Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "Sprite.h"
#include "hl2/hl2_player.h"
#include "soundenvelope.h"
#include "explode.h"
#include "IEffects.h"
#include "animation.h"
#include "props.h"
#include "rope.h"
#include "rope_shared.h"
#include "basehlcombatweapon_shared.h"
#include "iservervehicle.h"
#include "physics_prop_ragdoll.h"
#include "portal_util_shared.h"
#include "prop_portal.h"
#include "portal_player.h"
#include "world.h"
#include "ai_baseactor.h" // for Glados ent playing VCDs
#include "sceneentity.h" // precacheing vcds
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SECURITY_CAMERA_MODEL "models/props/security_camera.mdl"
#define SECURITY_CAMERA_BC_YAW "aim_yaw"
#define SECURITY_CAMERA_BC_PITCH "aim_pitch"
#define SECURITY_CAMERA_RANGE 1500
#define SECURITY_CAMERA_SPREAD VECTOR_CONE_2DEGREES
#define SECURITY_CAMERA_MAX_WAIT 5
#define SECURITY_CAMERA_PING_TIME 1.0f //LPB!!
#define SECURITY_CAMERA_NUM_ROPES 2
#define SECURITY_CAMERA_GLOW_SPRITE "sprites/glow1.vmt"
//Aiming variables
#define SECURITY_CAMERA_MAX_NOHARM_PERIOD 0.0f
#define SECURITY_CAMERA_MAX_GRACE_PERIOD 3.0f
//Spawnflags
#define SF_SECURITY_CAMERA_AUTOACTIVATE 0x00000020
#define SF_SECURITY_CAMERA_STARTINACTIVE 0x00000040
#define SF_SECURITY_CAMERA_NEVERRETIRE 0x00000080
#define SF_SECURITY_CAMERA_OUT_OF_AMMO 0x00000100
#define CAMERA_DESTROYED_SCENE_1 "scenes/general/generic_security_camera_destroyed-1.vcd"
#define CAMERA_DESTROYED_SCENE_2 "scenes/general/generic_security_camera_destroyed-2.vcd"
#define CAMERA_DESTROYED_SCENE_3 "scenes/general/generic_security_camera_destroyed-3.vcd"
#define CAMERA_DESTROYED_SCENE_4 "scenes/general/generic_security_camera_destroyed-4.vcd"
#define CAMERA_DESTROYED_SCENE_5 "scenes/general/generic_security_camera_destroyed-5.vcd"
//Heights
#define SECURITY_CAMERA_YAW_SPEED 7.0f
#define SECURITY_CAMERA_TOTAL_TO_KNOCK_DOWN 33
//Turret states
enum turretState_e
{
TURRET_SEARCHING,
TURRET_AUTO_SEARCHING,
TURRET_ACTIVE,
TURRET_DEPLOYING,
TURRET_RETIRING,
TURRET_DEAD,
};
// Forces glados actor to play reaction scenes when player dismounts camera.
void PlayDismountSounds( void );
//
// Security Camera
//
class CNPC_SecurityCamera : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics
{
DECLARE_CLASS( CNPC_SecurityCamera, CNPCBaseInteractive<CAI_BaseNPC> );
public:
CNPC_SecurityCamera( void );
~CNPC_SecurityCamera( void );
void Precache( void );
virtual void CreateSounds( void );
virtual void StopLoopingSounds( void );
virtual void Spawn( void );
virtual void Activate( void );
bool CreateVPhysics( void );
virtual void UpdateOnRemove( void );
virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params );
virtual int ObjectCaps( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Think functions
void Retire( void );
void Deploy( void );
void ActiveThink( void );
void SearchThink( void );
void DeathThink( void );
// Inputs
void InputToggle( inputdata_t &inputdata );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputRagdoll( inputdata_t &inputdata );
void SetLastSightTime();
int OnTakeDamage( const CTakeDamageInfo &inputInfo );
virtual void PlayerPenetratingVPhysics( void );
bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
bool ShouldSavePhysics() { return true; }
virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
Class_T Classify( void )
{
if( m_bEnabled )
return CLASS_COMBINE;
return CLASS_NONE;
}
bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
Vector EyeOffset( Activity nActivity )
{
Vector vForward;
GetVectors( &vForward, 0, 0 );
return vForward * 10.0f;
}
Vector EyePosition( void )
{
return GetAbsOrigin() + EyeOffset(GetActivity());
}
protected:
bool PreThink( turretState_e state );
void Ping( void );
void Toggle( void );
void Enable( void );
void Disable( void );
void RopesOn( void );
void RopesOff( void );
void EyeOn( void );
void EyeOff( void );
bool UpdateFacing( void );
private:
CHandle<CRopeKeyframe> m_hRopes[ SECURITY_CAMERA_NUM_ROPES ];
CHandle<CSprite> m_hEyeGlow;
bool m_bAutoStart;
bool m_bActive; //Denotes the turret is deployed and looking for targets
bool m_bBlinkState;
bool m_bEnabled; //Denotes whether the turret is able to deploy or not
float m_flLastSight;
float m_flPingTime;
QAngle m_vecGoalAngles;
QAngle m_vecCurrentAngles;
Vector m_vNoisePos;
int m_iTicksTillNextNoise;
CSoundPatch *m_pMovementSound;
COutputEvent m_OnDeploy;
COutputEvent m_OnRetire;
DECLARE_DATADESC();
};
//Datatable
BEGIN_DATADESC( CNPC_SecurityCamera )
DEFINE_ARRAY( m_hRopes, FIELD_EHANDLE, SECURITY_CAMERA_NUM_ROPES ),
DEFINE_FIELD( m_hEyeGlow, FIELD_EHANDLE ),
DEFINE_FIELD( m_bAutoStart, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bBlinkState, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flLastSight, FIELD_TIME ),
DEFINE_FIELD( m_flPingTime, FIELD_TIME ),
DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_vecCurrentAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_vNoisePos, FIELD_VECTOR ),
DEFINE_FIELD( m_iTicksTillNextNoise, FIELD_INTEGER ),
DEFINE_SOUNDPATCH( m_pMovementSound ),
DEFINE_THINKFUNC( Retire ),
DEFINE_THINKFUNC( Deploy ),
DEFINE_THINKFUNC( ActiveThink ),
DEFINE_THINKFUNC( SearchThink ),
DEFINE_THINKFUNC( DeathThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Ragdoll", InputRagdoll ),
DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ),
DEFINE_OUTPUT( m_OnRetire, "OnRetire" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_security_camera, CNPC_SecurityCamera );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CNPC_SecurityCamera::CNPC_SecurityCamera( void )
{
m_bActive = false;
m_bAutoStart = false;
m_flPingTime = 0;
m_flLastSight = 0;
m_bBlinkState = false;
m_bEnabled = false;
m_vecCurrentAngles = QAngle( 0.0f, 0.0f, 0.0f );
m_vecGoalAngles.Init();
m_vNoisePos = Vector( 0.0f, 0.0f, 0.0f );
m_iTicksTillNextNoise = 5;
m_pMovementSound = NULL;
m_hEyeGlow = NULL;
}
CNPC_SecurityCamera::~CNPC_SecurityCamera( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Precache( void )
{
PrecacheModel( SECURITY_CAMERA_MODEL );
PrecacheScriptSound( "Portalgun.pedestal_rotate_loop" );
// Scenes for when the player dismounts a security camera. Spoken only if Aperture_AI actor is in the
PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_1 );
PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_2 );
PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_3 );
PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_4 );
PrecacheInstancedScene( CAMERA_DESTROYED_SCENE_5 );
BaseClass::Precache();
}
void CNPC_SecurityCamera::CreateSounds()
{
if (!m_pMovementSound)
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
m_pMovementSound = controller.SoundCreate( filter, entindex(), "Portalgun.pedestal_rotate_loop" );
controller.Play( m_pMovementSound, 0, 100 );
}
}
void CNPC_SecurityCamera::StopLoopingSounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pMovementSound );
m_pMovementSound = NULL;
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Spawn( void )
{
Precache();
SetModel( SECURITY_CAMERA_MODEL );
BaseClass::Spawn();
m_HackedGunPos = Vector( 0, 0, 12.75 );
SetViewOffset( EyeOffset( ACT_IDLE ) );
m_flFieldOfView = VIEW_FIELD_FULL;
m_takedamage = DAMAGE_NO;
m_iHealth = 1000;
m_bloodColor = BLOOD_COLOR_MECH;
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetCollisionBounds( Vector( -16.0f, -16.0f, -16.0f ), Vector( 16.0f, 16.0f, 16.0f ) );
RemoveFlag( FL_AIMTARGET );
AddEFlags( EFL_NO_DISSOLVE );
SetPoseParameter( SECURITY_CAMERA_BC_YAW, 0 );
SetPoseParameter( SECURITY_CAMERA_BC_PITCH, 0 );
//Set our autostart state
m_bAutoStart = !!( m_spawnflags & SF_SECURITY_CAMERA_AUTOACTIVATE );
m_bEnabled = ( ( m_spawnflags & SF_SECURITY_CAMERA_STARTINACTIVE ) == false );
//Do we start active?
if ( m_bAutoStart && m_bEnabled )
{
SetThink( &CNPC_SecurityCamera::SearchThink );
}
//Stagger our starting times
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );
CreateVPhysics();
}
void CNPC_SecurityCamera::Activate( void )
{
BaseClass::Activate();
CreateSounds();
RopesOn();
EyeOn();
}
bool CNPC_SecurityCamera::CreateVPhysics( void )
{
IPhysicsObject *pPhysics = VPhysicsInitNormal( SOLID_VPHYSICS, FSOLID_NOT_STANDABLE, false );
if ( !pPhysics )
DevMsg( "npc_turret_floor unable to spawn physics object!\n" );
else
pPhysics->EnableMotion( false );
return true;
}
void CNPC_SecurityCamera::UpdateOnRemove( void )
{
RopesOff();
EyeOff();
BaseClass::UpdateOnRemove();
}
void CNPC_SecurityCamera::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params )
{
// On teleport, we record a pointer to the portal we are arriving at
if ( eventType == NOTIFY_EVENT_TELEPORT )
{
RopesOff();
RopesOn();
}
BaseClass::NotifySystemEvent( pNotify, eventType, params );
}
int CNPC_SecurityCamera::ObjectCaps( void )
{
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( !pPhysics || !pPhysics->IsMotionEnabled() )
return BaseClass::ObjectCaps();
return ( BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS | FCAP_USE_ONGROUND | FCAP_IMPULSE_USE );
}
void CNPC_SecurityCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer )
pPlayer->PickupObject( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_SecurityCamera::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
if ( !m_takedamage )
return 0;
CTakeDamageInfo info = inputInfo;
if ( m_bActive == false )
info.ScaleDamage( 0.1f );
m_iHealth -= info.GetDamage();
if ( m_iHealth <= 0 )
{
m_iHealth = 0;
m_takedamage = DAMAGE_NO;
RemoveFlag( FL_NPC ); // why are they set in the first place???
ExplosionCreate( GetAbsOrigin(), GetLocalAngles(), this, 100, 100, false );
SetThink( &CNPC_SecurityCamera::DeathThink );
StopSound( "NPC_SecurityCamera.Alert" );
m_OnDamaged.FireOutput( info.GetInflictor(), this );
SetNextThink( gpGlobals->curtime + 0.1f );
return 0;
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: We override this code because otherwise we start to move into the
// tricky realm of player avoidance. Since we don't go through the
// normal NPC thinking but we ARE an NPC (...) we miss a bunch of
// book keeping. This means we can become invisible and then never
// reappear.
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::PlayerPenetratingVPhysics( void )
{
// We don't care!
}
bool CNPC_SecurityCamera::OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
return !m_bActive;
}
//-----------------------------------------------------------------------------
// Purpose: Shut down
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Retire( void )
{
if ( PreThink( TURRET_RETIRING ) )
return;
//Level out the turret
m_vecGoalAngles = GetAbsAngles();
SetNextThink( gpGlobals->curtime );
//Set ourselves to close
if ( m_bActive )
{
//Notify of the retraction
m_OnRetire.FireOutput( NULL, this );
}
m_bActive = false;
m_flLastSight = 0;
SetThink( &CNPC_SecurityCamera::SUB_DoNothing );
}
//-----------------------------------------------------------------------------
// Purpose: Start up
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Deploy( void )
{
if ( PreThink( TURRET_DEPLOYING ) )
return;
m_vecGoalAngles = GetAbsAngles();
SetNextThink( gpGlobals->curtime );
if ( !m_bActive )
{
m_bActive = true;
//Notify we're deploying
m_OnDeploy.FireOutput( NULL, this );
}
m_flPlaybackRate = 0;
SetThink( &CNPC_SecurityCamera::SearchThink );
//EmitSound( "NPC_SecurityCamera.Move" );
SetLastSightTime();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::SetLastSightTime()
{
if( HasSpawnFlags( SF_SECURITY_CAMERA_NEVERRETIRE ) )
{
m_flLastSight = FLT_MAX;
}
else
{
m_flLastSight = gpGlobals->curtime + SECURITY_CAMERA_MAX_WAIT;
}
}
//-----------------------------------------------------------------------------
// Purpose: Causes the turret to face its desired angles
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::UpdateFacing( void )
{
bool bMoved = false;
if ( m_vecCurrentAngles.x < m_vecGoalAngles.x )
{
m_vecCurrentAngles.x += SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.x > m_vecGoalAngles.x )
m_vecCurrentAngles.x = m_vecGoalAngles.x;
bMoved = true;
}
if ( m_vecCurrentAngles.y < m_vecGoalAngles.y )
{
m_vecCurrentAngles.y += SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.y > m_vecGoalAngles.y )
m_vecCurrentAngles.y = m_vecGoalAngles.y;
bMoved = true;
}
if ( m_vecCurrentAngles.x > m_vecGoalAngles.x )
{
m_vecCurrentAngles.x -= SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.x < m_vecGoalAngles.x )
m_vecCurrentAngles.x = m_vecGoalAngles.x;
bMoved = true;
}
if ( m_vecCurrentAngles.y > m_vecGoalAngles.y )
{
m_vecCurrentAngles.y -= SECURITY_CAMERA_YAW_SPEED;
if ( m_vecCurrentAngles.y < m_vecGoalAngles.y )
m_vecCurrentAngles.y = m_vecGoalAngles.y;
bMoved = true;
}
if ( bMoved )
{
if ( m_pMovementSound )
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundChangeVolume( m_pMovementSound, RandomFloat( 0.7f, 0.9f ), 0.05f );
}
// Update pitch
int iPose = LookupPoseParameter( SECURITY_CAMERA_BC_PITCH );
SetPoseParameter( iPose, m_vecCurrentAngles.x );
// Update yaw
iPose = LookupPoseParameter( SECURITY_CAMERA_BC_YAW );
SetPoseParameter( iPose, m_vecCurrentAngles.y );
InvalidateBoneCache();
}
else
{
if ( m_pMovementSound )
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundChangeVolume( m_pMovementSound, 0.0f, 0.05f );
}
}
return bMoved;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
CBaseEntity *pHitEntity = NULL;
if ( BaseClass::FVisible( pEntity, traceMask, &pHitEntity ) )
return true;
// If we hit something that's okay to hit anyway, still fire
if ( pHitEntity && pHitEntity->MyCombatCharacterPointer() )
{
if (IRelationType(pHitEntity) == D_HT)
return true;
}
if (ppBlocker)
{
*ppBlocker = pHitEntity;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Allows the turret to fire on targets if they're visible
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::ActiveThink( void )
{
//Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_ACTIVE ) )
return;
//Update our think time
SetNextThink( gpGlobals->curtime + 0.1f );
CBaseEntity *pEnemy = GetEnemy();
//If we've become inactive, go back to searching
if ( m_bActive == false || !pEnemy )
{
SetEnemy( NULL );
SetLastSightTime();
SetThink( &CNPC_SecurityCamera::SearchThink );
m_vecGoalAngles = GetAbsAngles();
return;
}
//Get our shot positions
Vector vecMid = EyePosition();
Vector vecMidEnemy = pEnemy->GetAbsOrigin();
//Store off our last seen location
UpdateEnemyMemory( pEnemy, vecMidEnemy );
//Look for our current enemy
bool bEnemyVisible = pEnemy->IsAlive() && FInViewCone( pEnemy ) && FVisible( pEnemy );
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid;
float flDistToEnemy = VectorNormalize( vecDirToEnemy );
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 ( !bEnemyVisible || flDistToEnemyTransformed < flDistToEnemy )
{
bEnemyVisible = true;
vecMidEnemy = vecMidEnemyTransformed;
vecDirToEnemy = vecDirToEnemyTransformed;
flDistToEnemy = flDistToEnemyTransformed;
}
else
{
pPortal = NULL;
}
}
else
{
pPortal = NULL;
}
}
// Add noise to the look position
--m_iTicksTillNextNoise;
if ( m_iTicksTillNextNoise <= 0 && flDistToEnemy < 256.0f )
{
m_vNoisePos.x = RandomFloat( -8.0f, 8.0f );
m_vNoisePos.y = RandomFloat( -8.0f, 8.0f );
m_vNoisePos.z = RandomFloat( 0.0f, 32.0f );
m_iTicksTillNextNoise = RandomInt( 5, 30 );
}
//We want to look at the enemy's eyes so we don't jitter
Vector vEnemyEyes = pEnemy->EyePosition();
if ( pPortal )
{
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyEyes, vEnemyEyes );
}
Vector vecDirToEnemyEyes = ( vEnemyEyes + m_vNoisePos ) - vecMid;
VectorNormalize( vecDirToEnemyEyes );
QAngle vecAnglesToEnemy;
VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
Vector vForward, vRight, vUp;
GetVectors( &vForward, &vRight, &vUp );
vecAnglesToEnemy.x = acosf( vecDirToEnemyEyes.Dot( -vUp ) ) * ( 180.0f / M_PI );
Vector vProjectedDirToEnemyEyes = vecDirToEnemyEyes - vecDirToEnemyEyes.Dot( vUp ) * vUp;
VectorNormalize( vProjectedDirToEnemyEyes );
if ( vProjectedDirToEnemyEyes.IsZero() )
vecAnglesToEnemy.y = m_vecGoalAngles.y;
else
{
if ( vProjectedDirToEnemyEyes.Dot( vForward ) > 0.0f )
vecAnglesToEnemy.y = acosf( vProjectedDirToEnemyEyes.Dot( vRight ) ) * ( 180.0f / M_PI ) - 90.0f;
else
vecAnglesToEnemy.y = -acosf( vProjectedDirToEnemyEyes.Dot( vRight ) ) * ( 180.0f / M_PI ) - 90.0f;
}
vecAnglesToEnemy.y = AngleNormalize( vecAnglesToEnemy.y );
//Current enemy is not visible
if ( ( bEnemyVisible == false ) || ( flDistToEnemy > SECURITY_CAMERA_RANGE ) )
{
if ( gpGlobals->curtime > m_flLastSight )
{
// Should we look for a new target?
ClearEnemyMemory();
SetEnemy( NULL );
SetLastSightTime();
SetThink( &CNPC_SecurityCamera::SearchThink );
m_vecGoalAngles = GetAbsAngles();
return;
}
bEnemyVisible = false;
}
//If we can see our enemy, face it
if ( bEnemyVisible )
{
m_vecGoalAngles.y = vecAnglesToEnemy.y;
m_vecGoalAngles.x = vecAnglesToEnemy.x;
m_flLastSight = gpGlobals->curtime + 0.5f;
}
//Turn to face
UpdateFacing();
// Update rope positions
for ( int iRope = 0; iRope < SECURITY_CAMERA_NUM_ROPES; ++iRope )
{
if ( m_hRopes[ iRope ] )
{
m_hRopes[ iRope ]->EndpointsChanged();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Target doesn't exist or has eluded us, so search for one
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::SearchThink( void )
{
//Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_SEARCHING ) )
return;
SetNextThink( gpGlobals->curtime + 0.1f );
//If our enemy has died, pick a new enemy
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) )
{
SetEnemy( NULL );
}
//Acquire the target
if ( GetEnemy() == NULL )
{
CBaseEntity *pEnemy = NULL;
//CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
for( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->IsAlive() )
{
if ( FInViewCone( pPlayer ) && FVisible( pPlayer ) )
{
pEnemy = pPlayer;
break;
}
else
{
CProp_Portal *pPortal = FInViewConeThroughPortal( pPlayer );
if ( pPortal && FVisibleThroughPortal( pPortal, pPlayer ) )
{
pEnemy = pPlayer;
break;
}
}
}
}
if ( pEnemy )
{
SetEnemy( pEnemy );
}
}
//If we've found a target follow it
if ( GetEnemy() != NULL )
{
m_flLastSight = 0;
m_bActive = true;
SetThink( &CNPC_SecurityCamera::ActiveThink );
//EmitSound( "NPC_CeilingTurret.Active" );
return;
}
--m_iTicksTillNextNoise;
if ( m_iTicksTillNextNoise <= 0 )
{
//Display that we're scanning
m_vecGoalAngles.x = RandomFloat( -10.0f, 30.0f );
m_vecGoalAngles.y = RandomFloat( -80.0f, 80.0f );
m_iTicksTillNextNoise = RandomInt( 10, 35 );
}
//Turn and ping
//UpdateFacing();
Ping();
}
//-----------------------------------------------------------------------------
// Purpose: Allows a generic think function before the others are called
// Input : state - which state the turret is currently in
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::PreThink( turretState_e state )
{
CheckPVSCondition();
//Animate
StudioFrameAdvance();
//Do not interrupt current think function
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Make a pinging noise so the player knows where we are
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Ping( void )
{
//See if it's time to ping again
if ( m_flPingTime > gpGlobals->curtime )
return;
//Ping!
//EmitSound( "NPC_CeilingTurret.Ping" );
m_flPingTime = gpGlobals->curtime + SECURITY_CAMERA_PING_TIME;
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Toggle( void )
{
//Toggle the state
if ( m_bEnabled )
{
Disable();
}
else
{
Enable();
}
}
//-----------------------------------------------------------------------------
// Purpose: Enable the turret and deploy
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Enable( void )
{
m_bEnabled = true;
// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
if ( m_spawnflags & SF_SECURITY_CAMERA_AUTOACTIVATE )
{
m_bAutoStart = true;
}
SetThink( &CNPC_SecurityCamera::Deploy );
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose: Retire the turret until enabled again
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::Disable( void )
{
m_bEnabled = false;
m_bAutoStart = false;
SetEnemy( NULL );
SetThink( &CNPC_SecurityCamera::Retire );
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CNPC_SecurityCamera::RopesOn( void )
{
for ( int iRope = 0; iRope < SECURITY_CAMERA_NUM_ROPES; ++iRope )
{
// Make a rope if it doesn't exist
if ( !m_hRopes[ iRope ] )
{
CFmtStr str;
int iStartIndex = LookupAttachment( str.sprintf( "Wire%i_A", iRope + 1 ) );
int iEndIndex = LookupAttachment( str.sprintf( "Wire%i_B", 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_SecurityCamera::RopesOff( void )
{
for ( int iRope = 0; iRope < SECURITY_CAMERA_NUM_ROPES; ++iRope )
{
// Remove rope if it's alive
if ( m_hRopes[ iRope ] )
{
UTIL_Remove( m_hRopes[ iRope ] );
m_hRopes[ iRope ] = NULL;
}
}
}
void CNPC_SecurityCamera::EyeOn( void )
{
if ( !m_hEyeGlow )
{
// Create our eye sprite
m_hEyeGlow = CSprite::SpriteCreate( SECURITY_CAMERA_GLOW_SPRITE, GetLocalOrigin(), false );
if ( !m_hEyeGlow )
return;
m_hEyeGlow->SetTransparency( kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation );
m_hEyeGlow->SetAttachment( this, LookupAttachment( "light" ) );
m_hEyeGlow->SetScale( 0.3f, 1.0f );
}
}
void CNPC_SecurityCamera::EyeOff( void )
{
if ( m_hEyeGlow != NULL )
{
UTIL_Remove( m_hEyeGlow );
m_hEyeGlow = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::InputToggle( inputdata_t &inputdata )
{
Toggle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::InputEnable( inputdata_t &inputdata )
{
Enable();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::InputDisable( inputdata_t &inputdata )
{
Disable();
}
void CNPC_SecurityCamera::InputRagdoll( inputdata_t &inputdata )
{
if ( !m_bEnabled )
return;
// Leave decal on wall (may want to disable this once decal for where cam touches wall is made)
Vector vForward;
GetVectors( &vForward, NULL, NULL );
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin() + 10.0f * vForward, GetAbsOrigin() -60.0f * vForward, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt )
UTIL_DecalTrace( &tr, "SecurityCamera.Detachment" );
// Disable it's AI
Disable();
SetThink( &CNPC_SecurityCamera::DeathThink );
EyeOff();
// Make it move
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( !pPhysics || pPhysics->IsMotionEnabled() )
return;
pPhysics->EnableMotion( true );
pPhysics->Wake();
PlayDismountSounds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_SecurityCamera::DeathThink( void )
{
if ( PreThink( TURRET_DEAD ) )
return;
// Level out our angles
m_vecGoalAngles.x = 120.0f;
m_vecGoalAngles.y = 0.0f;
SetNextThink( gpGlobals->curtime + 0.1f );
if ( m_lifeState != LIFE_DEAD )
{
m_lifeState = LIFE_DEAD;
//EmitSound( "NPC_CeilingTurret.Die" );
}
// lots of smoke
Vector pos;
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos );
CBroadcastRecipientFilter filter;
te->Smoke( filter, 0.0, &pos, g_sModelIndexSmoke, 2.5, 10 );
g_pEffects->Sparks( pos );
if ( !UpdateFacing() )
{
m_flPlaybackRate = 0;
SetThink( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_SecurityCamera::CanBeAnEnemyOf( CBaseEntity *pEnemy )
{
// If we're out of ammo, make friendly companions ignore us
if ( m_spawnflags & SF_SECURITY_CAMERA_OUT_OF_AMMO )
{
if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL )
return false;
}
return BaseClass::CanBeAnEnemyOf( pEnemy );
}
void PlayDismountSounds()
{
// Play GLaDOS's audio reaction
CPortal_Player* pPlayer = ToPortalPlayer( UTIL_PlayerByIndex( 1 ) );
CAI_BaseActor* pGlaDOS = (CAI_BaseActor*)gEntList.FindEntityByName( NULL, "Aperture_AI" );
if ( !pPlayer || !pGlaDOS )
{
DevMsg( 2, "Could not play CNPC_SecurityCamera dismount scene, make sure actor named 'Aperture_AI' is present in map.\n" );
return;
}
IGameEvent *event = gameeventmanager->CreateEvent( "security_camera_detached" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
// If glados is currently talking, don't let her talk over herself or interrupt a potentially important speech.
// Should we play the dismount sound after she's done? or is that too disjointed from the camera dismounting act to make sense...
if ( IsRunningScriptedScene( pGlaDOS, false ) )
{
return;
}
pPlayer->IncNumCamerasDetatched();
int iNumCamerasDetatched = pPlayer->GetNumCamerasDetatched();
// If they've knocked down every one possible, play special '1' sound.
if ( iNumCamerasDetatched == SECURITY_CAMERA_TOTAL_TO_KNOCK_DOWN )
{
InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_1 );
}
else // iNumCamerasDetatched < SECURITY_CAMERA_TOTAL_TO_KNOCK_DOWN
{
// Play different sounds based on progress towards security camera knockdown total.
switch ( iNumCamerasDetatched )
{
case 1:
InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_2 );
break;
case 2:
InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_3 );
break;
case 3:
InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_4 );
break;
default:
InstancedScriptedScene( pGlaDOS, CAMERA_DESTROYED_SCENE_5 );
break;
}
}
}