Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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 );
}