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:
//
//=============================================================================
#ifndef TF_TURRET_H
#define TF_TURRET_H
#ifdef _WIN32
#pragma once
#endif
#include "ehandle.h"
#include "tf_shareddefs.h"
#if 0
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;
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( );
pev->nextthink = gpGlobals->time + 1;
pev->movetype = MOVETYPE_FLY;
pev->sequence = 0;
pev->frame = 0;
pev->solid = SOLID_SLIDEBOX;
// Make turrets invulnerable in multiplayer
if (gpGlobals->deathmatch)
pev->takedamage = DAMAGE_NO;
else
pev->takedamage = DAMAGE_AIM;
SetBits (pev->flags, FL_MONSTER);
SetUse( &CBaseTurret::TurretUse );
// Start turrets automatically in multiplayer
if (gpGlobals->deathmatch)
m_iAutoStart = TRUE;
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( );
SET_MODEL(ENT(pev), "models/turret.mdl");
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;
pev->nextthink = gpGlobals->time + 0.3;
}
void CTurret::Precache()
{
CBaseTurret::Precache( );
PRECACHE_MODEL ("models/turret.mdl");
PRECACHE_MODEL (TURRET_GLOW_SPRITE);
}
void CMiniTurret::Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/miniturret.mdl");
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);
pev->nextthink = gpGlobals->time + 0.3;
}
void CMiniTurret::Precache()
{
CBaseTurret::Precache( );
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)
{
// Make turrets turn faster in multiplayer
if (gpGlobals->deathmatch)
m_iBaseTurnRate = TURRET_TURNRATE * 2;
else
m_iBaseTurnRate = TURRET_TURNRATE;
}
if (m_flMaxWait == 0)
{
// Make turrets retarget faster
//if (gpGlobals->deathmatch)
//m_flMaxWait = 1;
//else
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);
pev->nextthink = gpGlobals->time + .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;
pev->nextthink = gpGlobals->time + 0.1;
m_iAutoStart = FALSE;// switching off a turret disables autostart
//!!!! this should spin down first!!BUGBUG
SetThink(&CBaseTurret::Retire);
}
else
{
pev->nextthink = gpGlobals->time + 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;
pev->nextthink = gpGlobals->time + 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);
// In deathmatch, they just shoot right at you
if (gpGlobals->deathmatch)
{
// Adjust for feigning spies
vecAng = m_hEnemy->Center() - vecSrc;
UTIL_MakeVectors(vecAng);
Shoot(vecSrc, vecAng);
}
else
{
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)
{
// Make turrets more dangerous in multiplayer
if (gpGlobals->deathmatch)
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1, 20 );
else
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)
{
// Make turrets more dangerous in multiplayer
if (gpGlobals->deathmatch)
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1, 15 );
else
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)
{
pev->nextthink = gpGlobals->time + 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;
pev->nextthink = gpGlobals->time + 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);
pev->nextthink = gpGlobals->time + .1;
}
else
SetThink(&CBaseTurret::SUB_DoNothing);
}
}
else
{
SetTurretAnim(TURRET_ANIM_SPIN);
}
}
void CTurret::SpinUpCall(void)
{
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 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)
{
pev->nextthink = gpGlobals->time + 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)
{
pev->nextthink = gpGlobals->time + 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;
}
//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( );
pev->nextthink = gpGlobals->time + 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( );
// Think slower in Multiplayer
pev->nextthink = gpGlobals->time + 2;
// 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( );
pev->nextthink = gpGlobals->time + 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
pev->nextthink = gpGlobals->time + 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_iBaseTurnRate * 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_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( );
PRECACHE_MODEL ("models/sentry.mdl");
}
void CSentry::Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/sentry.mdl");
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);
pev->nextthink = gpGlobals->time + 0.3;
}
void CSentry::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
{
// Make turrets more dangerous in multiplayer
if (gpGlobals->deathmatch)
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1, 10 );
else
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 );
pev->nextthink = gpGlobals->time + 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
pev->nextthink = gpGlobals->time + 0.1;
return 0;
}
return 1;
}
void CSentry::SentryTouch( CBaseEntity *pOther )
{
if (pOther && (pOther->pev->flags & (FL_CLIENT | FL_MONSTER)))
{
TakeDamage(pOther->pev, pOther->pev, 0, 0 );
}
}
void CSentry :: SentryDeath( void )
{
BOOL iActive = FALSE;
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 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 );
}
}
#endif
#endif // TF_TURRET_H