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1533 lines
42 KiB
1533 lines
42 KiB
2 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npc_turret_floor.h"
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#include "portal_player.h"
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#include "weapon_physcannon.h"
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#include "basehlcombatweapon_shared.h"
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#include "ammodef.h"
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#include "ai_senses.h"
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#include "ai_memory.h"
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#include "rope.h"
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#include "rope_shared.h"
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#include "prop_portal_shared.h"
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#include "Sprite.h"
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#define SF_FLOOR_TURRET_AUTOACTIVATE 0x00000020
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#define SF_FLOOR_TURRET_STARTINACTIVE 0x00000040
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#define SF_FLOOR_TURRET_OUT_OF_AMMO 0x00000100
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#define FLOOR_TURRET_PORTAL_MODEL "models/props/Turret_01.mdl"
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#define FLOOR_TURRET_GLOW_SPRITE "sprites/glow1.vmt"
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#define FLOOR_TURRET_BC_YAW "aim_yaw"
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#define FLOOR_TURRET_BC_PITCH "aim_pitch"
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#define PORTAL_FLOOR_TURRET_RANGE 1500
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#define PORTAL_FLOOR_TURRET_MAX_SHOT_DELAY 2.5f
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#define FLOOR_TURRET_MAX_WAIT 5
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#define FLOOR_TURRET_SHORT_WAIT 2.0f // Used for FAST_RETIRE spawnflag
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#define SF_FLOOR_TURRET_FASTRETIRE 0x00000080
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#define TURRET_FLOOR_DAMAGE_MULTIPLIER 3.0f
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#define TURRET_FLOOR_BULLET_FORCE_MULTIPLIER 0.4f
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#define TURRET_FLOOR_PHYSICAL_FORCE_MULTIPLIER 135.0f
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#define PORTAL_FLOOR_TURRET_NUM_ROPES 4
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//Turret states
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enum portalTurretState_e
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{
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PORTAL_TURRET_DISABLED = TURRET_STATE_TOTAL,
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PORTAL_TURRET_COLLIDE,
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PORTAL_TURRET_PICKUP,
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PORTAL_TURRET_SHOTAT,
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PORTAL_TURRET_DISSOLVED,
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PORTAL_TURRET_STATE_TOTAL
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};
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//Debug visualization
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extern ConVar g_debug_turret;
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//Activities
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extern int ACT_FLOOR_TURRET_OPEN;
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extern int ACT_FLOOR_TURRET_CLOSE;
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extern int ACT_FLOOR_TURRET_OPEN_IDLE;
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extern int ACT_FLOOR_TURRET_CLOSED_IDLE;
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extern int ACT_FLOOR_TURRET_FIRE;
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int ACT_FLOOR_TURRET_FIRE2;
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const char *g_TalkNames[] =
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{
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"NPC_FloorTurret.TalkSearch",
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"NPC_FloorTurret.TalkAutosearch",
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"NPC_FloorTurret.TalkActive",
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"NPC_FloorTurret.TalkSupress",
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"NPC_FloorTurret.TalkDeploy",
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"NPC_FloorTurret.TalkRetire",
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"NPC_FloorTurret.TalkTipped",
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NULL // Must have NULL at end of list in case more states are added to base turret!
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};
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const char *g_PortalTalkNames[ PORTAL_TURRET_STATE_TOTAL - TURRET_STATE_TOTAL ] =
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{
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"NPC_FloorTurret.TalkDisabled",
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"NPC_FloorTurret.TalkCollide",
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"NPC_FloorTurret.TalkPickup",
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"NPC_FloorTurret.TalkShotAt",
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"NPC_FloorTurret.TalkDissolved"
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};
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const char* GetTurretTalkName( int iState )
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{
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if ( iState < TURRET_STATE_TOTAL )
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return g_TalkNames[ iState ];
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return g_PortalTalkNames[ iState - TURRET_STATE_TOTAL ];
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}
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class CNPC_Portal_FloorTurret : public CNPC_FloorTurret
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{
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DECLARE_CLASS( CNPC_Portal_FloorTurret, CNPC_FloorTurret );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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public:
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CNPC_Portal_FloorTurret( void );
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual void UpdateOnRemove( void );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual bool ShouldAttractAutoAim( CBaseEntity *pAimingEnt );
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virtual float GetAutoAimRadius();
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virtual Vector GetAutoAimCenter();
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
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virtual bool PreThink( turretState_e state );
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virtual void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict = false );
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virtual void SetEyeState( eyeState_t state );
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virtual bool OnSide( void );
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virtual float GetAttackDamageScale( CBaseEntity *pVictim );
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virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
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// Think functions
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virtual void Retire( void );
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virtual void Deploy( void );
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virtual void ActiveThink( void );
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virtual void SearchThink( void );
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virtual void AutoSearchThink( void );
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virtual void TippedThink( void );
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virtual void HeldThink( void );
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virtual void InactiveThink( void );
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virtual void SuppressThink( void );
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virtual void DisabledThink( void );
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virtual void HackFindEnemy( void );
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virtual void StartTouch( CBaseEntity *pOther );
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bool IsLaserOn( void ) { return m_bLaserOn; }
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void LaserOff( void );
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void LaserOn( void );
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void RopesOn();
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void RopesOff();
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void FireBullet( const char *pTargetName );
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// Inputs
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void InputFireBullet( inputdata_t &inputdata );
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private:
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CHandle<CRopeKeyframe> m_hRopes[ PORTAL_FLOOR_TURRET_NUM_ROPES ];
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CNetworkVar( bool, m_bOutOfAmmo );
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CNetworkVar( bool, m_bLaserOn );
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CNetworkVar( int, m_sLaserHaloSprite );
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int m_iBarrelAttachments[ 4 ];
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bool m_bShootWithBottomBarrels;
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bool m_bDamageForce;
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float m_fSearchSpeed;
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float m_fMovingTargetThreashold;
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float m_flDistToEnemy;
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turretState_e m_iLastState;
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float m_fNextTalk;
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bool m_bDelayTippedTalk;
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};
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LINK_ENTITY_TO_CLASS( npc_portal_turret_floor, CNPC_Portal_FloorTurret );
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//Datatable
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BEGIN_DATADESC( CNPC_Portal_FloorTurret )
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DEFINE_ARRAY( m_hRopes, FIELD_EHANDLE, PORTAL_FLOOR_TURRET_NUM_ROPES ),
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DEFINE_FIELD( m_bOutOfAmmo, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLaserOn, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_sLaserHaloSprite, FIELD_INTEGER ),
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DEFINE_FIELD( m_flDistToEnemy, FIELD_FLOAT ),
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// DEFINE_ARRAY( m_iBarrelAttachments, FIELD_INTEGER, 4 ),
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DEFINE_FIELD( m_bShootWithBottomBarrels, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fSearchSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_fMovingTargetThreashold, FIELD_FLOAT ),
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DEFINE_FIELD( m_iLastState, FIELD_INTEGER ),
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DEFINE_FIELD( m_fNextTalk, FIELD_FLOAT ),
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DEFINE_FIELD( m_bDelayTippedTalk, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_bDamageForce, FIELD_BOOLEAN, "DamageForce" ),
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DEFINE_THINKFUNC( Retire ),
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DEFINE_THINKFUNC( Deploy ),
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DEFINE_THINKFUNC( ActiveThink ),
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DEFINE_THINKFUNC( SearchThink ),
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DEFINE_THINKFUNC( AutoSearchThink ),
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DEFINE_THINKFUNC( TippedThink ),
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DEFINE_THINKFUNC( HeldThink ),
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DEFINE_THINKFUNC( InactiveThink ),
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DEFINE_THINKFUNC( SuppressThink ),
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DEFINE_THINKFUNC( DisabledThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_STRING, "FireBullet", InputFireBullet ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CNPC_Portal_FloorTurret, DT_NPC_Portal_FloorTurret)
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SendPropBool( SENDINFO( m_bOutOfAmmo ) ),
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SendPropBool( SENDINFO( m_bLaserOn ) ),
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SendPropInt( SENDINFO( m_sLaserHaloSprite ) ),
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END_SEND_TABLE()
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CNPC_Portal_FloorTurret::CNPC_Portal_FloorTurret( void )
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{
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CNPC_FloorTurret::fMaxTipControllerVelocity = 100.0f * 100.0f;
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CNPC_FloorTurret::fMaxTipControllerAngularVelocity = 30.0f * 30.0f;
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m_bDamageForce = true;
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}
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void CNPC_Portal_FloorTurret::Precache( void )
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{
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SetModelName( MAKE_STRING( FLOOR_TURRET_PORTAL_MODEL ) );
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BaseClass::Precache();
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ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_FIRE2 );
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m_sLaserHaloSprite = PrecacheModel( "sprites/redlaserglow.vmt" );
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PrecacheModel("effects/redlaser1.vmt");
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for ( int iTalkScript = 0; iTalkScript < PORTAL_TURRET_STATE_TOTAL; ++iTalkScript )
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{
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if ( iTalkScript < TURRET_STATE_TOTAL )
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{
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if ( g_TalkNames[ iTalkScript ] )
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PrecacheScriptSound( g_TalkNames[ iTalkScript ] );
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else
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iTalkScript = TURRET_STATE_TOTAL - 1; // We hit the last script item, so jump to the portal only states
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}
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else
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{
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PrecacheScriptSound( g_PortalTalkNames[ iTalkScript - TURRET_STATE_TOTAL ] );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn the entity
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//-----------------------------------------------------------------------------
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void CNPC_Portal_FloorTurret::Spawn( void )
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{
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BaseClass::Spawn();
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m_iBarrelAttachments[ 0 ] = LookupAttachment( "LFT_Gun1_Muzzle" );
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m_iBarrelAttachments[ 1 ] = LookupAttachment( "RT_Gun1_Muzzle" );
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m_iBarrelAttachments[ 2 ] = LookupAttachment( "LFT_Gun2_Muzzle" );
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m_iBarrelAttachments[ 3 ] = LookupAttachment( "RT_Gun2_Muzzle" );
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m_fSearchSpeed = RandomFloat( 1.0f, 1.4f );
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m_fMovingTargetThreashold = 20.0f;
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m_bNoAlarmSounds = true;
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m_bOutOfAmmo = ( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO ) != 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Portal_FloorTurret::Activate( void )
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{
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BaseClass::Activate();
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// Find all nearby physics objects and add them to the list of objects we will sense
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CBaseEntity *pObject = gEntList.FindEntityByClassname( NULL, "prop_physics" );
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while ( pObject )
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{
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// Tell the AI sensing list that we want to consider this
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g_AI_SensedObjectsManager.AddEntity( pObject );
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pObject = gEntList.FindEntityByClassname( pObject, "prop_physics" );
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}
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pObject = gEntList.FindEntityByClassname( NULL, "func_physbox" );
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while ( pObject )
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{
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// Tell the AI sensing list that we want to consider this
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g_AI_SensedObjectsManager.AddEntity( pObject );
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pObject = gEntList.FindEntityByClassname( pObject, "func_physbox" );
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}
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m_iLastState = TURRET_AUTO_SEARCHING;
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m_iBarrelAttachments[ 0 ] = LookupAttachment( "LFT_Gun1_Muzzle" );
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m_iBarrelAttachments[ 1 ] = LookupAttachment( "RT_Gun1_Muzzle" );
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m_iBarrelAttachments[ 2 ] = LookupAttachment( "LFT_Gun2_Muzzle" );
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m_iBarrelAttachments[ 3 ] = LookupAttachment( "RT_Gun2_Muzzle" );
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}
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void CNPC_Portal_FloorTurret::UpdateOnRemove( void )
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{
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if ( IsDissolving() )
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EmitSound( GetTurretTalkName( PORTAL_TURRET_DISSOLVED ) );
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LaserOff();
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RopesOff();
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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//-----------------------------------------------------------------------------
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int CNPC_Portal_FloorTurret::OnTakeDamage( const CTakeDamageInfo &info )
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{
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if ( m_lifeState == LIFE_ALIVE && ( info.GetDamageType() & DMG_BULLET ) && !info.GetAttacker()->IsPlayer() )
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{
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if ( gpGlobals->curtime > m_fNextTalk )
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{
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EmitSound( GetTurretTalkName( PORTAL_TURRET_SHOTAT ) );
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m_fNextTalk = gpGlobals->curtime + 3.0f;
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}
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}
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return BaseClass::OnTakeDamage( info );
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}
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bool CNPC_Portal_FloorTurret::ShouldAttractAutoAim( CBaseEntity *pAimingEnt )
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{
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return ( m_lifeState == LIFE_ALIVE );
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}
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float CNPC_Portal_FloorTurret::GetAutoAimRadius()
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{
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return 64.0f;
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}
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Vector CNPC_Portal_FloorTurret::GetAutoAimCenter()
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{
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// We want to shoot portals right under them
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return WorldSpaceCenter() + Vector( 0.0f, 0.0f, -18.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Portal_FloorTurret::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
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{
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if ( m_lifeState == LIFE_ALIVE && m_bEnabled )
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{
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m_bActive = true;
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SetThink( &CNPC_Portal_FloorTurret::HeldThink );
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}
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BaseClass::OnPhysGunPickup( pPhysGunUser, reason );
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}
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void CNPC_Portal_FloorTurret::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms )
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{
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// On teleport, we record a pointer to the portal we are arriving at
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if ( eventType == NOTIFY_EVENT_TELEPORT )
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{
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RopesOff();
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RopesOn();
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}
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BaseClass::NotifySystemEvent( pNotify, eventType, params );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows a generic think function before the others are called
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// Input : state - which state the turret is currently in
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//-----------------------------------------------------------------------------
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bool CNPC_Portal_FloorTurret::PreThink( turretState_e state )
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{
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// Working 2 enums into one integer
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int iNewState = state;
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// If the turret is dissolving go to a special state
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if ( IsDissolving() )
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iNewState = PORTAL_TURRET_DISSOLVED;
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// Need to play these sounds immediately
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if ( m_iLastState != iNewState && ( ( iNewState == TURRET_TIPPED && !m_bDelayTippedTalk ) ||
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iNewState == TURRET_RETIRING ||
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iNewState == PORTAL_TURRET_DISSOLVED ||
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iNewState == PORTAL_TURRET_PICKUP ) )
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{
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m_fNextTalk = gpGlobals->curtime -1.0f;
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}
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// If we've changed states or are in a state with a repeating message
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||
|
if ( gpGlobals->curtime > m_fNextTalk && m_iLastState != iNewState )
|
||
|
{
|
||
|
m_iLastState = (turretState_e)iNewState;
|
||
|
|
||
|
const char *pchScriptName = GetTurretTalkName( m_iLastState );
|
||
|
|
||
|
switch ( iNewState )
|
||
|
{
|
||
|
case TURRET_SEARCHING:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 1.75f;
|
||
|
break;
|
||
|
|
||
|
case TURRET_AUTO_SEARCHING:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 1.75f;
|
||
|
break;
|
||
|
|
||
|
/*case TURRET_ACTIVE:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 2.5f;
|
||
|
break;*/
|
||
|
|
||
|
// Suppress is too fleeting for a message
|
||
|
/*case TURRET_SUPPRESSING:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 1.5f;
|
||
|
break;*/
|
||
|
|
||
|
case TURRET_DEPLOYING:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 1.75f;
|
||
|
break;
|
||
|
|
||
|
case TURRET_RETIRING:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 3.5f;
|
||
|
break;
|
||
|
|
||
|
case TURRET_TIPPED:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 1.15f;
|
||
|
break;
|
||
|
|
||
|
case PORTAL_TURRET_PICKUP:
|
||
|
EmitSound( GetTurretTalkName( PORTAL_TURRET_PICKUP ) );
|
||
|
m_fNextTalk = gpGlobals->curtime + 2.25f;
|
||
|
break;
|
||
|
|
||
|
case PORTAL_TURRET_DISSOLVED:
|
||
|
EmitSound( pchScriptName );
|
||
|
m_fNextTalk = gpGlobals->curtime + 10.0f; // Never going to talk again
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// New states are not supported by old turret code
|
||
|
if ( iNewState != TURRET_TIPPED && iNewState < TURRET_STATE_TOTAL )
|
||
|
return BaseClass::PreThink( (turretState_e)iNewState );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Fire!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Portal_FloorTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict )
|
||
|
{
|
||
|
FireBulletsInfo_t info;
|
||
|
|
||
|
//if ( !bStrict && GetEnemy() == UTIL_PlayerByIndex( 1 ) )
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
if( !bStrict && (pEnemy && pEnemy->IsPlayer()) )
|
||
|
{
|
||
|
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 = GetAttackSpread( NULL, GetEnemy() );
|
||
|
info.m_flDistance = MAX_COORD_RANGE;
|
||
|
info.m_iAmmoType = m_iAmmoType;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Just shoot where you're facing!
|
||
|
Vector vecMuzzle, vecMuzzleDir;
|
||
|
|
||
|
GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir );
|
||
|
|
||
|
info.m_vecSrc = vecSrc;
|
||
|
info.m_vecDirShooting = vecMuzzleDir;
|
||
|
info.m_iTracerFreq = 1;
|
||
|
info.m_iShots = 1;
|
||
|
info.m_pAttacker = this;
|
||
|
info.m_vecSpread = GetAttackSpread( NULL, GetEnemy() );
|
||
|
info.m_flDistance = MAX_COORD_RANGE;
|
||
|
info.m_iAmmoType = m_iAmmoType;
|
||
|
}
|
||
|
|
||
|
info.m_flDamageForceScale = ( ( !m_bDamageForce ) ? ( 0.0f ) : ( TURRET_FLOOR_BULLET_FORCE_MULTIPLIER ) );
|
||
|
|
||
|
int iBarrelIndex = ( m_bShootWithBottomBarrels ) ? ( 2 ) : ( 0 );
|
||
|
QAngle angBarrelDir;
|
||
|
|
||
|
// Shoot out of the left barrel if there's nothing solid between the turret's center and the muzzle
|
||
|
trace_t tr;
|
||
|
GetAttachment( m_iBarrelAttachments[ iBarrelIndex ], info.m_vecSrc, angBarrelDir );
|
||
|
Vector vecCenter = GetAbsOrigin();
|
||
|
UTIL_TraceLine( vecCenter, info.m_vecSrc, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
||
|
if ( !tr.m_pEnt || !tr.m_pEnt->IsWorld() )
|
||
|
{
|
||
|
FireBullets( info );
|
||
|
}
|
||
|
|
||
|
// Shoot out of the right barrel if there's nothing solid between the turret's center and the muzzle
|
||
|
GetAttachment( m_iBarrelAttachments[ iBarrelIndex + 1 ], info.m_vecSrc, angBarrelDir );
|
||
|
vecCenter = GetAbsOrigin();
|
||
|
UTIL_TraceLine( vecCenter, info.m_vecSrc, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
||
|
if ( !tr.m_pEnt || !tr.m_pEnt->IsWorld() )
|
||
|
{
|
||
|
FireBullets( info );
|
||
|
}
|
||
|
|
||
|
// Flip shooting from the top or bottom
|
||
|
m_bShootWithBottomBarrels = !m_bShootWithBottomBarrels;
|
||
|
|
||
|
EmitSound( "NPC_FloorTurret.ShotSounds" );
|
||
|
DoMuzzleFlash();
|
||
|
|
||
|
// Make ropes shake if they exist
|
||
|
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
|
||
|
{
|
||
|
if ( m_hRopes[ iRope ] )
|
||
|
{
|
||
|
m_hRopes[ iRope ]->ShakeRopes( vecSrc, 32.0f, 5.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If a turret is partially tipped the recoil with each shot so that it can knock itself over
|
||
|
Vector up;
|
||
|
GetVectors( NULL, NULL, &up );
|
||
|
|
||
|
if ( up.z < 0.9f )
|
||
|
{
|
||
|
m_pMotionController->Suspend( 2.0f );
|
||
|
|
||
|
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
|
||
|
Vector vVelocityImpulse = info.m_vecDirShooting * -35.0f;
|
||
|
pTurretPhys->AddVelocity( &vVelocityImpulse, &vVelocityImpulse );
|
||
|
}
|
||
|
|
||
|
if ( m_iLastState == TURRET_ACTIVE && gpGlobals->curtime > m_fNextTalk )
|
||
|
{
|
||
|
EmitSound( GetTurretTalkName( m_iLastState ) );
|
||
|
m_fNextTalk = gpGlobals->curtime + 2.5f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sets the state of the glowing eye attached to the turret
|
||
|
// Input : state - state the eye should be in
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Portal_FloorTurret::SetEyeState( eyeState_t state )
|
||
|
{
|
||
|
// Must have a valid eye to affect
|
||
|
if ( !m_hEyeGlow )
|
||
|
{
|
||
|
// Create our eye sprite
|
||
|
m_hEyeGlow = CSprite::SpriteCreate( FLOOR_TURRET_GLOW_SPRITE, GetLocalOrigin(), false );
|
||
|
if ( !m_hEyeGlow )
|
||
|
return;
|
||
|
|
||
|
m_hEyeGlow->SetTransparency( kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation );
|
||
|
m_hEyeGlow->SetAttachment( this, m_iEyeAttachment );
|
||
|
}
|
||
|
|
||
|
bool bNewState = ( m_iEyeState != state );
|
||
|
|
||
|
m_iEyeState = state;
|
||
|
|
||
|
//Set the state
|
||
|
switch( state )
|
||
|
{
|
||
|
default:
|
||
|
case TURRET_EYE_SEE_TARGET: //Fade in and scale up
|
||
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
||
|
m_hEyeGlow->SetBrightness( 255, 0.1f );
|
||
|
m_hEyeGlow->SetScale( 0.4f, 0.1f );
|
||
|
break;
|
||
|
|
||
|
case TURRET_EYE_SEEKING_TARGET: //Ping-pongs
|
||
|
|
||
|
//Toggle our state
|
||
|
m_bBlinkState = !m_bBlinkState;
|
||
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
||
|
|
||
|
if ( m_bBlinkState )
|
||
|
{
|
||
|
//Fade up and scale up
|
||
|
m_hEyeGlow->SetScale( 0.3f, 0.1f );
|
||
|
m_hEyeGlow->SetBrightness( 224, 0.1f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Fade down and scale down
|
||
|
m_hEyeGlow->SetScale( 0.2f, 0.1f );
|
||
|
m_hEyeGlow->SetBrightness( 192, 0.1f );
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
case TURRET_EYE_DORMANT: //Fade out and scale down
|
||
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
||
|
m_hEyeGlow->SetScale( 0.2f, 0.5f );
|
||
|
m_hEyeGlow->SetBrightness( 192, 0.5f );
|
||
|
break;
|
||
|
|
||
|
case TURRET_EYE_DEAD: //Fade out slowly
|
||
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
||
|
m_hEyeGlow->SetScale( 0.1f, 3.0f );
|
||
|
m_hEyeGlow->SetBrightness( 0, 3.0f );
|
||
|
|
||
|
if ( bNewState )
|
||
|
m_nSkin = 1;
|
||
|
break;
|
||
|
|
||
|
case TURRET_EYE_DISABLED:
|
||
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
||
|
m_hEyeGlow->SetScale( 0.1f, 1.0f );
|
||
|
m_hEyeGlow->SetBrightness( 0, 1.0f );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline bool CNPC_Portal_FloorTurret::OnSide( void )
|
||
|
{
|
||
|
if ( GetWaterLevel() > 0 )
|
||
|
return true;
|
||
|
|
||
|
Vector up;
|
||
|
GetVectors( NULL, NULL, &up );
|
||
|
|
||
|
return ( DotProduct( up, Vector(0,0,1) ) < 0.5f );
|
||
|
}
|
||
|
|
||
|
float CNPC_Portal_FloorTurret::GetAttackDamageScale( CBaseEntity *pVictim )
|
||
|
{
|
||
|
CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
|
||
|
|
||
|
// Do extra damage to antlions & combine
|
||
|
if ( pBCC )
|
||
|
{
|
||
|
if ( pBCC->Classify() == CLASS_PLAYER )
|
||
|
{
|
||
|
// Does normal damage when thrashing
|
||
|
if ( OnSide() )
|
||
|
return 1.0f;
|
||
|
|
||
|
return TURRET_FLOOR_DAMAGE_MULTIPLIER;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetAttackDamageScale( pVictim );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Vector CNPC_Portal_FloorTurret::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
|
||
|
{
|
||
|
WeaponProficiency_t weaponProficiency = WEAPON_PROFICIENCY_AVERAGE;
|
||
|
|
||
|
// Switch our weapon proficiency based upon our target
|
||
|
if ( pTarget )
|
||
|
{
|
||
|
if ( pTarget->Classify() == CLASS_PLAYER || pTarget->Classify() == CLASS_ANTLION || pTarget->Classify() == CLASS_ZOMBIE )
|
||
|
{
|
||
|
// Make me much more accurate
|
||
|
weaponProficiency = WEAPON_PROFICIENCY_PERFECT;
|
||
|
}
|
||
|
else if ( pTarget->Classify() == CLASS_COMBINE )
|
||
|
{
|
||
|
// Make me more accurate
|
||
|
weaponProficiency = WEAPON_PROFICIENCY_VERY_GOOD;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return VECTOR_CONE_4DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ weaponProficiency ].spreadscale);
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::Retire( void )
|
||
|
{
|
||
|
LaserOn();
|
||
|
|
||
|
BaseClass::Retire();
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::Deploy( void )
|
||
|
{
|
||
|
LaserOn();
|
||
|
RopesOn();
|
||
|
|
||
|
BaseClass::Deploy();
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::ActiveThink( void )
|
||
|
{
|
||
|
LaserOn();
|
||
|
|
||
|
//Allow descended classes a chance to do something before the think function
|
||
|
if ( PreThink( TURRET_ACTIVE ) )
|
||
|
return;
|
||
|
|
||
|
HackFindEnemy();
|
||
|
|
||
|
//Update our think time
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
|
||
|
//If we've become inactive, go back to searching
|
||
|
if ( ( m_bActive == false ) || ( pEnemy == NULL ) )
|
||
|
{
|
||
|
SetEnemy( NULL );
|
||
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
|
||
|
SetThink( &CNPC_FloorTurret::SearchThink );
|
||
|
m_vecGoalAngles = GetAbsAngles();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Get our shot positions
|
||
|
Vector vecMid = EyePosition();
|
||
|
Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );
|
||
|
|
||
|
// Store off our last seen location so we can suppress it later
|
||
|
m_vecEnemyLKP = vecMidEnemy;
|
||
|
|
||
|
//Look for our current enemy
|
||
|
bool bEnemyInFOV = FInViewCone( pEnemy );
|
||
|
bool bEnemyVisible = FVisible( pEnemy ) && pEnemy->IsAlive();
|
||
|
|
||
|
//Calculate dir and dist to enemy
|
||
|
Vector vecDirToEnemy = vecMidEnemy - vecMid;
|
||
|
m_flDistToEnemy = VectorNormalize( vecDirToEnemy );
|
||
|
|
||
|
// If the enemy isn't in the normal fov, check the fov through portals
|
||
|
CProp_Portal *pPortal = NULL;
|
||
|
if ( pEnemy->IsAlive() )
|
||
|
{
|
||
|
pPortal = FInViewConeThroughPortal( pEnemy );
|
||
|
|
||
|
if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) )
|
||
|
{
|
||
|
// Translate our target across the portal
|
||
|
Vector vecMidEnemyTransformed;
|
||
|
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed );
|
||
|
|
||
|
//Calculate dir and dist to enemy
|
||
|
Vector vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid;
|
||
|
float flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed );
|
||
|
|
||
|
// If it's not visible through normal means or the enemy is closer through the portal, use the translated info
|
||
|
if ( !bEnemyInFOV || !bEnemyVisible || flDistToEnemyTransformed < m_flDistToEnemy )
|
||
|
{
|
||
|
bEnemyInFOV = true;
|
||
|
bEnemyVisible = true;
|
||
|
vecMidEnemy = vecMidEnemyTransformed;
|
||
|
vecDirToEnemy = vecDirToEnemyTransformed;
|
||
|
m_flDistToEnemy = flDistToEnemyTransformed;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pPortal = NULL;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pPortal = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Draw debug info
|
||
|
if ( g_debug_turret.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 );
|
||
|
}
|
||
|
|
||
|
//See if they're past our FOV of attack
|
||
|
if ( bEnemyInFOV == false )
|
||
|
{
|
||
|
// Should we look for a new target?
|
||
|
ClearEnemyMemory();
|
||
|
SetEnemy( NULL );
|
||
|
|
||
|
if ( m_spawnflags & SF_FLOOR_TURRET_FASTRETIRE )
|
||
|
{
|
||
|
// Retire quickly in this case. (The case where we saw the player, but he hid again).
|
||
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_SHORT_WAIT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
|
||
|
}
|
||
|
|
||
|
SetThink( &CNPC_FloorTurret::SearchThink );
|
||
|
m_vecGoalAngles = GetAbsAngles();
|
||
|
|
||
|
SpinDown();
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Current enemy is not visible
|
||
|
if ( ( bEnemyVisible == false ) || ( m_flDistToEnemy > PORTAL_FLOOR_TURRET_RANGE ))
|
||
|
{
|
||
|
m_flLastSight = gpGlobals->curtime + 2.0f;
|
||
|
|
||
|
ClearEnemyMemory();
|
||
|
SetEnemy( NULL );
|
||
|
SetThink( &CNPC_FloorTurret::SuppressThink );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( g_debug_turret.GetBool() )
|
||
|
{
|
||
|
Vector vecMuzzle, vecMuzzleDir;
|
||
|
|
||
|
UpdateMuzzleMatrix();
|
||
|
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
|
||
|
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
|
||
|
|
||
|
// Visualize vertical firing ranges
|
||
|
for ( int i = 0; i < 4; i++ )
|
||
|
{
|
||
|
QAngle angMaxDownPitch = GetAbsAngles();
|
||
|
|
||
|
switch( i )
|
||
|
{
|
||
|
case 0: angMaxDownPitch.x -= 15; break;
|
||
|
case 1: angMaxDownPitch.x += 15; break;
|
||
|
case 2: angMaxDownPitch.x -= 25; break;
|
||
|
case 3: angMaxDownPitch.x += 25; break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
Vector vecMaxDownPitch;
|
||
|
AngleVectors( angMaxDownPitch, &vecMaxDownPitch );
|
||
|
NDebugOverlay::Line( vecMuzzle, vecMuzzle + (vecMaxDownPitch*256), 255, 255, 255, false, 0.1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_flShotTime < gpGlobals->curtime )
|
||
|
{
|
||
|
Vector vecMuzzle, vecMuzzleDir;
|
||
|
|
||
|
UpdateMuzzleMatrix();
|
||
|
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
|
||
|
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
|
||
|
|
||
|
Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D();
|
||
|
Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();
|
||
|
|
||
|
bool bCanShoot = true;
|
||
|
float minCos3d = DOT_10DEGREE; // 10 degrees slop
|
||
|
|
||
|
if ( m_flDistToEnemy < 60.0 )
|
||
|
{
|
||
|
vecDirToEnemy2D.NormalizeInPlace();
|
||
|
vecMuzzleDir2D.NormalizeInPlace();
|
||
|
|
||
|
bCanShoot = ( vecDirToEnemy2D.Dot(vecMuzzleDir2D) >= DOT_10DEGREE );
|
||
|
minCos3d = 0.7071; // 45 degrees
|
||
|
}
|
||
|
|
||
|
//Fire the gun
|
||
|
if ( bCanShoot ) // 10 degree slop XY
|
||
|
{
|
||
|
float dot3d = DotProduct( vecDirToEnemy, vecMuzzleDir );
|
||
|
|
||
|
if( m_bOutOfAmmo )
|
||
|
{
|
||
|
DryFire();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( dot3d >= minCos3d )
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
||
|
SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );
|
||
|
|
||
|
//Fire the weapon
|
||
|
#if !DISABLE_SHOT
|
||
|
Shoot( vecMuzzle, vecMuzzleDir, (dot3d < DOT_10DEGREE) );
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
||
|
}
|
||
|
|
||
|
//If we can see our enemy, face it
|
||
|
if ( bEnemyVisible )
|
||
|
{
|
||
|
//We want to look at the enemy's eyes so we don't jitter
|
||
|
Vector vEnemyWorldSpaceCenter = pEnemy->WorldSpaceCenter();
|
||
|
if ( pPortal && pPortal->IsActivedAndLinked() )
|
||
|
{
|
||
|
// Translate our target across the portal
|
||
|
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyWorldSpaceCenter, vEnemyWorldSpaceCenter );
|
||
|
}
|
||
|
|
||
|
Vector vecDirToEnemyEyes = vEnemyWorldSpaceCenter - vecMid;
|
||
|
VectorNormalize( vecDirToEnemyEyes );
|
||
|
|
||
|
QAngle vecAnglesToEnemy;
|
||
|
VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
|
||
|
|
||
|
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_Portal_FloorTurret::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_FLOOR_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 )
|
||
|
{
|
||
|
HackFindEnemy();
|
||
|
}
|
||
|
|
||
|
LaserOn();
|
||
|
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
|
||
|
//If we've found a target, spin up the barrel and start to attack
|
||
|
if ( pEnemy != NULL )
|
||
|
{
|
||
|
//Get our shot positions
|
||
|
Vector vecMid = EyePosition();
|
||
|
Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );
|
||
|
|
||
|
//Look for our current enemy
|
||
|
bool bEnemyInFOV = FInViewCone( pEnemy );
|
||
|
bool bEnemyVisible = FVisible( pEnemy );
|
||
|
|
||
|
//Calculate dir and dist to enemy
|
||
|
Vector vecDirToEnemy = vecMidEnemy - vecMid;
|
||
|
m_flDistToEnemy = VectorNormalize( vecDirToEnemy );
|
||
|
|
||
|
// If the enemy isn't in the normal fov, check the fov through portals
|
||
|
CProp_Portal *pPortal = NULL;
|
||
|
pPortal = FInViewConeThroughPortal( pEnemy );
|
||
|
|
||
|
if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) )
|
||
|
{
|
||
|
// Translate our target across the portal
|
||
|
Vector vecMidEnemyTransformed;
|
||
|
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed );
|
||
|
|
||
|
//Calculate dir and dist to enemy
|
||
|
Vector vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid;
|
||
|
float flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed );
|
||
|
|
||
|
// If it's not visible through normal means or the enemy is closer through the portal, use the translated info
|
||
|
if ( !bEnemyInFOV || !bEnemyVisible || flDistToEnemyTransformed < m_flDistToEnemy )
|
||
|
{
|
||
|
bEnemyInFOV = true;
|
||
|
bEnemyVisible = true;
|
||
|
vecMidEnemy = vecMidEnemyTransformed;
|
||
|
vecDirToEnemy = vecDirToEnemyTransformed;
|
||
|
m_flDistToEnemy = flDistToEnemyTransformed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Give enemies that are farther away a longer grace period
|
||
|
float fDistanceRatio = m_flDistToEnemy / PORTAL_FLOOR_TURRET_RANGE;
|
||
|
m_flShotTime = gpGlobals->curtime + fDistanceRatio * fDistanceRatio * PORTAL_FLOOR_TURRET_MAX_SHOT_DELAY;
|
||
|
|
||
|
m_flLastSight = 0;
|
||
|
SetThink( &CNPC_FloorTurret::ActiveThink );
|
||
|
SetEyeState( TURRET_EYE_SEE_TARGET );
|
||
|
|
||
|
SpinUp();
|
||
|
|
||
|
if ( gpGlobals->curtime > m_flNextActivateSoundTime )
|
||
|
{
|
||
|
EmitSound( "NPC_FloorTurret.Activate" );
|
||
|
m_flNextActivateSoundTime = gpGlobals->curtime + 3.0;
|
||
|
}
|
||
|
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_FloorTurret::Retire );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Display that we're scanning
|
||
|
m_vecGoalAngles.x = GetAbsAngles().x + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 1.5f ) * 20.0f );
|
||
|
m_vecGoalAngles.y = GetAbsAngles().y + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 2.5f ) * 20.0f );
|
||
|
|
||
|
//Turn and ping
|
||
|
UpdateFacing();
|
||
|
Ping();
|
||
|
|
||
|
// Update rope positions
|
||
|
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
|
||
|
{
|
||
|
if ( m_hRopes[ iRope ] )
|
||
|
{
|
||
|
m_hRopes[ iRope ]->EndpointsChanged();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::AutoSearchThink( void )
|
||
|
{
|
||
|
LaserOn();
|
||
|
RopesOff();
|
||
|
|
||
|
BaseClass::AutoSearchThink();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The turret has been tipped over and will thrash for awhile
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Portal_FloorTurret::TippedThink( void )
|
||
|
{
|
||
|
PreThink( TURRET_TIPPED );
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
||
|
SetEnemy( NULL );
|
||
|
|
||
|
StudioFrameAdvance();
|
||
|
// If we're not on side anymore, stop thrashing
|
||
|
if ( !OnSide() && VPhysicsGetObject()->GetContactPoint( NULL, NULL ) )
|
||
|
{
|
||
|
ReturnToLife();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
LaserOn();
|
||
|
RopesOn();
|
||
|
|
||
|
//See if we should continue to thrash
|
||
|
if ( gpGlobals->curtime < m_flThrashTime && !IsDissolving() )
|
||
|
{
|
||
|
if ( m_flShotTime < gpGlobals->curtime )
|
||
|
{
|
||
|
if( m_bOutOfAmmo )
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
||
|
DryFire();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecMuzzle, vecMuzzleDir;
|
||
|
GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir );
|
||
|
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
||
|
SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );
|
||
|
|
||
|
#if !DISABLE_SHOT
|
||
|
Shoot( vecMuzzle, vecMuzzleDir );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
m_flShotTime = gpGlobals->curtime + 0.05f;
|
||
|
}
|
||
|
|
||
|
m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60, 60 );
|
||
|
m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60, 60 );
|
||
|
|
||
|
UpdateFacing();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Face forward
|
||
|
m_vecGoalAngles = GetAbsAngles();
|
||
|
|
||
|
//Set ourselves to close
|
||
|
if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE )
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
||
|
|
||
|
//If we're done moving to our desired facing, close up
|
||
|
if ( UpdateFacing() == false )
|
||
|
{
|
||
|
//Make any last death noises and anims
|
||
|
EmitSound( "NPC_FloorTurret.Die" );
|
||
|
EmitSound( GetTurretTalkName( PORTAL_TURRET_DISABLED ) );
|
||
|
SpinDown();
|
||
|
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE );
|
||
|
EmitSound( "NPC_FloorTurret.Retract" );
|
||
|
|
||
|
CTakeDamageInfo info;
|
||
|
info.SetDamage( 1 );
|
||
|
info.SetDamageType( DMG_CRUSH );
|
||
|
Event_Killed( info );
|
||
|
}
|
||
|
}
|
||
|
else if ( IsActivityFinished() )
|
||
|
{
|
||
|
m_bActive = false;
|
||
|
m_flLastSight = 0;
|
||
|
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE );
|
||
|
|
||
|
// Don't need to store last NPC anymore, because I've been knocked over
|
||
|
if ( m_hLastNPCToKickMe )
|
||
|
{
|
||
|
m_hLastNPCToKickMe = NULL;
|
||
|
m_flKnockOverFailedTime = 0;
|
||
|
}
|
||
|
|
||
|
//Try to look straight
|
||
|
if ( UpdateFacing() == false )
|
||
|
{
|
||
|
m_OnTipped.FireOutput( this, this );
|
||
|
SetEyeState( TURRET_EYE_DEAD );
|
||
|
//SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
|
||
|
|
||
|
// Start thinking slowly to see if we're ever set upright somehow
|
||
|
SetThink( &CNPC_FloorTurret::InactiveThink );
|
||
|
SetNextThink( gpGlobals->curtime + 1.0f );
|
||
|
RopesOff();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The turret has been tipped over and will thrash for awhile
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Portal_FloorTurret::HeldThink( void )
|
||
|
{
|
||
|
PreThink( (turretState_e)PORTAL_TURRET_PICKUP );
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
||
|
SetEnemy( NULL );
|
||
|
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
|
||
|
|
||
|
// If we're not held anymore, stop thrashing
|
||
|
if ( !(pTurretPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
|
||
|
{
|
||
|
m_fNextTalk = gpGlobals->curtime + 1.25f;
|
||
|
|
||
|
if ( m_lifeState == LIFE_ALIVE )
|
||
|
SetThink( &CNPC_FloorTurret::ActiveThink );
|
||
|
else
|
||
|
SetThink( &CNPC_FloorTurret::InactiveThink );
|
||
|
}
|
||
|
|
||
|
LaserOn();
|
||
|
RopesOn();
|
||
|
|
||
|
//See if we should continue to thrash
|
||
|
if ( !IsDissolving() )
|
||
|
{
|
||
|
if ( m_flShotTime < gpGlobals->curtime )
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
||
|
|
||
|
DryFire();
|
||
|
|
||
|
m_flShotTime = gpGlobals->curtime + RandomFloat( 0.25f, 0.75f );
|
||
|
|
||
|
m_vecGoalAngles.x = GetAbsAngles().x + RandomFloat( -15, 15 );
|
||
|
m_vecGoalAngles.y = GetAbsAngles().y + RandomFloat( -40, 40 );
|
||
|
}
|
||
|
|
||
|
UpdateFacing();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::InactiveThink( void )
|
||
|
{
|
||
|
LaserOff();
|
||
|
RopesOff();
|
||
|
|
||
|
// Update our PVS state
|
||
|
CheckPVSCondition();
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 1.0f );
|
||
|
|
||
|
// Wake up if we're not on our side
|
||
|
if ( !OnSide() && VPhysicsGetObject()->GetContactPoint( NULL, NULL ) && m_bEnabled )
|
||
|
{
|
||
|
// Never return to life!
|
||
|
SetCollisionGroup( COLLISION_GROUP_NONE );
|
||
|
//ReturnToLife();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
|
||
|
|
||
|
if ( !(pTurretPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) && pTurretPhys->IsAsleep() )
|
||
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
|
||
|
else
|
||
|
SetCollisionGroup( COLLISION_GROUP_NONE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::SuppressThink( void )
|
||
|
{
|
||
|
LaserOn();
|
||
|
|
||
|
BaseClass::SuppressThink();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The turret is not doing anything at all
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Portal_FloorTurret::DisabledThink( void )
|
||
|
{
|
||
|
LaserOff();
|
||
|
RopesOff();
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.5 );
|
||
|
if ( OnSide() )
|
||
|
{
|
||
|
m_OnTipped.FireOutput( this, this );
|
||
|
SetEyeState( TURRET_EYE_DEAD );
|
||
|
//SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
|
||
|
SetThink( NULL );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The turret doesn't run base AI properly, which is a bad decision.
|
||
|
// As a result, it has to manually find enemies.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Portal_FloorTurret::HackFindEnemy( void )
|
||
|
{
|
||
|
// We have to refresh our memories before finding enemies, so
|
||
|
// dead enemies are cleared out before new ones are added.
|
||
|
GetEnemies()->RefreshMemories();
|
||
|
|
||
|
GetSenses()->Look( PORTAL_FLOOR_TURRET_RANGE );
|
||
|
SetEnemy( BestEnemy() );
|
||
|
|
||
|
if ( GetEnemy() == NULL )
|
||
|
{
|
||
|
// Look through the list of sensed objects for possible targets
|
||
|
AISightIter_t iter;
|
||
|
CBaseEntity *pObject;
|
||
|
CBaseEntity *pNearest = NULL;
|
||
|
float flClosestDistSqr = PORTAL_FLOOR_TURRET_RANGE * PORTAL_FLOOR_TURRET_RANGE;
|
||
|
|
||
|
for ( pObject = GetSenses()->GetFirstSeenEntity( &iter, SEEN_MISC ); pObject; pObject = GetSenses()->GetNextSeenEntity( &iter ) )
|
||
|
{
|
||
|
Vector vVelocity;
|
||
|
pObject->GetVelocity( &vVelocity );
|
||
|
|
||
|
// Ignore objects going too slowly
|
||
|
if ( vVelocity.LengthSqr() < m_fMovingTargetThreashold )
|
||
|
continue;
|
||
|
|
||
|
float flDistSqr = pObject->WorldSpaceCenter().DistToSqr( GetAbsOrigin() );
|
||
|
if ( flDistSqr < flClosestDistSqr )
|
||
|
{
|
||
|
flClosestDistSqr = flDistSqr;
|
||
|
pNearest = pObject;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pNearest )
|
||
|
{
|
||
|
SetEnemy( pNearest );
|
||
|
m_fMovingTargetThreashold += gpGlobals->curtime * 15.0f;
|
||
|
if ( m_fMovingTargetThreashold > 800.0f )
|
||
|
{
|
||
|
m_fMovingTargetThreashold = 800.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_fMovingTargetThreashold = 20.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::StartTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
BaseClass::StartTouch( pOther );
|
||
|
|
||
|
IPhysicsObject *pOtherPhys = pOther->VPhysicsGetObject();
|
||
|
|
||
|
if ( !pOtherPhys )
|
||
|
return;
|
||
|
|
||
|
if ( !m_pMotionController )
|
||
|
return;
|
||
|
|
||
|
if ( m_pMotionController->Enabled() )
|
||
|
{
|
||
|
m_pMotionController->Suspend( 2.0f );
|
||
|
|
||
|
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
|
||
|
|
||
|
if ( !pOther->IsPlayer() && pOther->GetMoveType() == MOVETYPE_VPHYSICS && !(pTurretPhys && ((pTurretPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) != 0)) )
|
||
|
{
|
||
|
// Get a lateral impulse
|
||
|
Vector vVelocityImpulse = GetAbsOrigin() - pOther->GetAbsOrigin();
|
||
|
vVelocityImpulse.z = 0.0f;
|
||
|
if ( vVelocityImpulse.IsZero() )
|
||
|
{
|
||
|
vVelocityImpulse.x = 1.0f;
|
||
|
vVelocityImpulse.y = 1.0f;
|
||
|
}
|
||
|
VectorNormalize( vVelocityImpulse );
|
||
|
|
||
|
// If impulse is too much along the forward or back axis, skew it
|
||
|
Vector vTurretForward, vTurretRight;
|
||
|
GetVectors( &vTurretForward, &vTurretRight, NULL );
|
||
|
float fForwardDotImpulse = vTurretForward.Dot( vVelocityImpulse );
|
||
|
if ( fForwardDotImpulse > 0.7f || fForwardDotImpulse < -0.7f )
|
||
|
{
|
||
|
vVelocityImpulse += vTurretRight;
|
||
|
VectorNormalize( vVelocityImpulse );
|
||
|
}
|
||
|
|
||
|
Vector vAngleImpulse( ( vTurretRight.Dot( vVelocityImpulse ) < 0.0f ) ? ( -1.6f ) : ( 1.6f ), RandomFloat( -0.5f, 0.5f ), RandomFloat( -0.5f, 0.5f ) );
|
||
|
|
||
|
vVelocityImpulse *= TURRET_FLOOR_PHYSICAL_FORCE_MULTIPLIER;
|
||
|
vAngleImpulse *= TURRET_FLOOR_PHYSICAL_FORCE_MULTIPLIER;
|
||
|
pTurretPhys->AddVelocity( &vVelocityImpulse, &vAngleImpulse );
|
||
|
|
||
|
// Check if another turret is hitting us
|
||
|
CNPC_Portal_FloorTurret *pPortalFloor = dynamic_cast<CNPC_Portal_FloorTurret*>( pOther );
|
||
|
if ( pPortalFloor && pPortalFloor->m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
Vector vTurretVelocity, vOtherVelocity;
|
||
|
pTurretPhys->GetVelocity( &vTurretVelocity, NULL );
|
||
|
pOtherPhys->GetVelocity( &vOtherVelocity, NULL );
|
||
|
|
||
|
// If it's moving faster
|
||
|
if ( vOtherVelocity.LengthSqr() > vTurretVelocity.LengthSqr() )
|
||
|
{
|
||
|
// Make the turret falling onto this one talk
|
||
|
pPortalFloor->EmitSound( GetTurretTalkName( PORTAL_TURRET_COLLIDE ) );
|
||
|
pPortalFloor->m_fNextTalk = gpGlobals->curtime + 1.2f;
|
||
|
pPortalFloor->m_bDelayTippedTalk = true;
|
||
|
|
||
|
// Delay out potential tipped talking so we can here the other turret talk
|
||
|
m_fNextTalk = gpGlobals->curtime + 0.6f;
|
||
|
m_bDelayTippedTalk = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pPortalFloor && m_bEnabled && m_bLaserOn && !m_bOutOfAmmo )
|
||
|
{
|
||
|
// Award friendly fire achievement if we're a live turret being knocked over by another turret.
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "turret_hit_turret" );
|
||
|
if ( event )
|
||
|
{
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::LaserOff( void )
|
||
|
{
|
||
|
m_bLaserOn = false;
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::LaserOn( void )
|
||
|
{
|
||
|
m_bLaserOn = true;
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::RopesOn( void )
|
||
|
{
|
||
|
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
|
||
|
{
|
||
|
// Make a rope if it doesn't exist
|
||
|
if ( !m_hRopes[ iRope ] )
|
||
|
{
|
||
|
CFmtStr str;
|
||
|
|
||
|
int iStartIndex = LookupAttachment( str.sprintf( "Wire%i_start", iRope + 1 ) );
|
||
|
int iEndIndex = LookupAttachment( str.sprintf( "Wire%i_end", iRope + 1 ) );
|
||
|
|
||
|
m_hRopes[ iRope ] = CRopeKeyframe::Create( this, this, iStartIndex, iEndIndex );
|
||
|
if ( m_hRopes[ iRope ] )
|
||
|
{
|
||
|
m_hRopes[ iRope ]->m_Width = 0.7;
|
||
|
m_hRopes[ iRope ]->m_nSegments = ROPE_MAX_SEGMENTS;
|
||
|
m_hRopes[ iRope ]->EnableWind( false );
|
||
|
m_hRopes[ iRope ]->SetupHangDistance( 9.0f );
|
||
|
m_hRopes[ iRope ]->m_bConstrainBetweenEndpoints = true;;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::RopesOff( void )
|
||
|
{
|
||
|
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
|
||
|
{
|
||
|
// Remove rope if it's alive
|
||
|
if ( m_hRopes[ iRope ] )
|
||
|
{
|
||
|
UTIL_Remove( m_hRopes[ iRope ] );
|
||
|
m_hRopes[ iRope ] = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Portal_FloorTurret::FireBullet( const char *pTargetName )
|
||
|
{
|
||
|
CBaseEntity *pEnemy = gEntList.FindEntityByName( NULL, pTargetName );
|
||
|
if ( !pEnemy )
|
||
|
return;
|
||
|
|
||
|
//Get our shot positions
|
||
|
Vector vecMid = EyePosition();
|
||
|
Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );
|
||
|
|
||
|
// Store off our last seen location so we can suppress it later
|
||
|
m_vecEnemyLKP = vecMidEnemy;
|
||
|
|
||
|
//Calculate dir and dist to enemy
|
||
|
Vector vecDirToEnemy = vecMidEnemy - vecMid;
|
||
|
m_flDistToEnemy = VectorNormalize( vecDirToEnemy );
|
||
|
|
||
|
//We want to look at the enemy's eyes so we don't jitter
|
||
|
Vector vecDirToEnemyEyes = vecMidEnemy - vecMid;
|
||
|
VectorNormalize( vecDirToEnemyEyes );
|
||
|
|
||
|
QAngle vecAnglesToEnemy;
|
||
|
VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
|
||
|
|
||
|
Vector vecMuzzle, vecMuzzleDir;
|
||
|
GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir );
|
||
|
|
||
|
if ( m_flShotTime < gpGlobals->curtime )
|
||
|
{
|
||
|
Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D();
|
||
|
Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();
|
||
|
|
||
|
if ( m_flDistToEnemy < 60.0 )
|
||
|
{
|
||
|
vecDirToEnemy2D.NormalizeInPlace();
|
||
|
vecMuzzleDir2D.NormalizeInPlace();
|
||
|
}
|
||
|
|
||
|
//Fire the gun
|
||
|
if( m_bOutOfAmmo )
|
||
|
{
|
||
|
DryFire();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
||
|
SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );
|
||
|
|
||
|
//Fire the weapon
|
||
|
#if !DISABLE_SHOT
|
||
|
Shoot( vecMuzzle, vecDirToEnemy, true );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//If we can see our enemy, face it
|
||
|
m_vecGoalAngles.y = vecAnglesToEnemy.y;
|
||
|
m_vecGoalAngles.x = vecAnglesToEnemy.x;
|
||
|
|
||
|
//Turn to face
|
||
|
UpdateFacing();
|
||
|
|
||
|
EmitSound( "NPC_FloorTurret.Alert" );
|
||
|
SetThink( &CNPC_FloorTurret::SuppressThink );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Fire a bullet in the specified direction
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Portal_FloorTurret::InputFireBullet( inputdata_t &inputdata )
|
||
|
{
|
||
|
FireBullet( inputdata.value.String() );
|
||
|
}
|