/*** * * 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 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"); } #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( 0.3 ); } void CTurret::Precache() { CBaseTurret::Precache( ); if (pev->model) PRECACHE_MODEL((char*)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, 0, 12.75 ); m_flMaxSpin = 0; pev->view_ofs.z = 12.75; 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( 0.3 ); } void CMiniTurret::Precache() { CBaseTurret::Precache( ); if (pev->model) PRECACHE_MODEL((char*)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( 0.1 ); } 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( 0.1 ); m_iAutoStart = FALSE;// switching off a turret disables autostart //!!!! this should spin down first!!BUGBUG SetThink(&CBaseTurret::Retire); } else { SetNextThink( 0.1 ); // 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 = max( 0, m_eyeBrightness - 30 ); m_pEyeGlow->SetBrightness( m_eyeBrightness ); } } } void CBaseTurret::ActiveThink(void) { int fAttack = 0; Vector vecDirToEnemy; SetNextThink( 0.1 ); StudioFrameAdvance( ); if ((!m_iOn) || (m_hEnemy == NULL)) { 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 + 0.5; // 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 + 0.5; 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) <= 0.866) // 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( 0.1 ); 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( 0.1 ); 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( 0.1 ); } else SetThink(&CBaseTurret::SUB_DoNothing); } } else { SetTurretAnim(TURRET_ANIM_SPIN); } } void CTurret::SpinUpCall(void) { StudioFrameAdvance( ); SetNextThink( 0.1 ); // 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( 1.0 ); // spinup delay EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); m_iStartSpin = 1; pev->framerate = 0.1; } // after the barrel is spun up, turn on the hum else if (pev->framerate >= 1.0) { SetNextThink( 0.1 ); // 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 += 0.075; } } if (m_iSpin) { SetThink(&CTurret::ActiveThink); } } void CTurret::SpinDownCall(void) { if (m_iSpin) { SetTurretAnim( TURRET_ANIM_SPIN ); if (pev->framerate == 1.0) { 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 -= 0.02; 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( 0.1 ); 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 != NULL) { if (!m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one } // Acquire Target if (m_hEnemy == NULL) { Look(TURRET_RANGE); m_hEnemy = BestVisibleEnemy(); } // If we've found a target, spin up the barrel and start to attack if (m_hEnemy != NULL) { 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 + 0.1 * 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( 0.3 ); // If we have a target and we're still healthy if (m_hEnemy != NULL) { if (!m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one } // Acquire Target if (m_hEnemy == NULL) { Look( TURRET_RANGE ); m_hEnemy = BestVisibleEnemy(); } if (m_hEnemy != NULL) { 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 <= 0.33 ) EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM); else if ( flRndSound <= 0.66 ) 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 /= 10.0; 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 += 0.1 * 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 += 0.1 * m_fTurnRate * flDir; if (m_vecCurAngles.y < 0) m_vecCurAngles.y += 360; else if (m_vecCurAngles.y >= 360) m_vecCurAngles.y -= 360; if (flDist < (0.05 * 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((char*)STRING(pev->model)); //LRC else PRECACHE_MODEL ("models/sentry.mdl"); } 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( 0.3 ); } 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( 0.1 ); } 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( 0.1 ); 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( 0.1 ); if (pev->deadflag != DEAD_DEAD) { pev->deadflag = DEAD_DEAD; float flRndSound = RANDOM_FLOAT ( 0 , 1 ); if ( flRndSound <= 0.33 ) EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM); else if ( flRndSound <= 0.66 ) 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 ); } }