum { TURRET_ANIM_NONE = 0, TURRET_ANIM_FIRE, TURRET_ANIM_SPIN, TURRET_ANIM_DEPLOY, TURRET_ANIM_RETIRE, TURRET_ANIM_DIE } TURRET_ANIM; class CBaseTurret : public CBaseMonster { public: void Spawn( void ); virtual void Precache( void ); void UpdateOnRemove(); void KeyValue( KeyValueData *pkvd ); void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); virtual int Classify( void ); int BloodColor( void ) { return DONT_BLEED; } void GibMonster( void ) {} // UNDONE: Throw turret gibs? // Think functions void EXPORT ActiveThink(void); void EXPORT SearchThink(void); void EXPORT AutoSearchThink(void); void EXPORT TurretDeath(void); virtual void EXPORT SpinDownCall(void) { m_iSpin = 0; } virtual void EXPORT SpinUpCall(void) { m_iSpin = 1; } // void SpinDown( void ); // float EXPORT SpinDownCall( void ) { return SpinDown(); } // virtual float SpinDown( void ) { return 0;} // virtual float Retire( void ) { return 0;} void EXPORT Deploy( void ); void EXPORT Retire( void ); void EXPORT Initialize( void ); virtual void Ping( void ); virtual void EyeOn( void ); virtual void EyeOff( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; // other functions void SetTurretAnim( TURRET_ANIM anim ); int MoveTurret( void ); virtual void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { }; float m_flMaxSpin; // Max time to spin the barrel w/o a target int m_iSpin; CSprite *m_pEyeGlow; int m_eyeBrightness; int m_iDeployHeight; int m_iRetractHeight; int m_iMinPitch; int m_iBaseTurnRate; // angles per second float m_fTurnRate; // actual turn rate int m_iOrientation; // 0 = floor, 1 = Ceiling int m_iOn; virtual STATE getState() { if (m_iOn) { return STATE_ON; } else { return STATE_OFF; } } int m_fBeserk; // Sometimes this bitch will just freak out int m_iAutoStart; // true if the turret auto deploys when a target // enters its range Vector m_vecLastSight; float m_flLastSight; // Last time we saw a target float m_flMaxWait; // Max time to seach w/o a target int m_iSearchSpeed; // Not Used! // movement float m_flStartYaw; Vector m_vecCurAngles; Vector m_vecGoalAngles; float m_flPingTime; // Time until the next ping, used when searching float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching }; TYPEDESCRIPTION CBaseTurret::m_SaveData[] = { DEFINE_FIELD( CBaseTurret, m_flMaxSpin, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_iSpin, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_pEyeGlow, FIELD_CLASSPTR ), DEFINE_FIELD( CBaseTurret, m_eyeBrightness, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iDeployHeight, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iRetractHeight, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iMinPitch, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iBaseTurnRate, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_fTurnRate, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_iOrientation, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iOn, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_fBeserk, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iAutoStart, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_vecLastSight, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseTurret, m_flLastSight, FIELD_TIME ), DEFINE_FIELD( CBaseTurret, m_flMaxWait, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_iSearchSpeed, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_flStartYaw, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_vecCurAngles, FIELD_VECTOR ), DEFINE_FIELD( CBaseTurret, m_vecGoalAngles, FIELD_VECTOR ), DEFINE_FIELD( CBaseTurret, m_flPingTime, FIELD_TIME ), DEFINE_FIELD( CBaseTurret, m_flSpinUpTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CBaseTurret, CBaseMonster ) class CTurret : public CBaseTurret { public: void Spawn( void ); void Precache( void ); // Think functions void SpinUpCall( void ); void SpinDownCall( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; // other functions void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); private: int m_iStartSpin; }; TYPEDESCRIPTION CTurret::m_SaveData[] = { DEFINE_FIELD( CTurret, m_iStartSpin, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CTurret, CBaseTurret ) class CMiniTurret : public CBaseTurret { public: void Spawn(); void Precache( void ); // other functions void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); }; LINK_ENTITY_TO_CLASS( monster_turret, CTurret ) LINK_ENTITY_TO_CLASS( monster_miniturret, CMiniTurret ) void CBaseTurret::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "maxsleep" ) ) { m_flMaxWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "orientation" ) ) { m_iOrientation = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "searchspeed" ) ) { m_iSearchSpeed = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "turnrate" ) ) { m_iBaseTurnRate = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "style" ) || FStrEq( pkvd->szKeyName, "height" ) || FStrEq( pkvd->szKeyName, "value1" ) || FStrEq( pkvd->szKeyName, "value2" ) || FStrEq( pkvd->szKeyName, "value3" ) ) pkvd->fHandled = TRUE; else CBaseMonster::KeyValue( pkvd ); } void CBaseTurret::Spawn() { Precache(); SetNextThink( 1 ); pev->movetype = MOVETYPE_FLY; pev->sequence = 0; pev->frame = 0; pev->solid = SOLID_SLIDEBOX; pev->takedamage = DAMAGE_AIM; SetBits( pev->flags, FL_MONSTER ); SetUse( &CBaseTurret::TurretUse ); if( ( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) && !( pev->spawnflags & SF_MONSTER_TURRET_STARTINACTIVE ) ) { m_iAutoStart = TRUE; } ResetSequenceInfo(); SetBoneController( 0, 0 ); SetBoneController( 1, 0 ); m_flFieldOfView = VIEW_FIELD_FULL; // m_flSightRange = TURRET_RANGE; } void CBaseTurret::Precache() { PRECACHE_SOUND( "turret/tu_fire1.wav" ); PRECACHE_SOUND( "turret/tu_ping.wav" ); PRECACHE_SOUND( "turret/tu_active2.wav" ); PRECACHE_SOUND( "turret/tu_die.wav" ); PRECACHE_SOUND( "turret/tu_die2.wav" ); PRECACHE_SOUND( "turret/tu_die3.wav" ); // PRECACHE_SOUND( "turret/tu_retract.wav" ); // just use deploy sound to save memory PRECACHE_SOUND( "turret/tu_deploy.wav" ); PRECACHE_SOUND( "turret/tu_spinup.wav" ); PRECACHE_SOUND( "turret/tu_spindown.wav" ); PRECACHE_SOUND( "turret/tu_search.wav" ); PRECACHE_SOUND( "turret/tu_alert.wav" ); } void CBaseTurret::UpdateOnRemove() { CBaseEntity::UpdateOnRemove(); if( m_pEyeGlow ) { UTIL_Remove( m_pEyeGlow ); m_pEyeGlow = 0; } } #define TURRET_GLOW_SPRITE "sprites/flare3.spr" void CTurret::Spawn() { Precache(); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL( ENT( pev ), "models/turret.mdl" ); if (!pev->health) pev->health = gSkillData.turretHealth; m_HackedGunPos = Vector( 0, 0, 12.75 ); m_flMaxSpin = TURRET_MAXSPIN; pev->view_ofs.z = 12.75; CBaseTurret::Spawn(); m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -15; UTIL_SetSize( pev, Vector( -32, -32, -m_iRetractHeight ), Vector( 32, 32, m_iRetractHeight ) ); SetThink(&CTurret::Initialize); m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, pev->origin, FALSE ); m_pEyeGlow->SetTransparency( kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation ); m_pEyeGlow->SetAttachment( edict(), 2 ); m_eyeBrightness = 0; SetNextThink( 0.3f ); } void CTurret::Precache() { CBaseTurret::Precache(); if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL( "models/turret.mdl" ); PRECACHE_MODEL( TURRET_GLOW_SPRITE ); } void CMiniTurret::Spawn() { Precache(); if( pev->model ) SET_MODEL( ENT( pev ), STRING( pev->model ) ); //LRC else SET_MODEL( ENT( pev ), "models/miniturret.mdl" ); if( !pev->health ) pev->health = gSkillData.miniturretHealth; m_HackedGunPos = Vector( 0.0f, 0.0f, 12.75f ); m_flMaxSpin = 0; pev->view_ofs.z = 12.75f; CBaseTurret::Spawn(); m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -15; UTIL_SetSize( pev, Vector( -16, -16, -m_iRetractHeight ), Vector( 16, 16, m_iRetractHeight ) ); SetThink( &CMiniTurret::Initialize ); SetNextThink( 0.3f ); } void CMiniTurret::Precache() { CBaseTurret::Precache(); if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL( "models/miniturret.mdl" ); PRECACHE_SOUND( "weapons/hks1.wav" ); PRECACHE_SOUND( "weapons/hks2.wav" ); PRECACHE_SOUND( "weapons/hks3.wav" ); } void CBaseTurret::Initialize( void ) { m_iOn = 0; m_fBeserk = 0; m_iSpin = 0; SetBoneController( 0, 0 ); SetBoneController( 1, 0 ); if( m_iBaseTurnRate == 0 ) m_iBaseTurnRate = TURRET_TURNRATE; if( m_flMaxWait == 0 ) m_flMaxWait = TURRET_MAXWAIT; m_flStartYaw = pev->angles.y; if( m_iOrientation == 1 ) { pev->idealpitch = 180; pev->angles.x = 180; pev->view_ofs.z = -pev->view_ofs.z; pev->effects |= EF_INVLIGHT; pev->angles.y = pev->angles.y + 180; if( pev->angles.y > 360 ) pev->angles.y = pev->angles.y - 360; } m_vecGoalAngles.x = 0; if( m_iAutoStart ) { m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink( &CBaseTurret::AutoSearchThink ); SetNextThink( 0.1f ); } else SetThink(&CBaseTurret::SUB_DoNothing); } void CBaseTurret::TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if( !ShouldToggle( useType, m_iOn ) ) return; if( m_iOn ) { m_hEnemy = NULL; SetNextThink( 0.1f ); m_iAutoStart = FALSE;// switching off a turret disables autostart //!!!! this should spin down first!!BUGBUG SetThink( &CBaseTurret::Retire ); } else { SetNextThink( 0.1f ); // turn on delay // if the turret is flagged as an autoactivate turret, re-enable it's ability open self. if( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) { m_iAutoStart = TRUE; } SetThink( &CBaseTurret::Deploy ); } } void CBaseTurret::Ping( void ) { // make the pinging noise every second while searching if( m_flPingTime == 0 ) m_flPingTime = gpGlobals->time + 1; else if( m_flPingTime <= gpGlobals->time ) { m_flPingTime = gpGlobals->time + 1; EMIT_SOUND( ENT( pev ), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM ); EyeOn(); } else if( m_eyeBrightness > 0 ) { EyeOff(); } } void CBaseTurret::EyeOn() { if( m_pEyeGlow ) { if( m_eyeBrightness != 255 ) { m_eyeBrightness = 255; } m_pEyeGlow->SetBrightness( m_eyeBrightness ); } } void CBaseTurret::EyeOff() { if( m_pEyeGlow ) { if( m_eyeBrightness > 0 ) { m_eyeBrightness = Q_max( 0, m_eyeBrightness - 30 ); m_pEyeGlow->SetBrightness( m_eyeBrightness ); } } } void CBaseTurret::ActiveThink( void ) { int fAttack = 0; Vector vecDirToEnemy; SetNextThink( 0.1f ); StudioFrameAdvance(); if( ( !m_iOn ) || ( m_hEnemy == 0 ) ) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink( &CBaseTurret::SearchThink ); return; } // if it's dead, look for something new if( !m_hEnemy->IsAlive() ) { if( !m_flLastSight ) { m_flLastSight = gpGlobals->time + 0.5f; // continue-shooting timeout } else { if( gpGlobals->time > m_flLastSight ) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink( &CBaseTurret::SearchThink ); return; } } } Vector vecMid = pev->origin + pev->view_ofs; Vector vecMidEnemy = m_hEnemy->BodyTarget( vecMid ); // Look for our current enemy int fEnemyVisible = FBoxVisible( pev, m_hEnemy->pev, vecMidEnemy ); vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy float flDistToEnemy = vecDirToEnemy.Length(); Vector vec = UTIL_VecToAngles( vecMidEnemy - vecMid ); // Current enmey is not visible. if( !fEnemyVisible || ( flDistToEnemy > TURRET_RANGE ) ) { if( !m_flLastSight ) m_flLastSight = gpGlobals->time + 0.5f; else { // Should we look for a new target? if( gpGlobals->time > m_flLastSight ) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; SetThink( &CBaseTurret::SearchThink ); return; } } fEnemyVisible = 0; } else { m_vecLastSight = vecMidEnemy; } UTIL_MakeAimVectors( m_vecCurAngles ); /* ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", m_vecCurAngles.x, m_vecCurAngles.y, gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z ); */ Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight; vecLOS = vecLOS.Normalize(); // Is the Gun looking at the target if( DotProduct( vecLOS, gpGlobals->v_forward ) <= 0.866f ) // 30 degree slop fAttack = FALSE; else fAttack = TRUE; // fire the gun if( m_iSpin && ( ( fAttack ) || ( m_fBeserk ) ) ) { Vector vecSrc, vecAng; GetAttachment( 0, vecSrc, vecAng ); SetTurretAnim( TURRET_ANIM_FIRE ); Shoot( vecSrc, gpGlobals->v_forward ); } else { SetTurretAnim( TURRET_ANIM_SPIN ); } //move the gun if( m_fBeserk ) { if( RANDOM_LONG( 0, 9 ) == 0 ) { m_vecGoalAngles.y = RANDOM_FLOAT( 0, 360 ); m_vecGoalAngles.x = RANDOM_FLOAT( 0, 90 ) - 90 * m_iOrientation; TakeDamage( pev, pev, 1, DMG_GENERIC ); // don't beserk forever return; } } else if( fEnemyVisible ) { if( vec.y > 360 ) vec.y -= 360; if( vec.y < 0 ) vec.y += 360; //ALERT( at_console, "[%.2f]", vec.x ); if( vec.x < -180 ) vec.x += 360; if( vec.x > 180 ) vec.x -= 360; // now all numbers should be in [1...360] // pin to turret limitations to [-90...15] if( m_iOrientation == 0 ) { if( vec.x > 90 ) vec.x = 90; else if( vec.x < m_iMinPitch ) vec.x = m_iMinPitch; } else { if( vec.x < -90 ) vec.x = -90; else if( vec.x > -m_iMinPitch ) vec.x = -m_iMinPitch; } // ALERT( at_console, "->[%.2f]\n", vec.x ); m_vecGoalAngles.y = vec.y; m_vecGoalAngles.x = vec.x; } SpinUpCall(); MoveTurret(); } void CTurret::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 ); EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6 ); pev->effects = pev->effects | EF_MUZZLEFLASH; } void CMiniTurret::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1 ); switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM ); break; } pev->effects = pev->effects | EF_MUZZLEFLASH; } void CBaseTurret::Deploy( void ) { SetNextThink( 0.1f ); StudioFrameAdvance(); if( pev->sequence != TURRET_ANIM_DEPLOY ) { m_iOn = 1; SetTurretAnim( TURRET_ANIM_DEPLOY ); EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); SUB_UseTargets( this, USE_ON, 0 ); } if( m_fSequenceFinished ) { pev->maxs.z = m_iDeployHeight; pev->mins.z = -m_iDeployHeight; UTIL_SetSize( pev, pev->mins, pev->maxs ); m_vecCurAngles.x = 0; if( m_iOrientation == 1 ) { m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y + 180 ); } else { m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y ); } SetTurretAnim( TURRET_ANIM_SPIN ); pev->framerate = 0; SetThink( &CBaseTurret::SearchThink ); } m_flLastSight = gpGlobals->time + m_flMaxWait; } void CBaseTurret::Retire( void ) { // make the turret level m_vecGoalAngles.x = 0; m_vecGoalAngles.y = m_flStartYaw; SetNextThink( 0.1f ); StudioFrameAdvance(); EyeOff(); if( !MoveTurret() ) { if( m_iSpin ) { SpinDownCall(); } else if( pev->sequence != TURRET_ANIM_RETIRE ) { SetTurretAnim( TURRET_ANIM_RETIRE ); EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120 ); SUB_UseTargets( this, USE_OFF, 0 ); } else if( m_fSequenceFinished ) { m_iOn = 0; m_flLastSight = 0; SetTurretAnim( TURRET_ANIM_NONE ); pev->maxs.z = m_iRetractHeight; pev->mins.z = -m_iRetractHeight; UTIL_SetSize( pev, pev->mins, pev->maxs ); if( m_iAutoStart ) { SetThink( &CBaseTurret::AutoSearchThink ); SetNextThink( 0.1f ); } else SetThink(&CBaseTurret::SUB_DoNothing); } } else { SetTurretAnim( TURRET_ANIM_SPIN ); } } void CTurret::SpinUpCall( void ) { StudioFrameAdvance(); SetNextThink( 0.1f ); // Are we already spun up? If not start the two stage process. if( !m_iSpin ) { SetTurretAnim( TURRET_ANIM_SPIN ); // for the first pass, spin up the the barrel if( !m_iStartSpin ) { SetNextThink( 1.0f ); // spinup delay EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); m_iStartSpin = 1; pev->framerate = 0.1f; } // after the barrel is spun up, turn on the hum else if( pev->framerate >= 1.0f ) { SetNextThink( 0.1f ); // retarget delay EMIT_SOUND( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); SetThink(&CTurret::ActiveThink); m_iStartSpin = 0; m_iSpin = 1; } else { pev->framerate += 0.075f; } } if( m_iSpin ) { SetThink(&CTurret::ActiveThink); } } void CTurret::SpinDownCall( void ) { if( m_iSpin ) { SetTurretAnim( TURRET_ANIM_SPIN ); if( pev->framerate == 1.0f ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); EMIT_SOUND( ENT( pev ), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); } pev->framerate -= 0.02f; if( pev->framerate <= 0 ) { pev->framerate = 0; m_iSpin = 0; } } } void CBaseTurret::SetTurretAnim( TURRET_ANIM anim ) { if( pev->sequence != anim ) { switch( anim ) { case TURRET_ANIM_FIRE: case TURRET_ANIM_SPIN: if( pev->sequence != TURRET_ANIM_FIRE && pev->sequence != TURRET_ANIM_SPIN ) { pev->frame = 0; } break; default: pev->frame = 0; break; } pev->sequence = anim; ResetSequenceInfo(); switch( anim ) { case TURRET_ANIM_RETIRE: pev->frame = 255; pev->framerate = -1.0; break; case TURRET_ANIM_DIE: pev->framerate = 1.0; break; default: break; } //ALERT( at_console, "Turret anim #%d\n", anim ); } } // // This search function will sit with the turret deployed and look for a new target. // After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will // retact. // void CBaseTurret::SearchThink( void ) { // ensure rethink SetTurretAnim( TURRET_ANIM_SPIN ); StudioFrameAdvance(); SetNextThink( 0.1f ); if( m_flSpinUpTime == 0 && m_flMaxSpin ) m_flSpinUpTime = gpGlobals->time + m_flMaxSpin; Ping(); // If we have a target and we're still healthy if( m_hEnemy != 0 ) { if( !m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one } // Acquire Target if( m_hEnemy == 0 ) { Look( TURRET_RANGE ); m_hEnemy = BestVisibleEnemy(); } // If we've found a target, spin up the barrel and start to attack if( m_hEnemy != 0 ) { m_flLastSight = 0; m_flSpinUpTime = 0; SetThink( &CBaseTurret::ActiveThink ); } else { // Are we out of time, do we need to retract? if( gpGlobals->time > m_flLastSight ) { //Before we retrace, make sure that we are spun down. m_flLastSight = 0; m_flSpinUpTime = 0; SetThink( &CBaseTurret::Retire ); } // should we stop the spin? else if( ( m_flSpinUpTime ) && ( gpGlobals->time > m_flSpinUpTime ) ) { SpinDownCall(); } // generic hunt for new victims m_vecGoalAngles.y = ( m_vecGoalAngles.y + 0.1f * m_fTurnRate ); if( m_vecGoalAngles.y >= 360 ) m_vecGoalAngles.y -= 360; MoveTurret(); } } // // This think function will deploy the turret when something comes into range. This is for // automatically activated turrets. // void CBaseTurret::AutoSearchThink( void ) { // ensure rethink StudioFrameAdvance(); SetNextThink( 0.3f ); // If we have a target and we're still healthy if( m_hEnemy != 0 ) { if( !m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one } // Acquire Target if( m_hEnemy == 0 ) { Look( TURRET_RANGE ); m_hEnemy = BestVisibleEnemy(); } if( m_hEnemy != 0 ) { SetThink( &CBaseTurret::Deploy ); EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); } } void CBaseTurret::TurretDeath( void ) { //BOOL iActive = FALSE; StudioFrameAdvance(); SetNextThink( 0.1 ); if( pev->deadflag != DEAD_DEAD ) { pev->deadflag = DEAD_DEAD; float flRndSound = RANDOM_FLOAT( 0, 1 ); if( flRndSound <= 0.33f ) EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM ); else if( flRndSound <= 0.66f ) EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM ); else EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM ); EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); if( m_iOrientation == 0 ) m_vecGoalAngles.x = -15; else m_vecGoalAngles.x = -90; SetTurretAnim( TURRET_ANIM_DIE ); EyeOn(); } EyeOff(); if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time ) { // lots of smoke MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) ); WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) ); WRITE_COORD( pev->origin.z - m_iOrientation * 64 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 25 ); // scale * 10 WRITE_BYTE( 10 - m_iOrientation * 5 ); // framerate MESSAGE_END(); } if( pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time ) { Vector vecSrc = Vector( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ), RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ), 0 ); if( m_iOrientation == 0 ) vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->origin.z, pev->absmax.z ) ); else vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->absmin.z, pev->origin.z ) ); UTIL_Sparks( vecSrc ); } if( m_fSequenceFinished && !MoveTurret() && pev->dmgtime + 5 < gpGlobals->time ) { pev->framerate = 0; SetThink( NULL ); } } void CBaseTurret::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { if( ptr->iHitgroup == 10 ) { // hit armor if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 10 ) < 1 ) ) { UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2 ) ); pev->dmgtime = gpGlobals->time; } flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated } if( !pev->takedamage ) return; AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } // take damage. bitsDamageType indicates type of damage sustained, ie: DMG_BULLET int CBaseTurret::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if( !pev->takedamage ) return 0; if( !m_iOn ) flDamage *= 0.1f; pev->health -= flDamage; if( pev->health <= 0 ) { pev->health = 0; pev->takedamage = DAMAGE_NO; pev->dmgtime = gpGlobals->time; ClearBits( pev->flags, FL_MONSTER ); // why are they set in the first place??? SetUse( NULL ); SetThink( &CBaseTurret::TurretDeath ); SUB_UseTargets( this, USE_ON, 0 ); // wake up others SetNextThink( 0.1 ); return 0; } if( pev->health <= 10 ) { if( m_iOn && ( 1 || RANDOM_LONG( 0, 0x7FFF ) > 800 ) ) { m_fBeserk = 1; SetThink( &CBaseTurret::SearchThink ); } } return 1; } int CBaseTurret::MoveTurret( void ) { int state = 0; // any x movement? if( m_vecCurAngles.x != m_vecGoalAngles.x ) { float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ; m_vecCurAngles.x += 0.1f * m_fTurnRate * flDir; // if we started below the goal, and now we're past, peg to goal if( flDir == 1 ) { if( m_vecCurAngles.x > m_vecGoalAngles.x ) m_vecCurAngles.x = m_vecGoalAngles.x; } else { if( m_vecCurAngles.x < m_vecGoalAngles.x ) m_vecCurAngles.x = m_vecGoalAngles.x; } if( m_iOrientation == 0 ) SetBoneController( 1, -m_vecCurAngles.x ); else SetBoneController( 1, m_vecCurAngles.x ); state = 1; } if( m_vecCurAngles.y != m_vecGoalAngles.y ) { float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1 ; float flDist = fabs( m_vecGoalAngles.y - m_vecCurAngles.y ); if( flDist > 180 ) { flDist = 360 - flDist; flDir = -flDir; } if( flDist > 30 ) { if( m_fTurnRate < m_iBaseTurnRate * 10 ) { m_fTurnRate += m_iBaseTurnRate; } } else if( m_fTurnRate > 45 ) { m_fTurnRate -= m_iBaseTurnRate; } else { m_fTurnRate += m_iBaseTurnRate; } m_vecCurAngles.y += 0.1f * m_fTurnRate * flDir; if( m_vecCurAngles.y < 0 ) m_vecCurAngles.y += 360; else if( m_vecCurAngles.y >= 360 ) m_vecCurAngles.y -= 360; if( flDist < ( 0.05f * m_iBaseTurnRate ) ) m_vecCurAngles.y = m_vecGoalAngles.y; //ALERT( at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y ); if( m_iOrientation == 0 ) SetBoneController( 0, m_vecCurAngles.y - pev->angles.y ); else SetBoneController( 0, pev->angles.y - 180 - m_vecCurAngles.y ); state = 1; } if( !state ) m_fTurnRate = m_iBaseTurnRate; //ALERT( at_console, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x, // m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y ); return state; } // // ID as a machine // int CBaseTurret::Classify( void ) { if (m_iClass) return m_iClass; if( m_iOn || m_iAutoStart ) return CLASS_MACHINE; return CLASS_NONE; } //========================================================= // Sentry gun - smallest turret, placed near grunt entrenchments //========================================================= class CSentry : public CBaseTurret { public: void Spawn(); void Precache( void ); // other functions void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); void EXPORT SentryTouch( CBaseEntity *pOther ); void EXPORT SentryDeath( void ); }; LINK_ENTITY_TO_CLASS( monster_sentry, CSentry ) void CSentry::Precache() { CBaseTurret::Precache(); if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL( "models/sentry.mdl" ); PRECACHE_SOUND( "weapons/hks1.wav" ); PRECACHE_SOUND( "weapons/hks2.wav" ); PRECACHE_SOUND( "weapons/hks3.wav" ); } void CSentry::Spawn() { Precache(); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL( ENT( pev ), "models/sentry.mdl" ); if (!pev->health) //LRC pev->health = gSkillData.sentryHealth; m_HackedGunPos = Vector( 0, 0, 48 ); pev->view_ofs.z = 48; m_flMaxWait = 1E6; m_flMaxSpin = 1E6; CBaseTurret::Spawn(); m_iRetractHeight = 64; m_iDeployHeight = 64; m_iMinPitch = -60; UTIL_SetSize( pev, Vector( -16, -16, -m_iRetractHeight ), Vector( 16, 16, m_iRetractHeight ) ); SetTouch( &CSentry::SentryTouch ); SetThink( &CSentry::Initialize ); SetNextThink( 0.3f ); } void CSentry::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1 ); switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM ); break; } pev->effects = pev->effects | EF_MUZZLEFLASH; } int CSentry::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if( !pev->takedamage ) return 0; if( !m_iOn ) { SetThink(&CSentry:: Deploy ); SetUse( NULL ); SetNextThink( 0.1f ); } pev->health -= flDamage; if( pev->health <= 0 ) { pev->health = 0; pev->takedamage = DAMAGE_NO; pev->dmgtime = gpGlobals->time; ClearBits( pev->flags, FL_MONSTER ); // why are they set in the first place??? SetUse( NULL ); SetThink( &CSentry::SentryDeath ); SUB_UseTargets( this, USE_ON, 0 ); // wake up others SetNextThink( 0.1f ); return 0; } return 1; } void CSentry::SentryTouch( CBaseEntity *pOther ) { if( pOther && ( pOther->IsPlayer() || ( pOther->pev->flags & FL_MONSTER ) ) ) { TakeDamage( pOther->pev, pOther->pev, 0, 0 ); } } void CSentry::SentryDeath( void ) { //BOOL iActive = FALSE; StudioFrameAdvance(); SetNextThink( 0.1f ); if( pev->deadflag != DEAD_DEAD ) { pev->deadflag = DEAD_DEAD; float flRndSound = RANDOM_FLOAT( 0, 1 ); if( flRndSound <= 0.33f ) EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM ); else if( flRndSound <= 0.66f ) EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM ); else EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM ); EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); SetBoneController( 0, 0 ); SetBoneController( 1, 0 ); SetTurretAnim( TURRET_ANIM_DIE ); pev->solid = SOLID_NOT; pev->angles.y = UTIL_AngleMod( pev->angles.y + RANDOM_LONG( 0, 2 ) * 120 ); EyeOn(); } EyeOff(); Vector vecSrc, vecAng; GetAttachment( 1, vecSrc, vecAng ); if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time ) { // lots of smoke MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( vecSrc.x + RANDOM_FLOAT( -16, 16 ) ); WRITE_COORD( vecSrc.y + RANDOM_FLOAT( -16, 16 ) ); WRITE_COORD( vecSrc.z - 32 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 15 ); // scale * 10 WRITE_BYTE( 8 ); // framerate MESSAGE_END(); } if( pev->dmgtime + RANDOM_FLOAT( 0, 8 ) > gpGlobals->time ) { UTIL_Sparks( vecSrc ); } if( m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time ) { pev->framerate = 0; SetThink( NULL ); } }