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: Combine gun turret that emerges from a trapdoor in the ground.
//
//=============================================================================//
#include "cbase.h"
#include "npc_turret_ground.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "npcevent.h"
#include "IEffects.h"
#include "ammodef.h"
#include "beam_shared.h"
#include "explode.h"
#include "te_effect_dispatch.h"
#define GROUNDTURRET_BEAM_SPRITE "materials/effects/bluelaser2.vmt"
#define GROUNDTURRET_VIEWCONE 60.0f // (degrees)
#define GROUNDTURRET_RETIRE_TIME 7.0f
ConVar ai_newgroundturret ( "ai_newgroundturret", "0" );
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( npc_turret_ground, CNPC_GroundTurret );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_GroundTurret )
DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
DEFINE_FIELD( m_pSmoke, FIELD_CLASSPTR ),
DEFINE_FIELD( m_vecSpread, FIELD_VECTOR ),
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTimeNextShoot, FIELD_TIME ),
DEFINE_FIELD( m_flTimeLastSawEnemy, FIELD_TIME ),
DEFINE_FIELD( m_iDeathSparks, FIELD_INTEGER ),
DEFINE_FIELD( m_bHasExploded, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flSensingDist, FIELD_FLOAT ),
DEFINE_FIELD( m_flTimeNextPing, FIELD_TIME ),
DEFINE_FIELD( m_bSeeEnemy, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecClosedPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecLightOffset, FIELD_POSITION_VECTOR ),
DEFINE_THINKFUNC( DeathEffects ),
DEFINE_OUTPUT( m_OnAreaClear, "OnAreaClear" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
// DEFINE_FIELD( m_ShotSounds, FIELD_SHORT ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Precache( void )
{
PrecacheModel( GROUNDTURRET_BEAM_SPRITE );
PrecacheModel( "models/combine_turrets/ground_turret.mdl" );
PrecacheScriptSound( "NPC_CeilingTurret.Deploy" );
m_ShotSounds = PrecacheScriptSound( "NPC_FloorTurret.ShotSounds" );
PrecacheScriptSound( "NPC_FloorTurret.Die" );
PrecacheScriptSound( "NPC_FloorTurret.Ping" );
PrecacheScriptSound( "DoSpark" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Spawn( void )
{
Precache();
UTIL_SetModel( this, "models/combine_turrets/ground_turret.mdl" );
SetNavType( NAV_FLY );
SetSolid( SOLID_VPHYSICS );
SetBloodColor( DONT_BLEED );
m_iHealth = 125;
m_flFieldOfView = cos( ((GROUNDTURRET_VIEWCONE / 2.0f) * M_PI / 180.0f) );
m_NPCState = NPC_STATE_NONE;
m_vecSpread.x = 0.5;
m_vecSpread.y = 0.5;
m_vecSpread.z = 0.5;
CapabilitiesClear();
AddEFlags( EFL_NO_DISSOLVE );
NPCInit();
CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
m_pSmoke = NULL;
m_bHasExploded = false;
m_bEnabled = false;
if( ai_newgroundturret.GetBool() )
{
m_flSensingDist = 384;
SetDistLook( m_flSensingDist );
}
else
{
m_flSensingDist = 2048;
}
if( !GetParent() )
{
DevMsg("ERROR! npc_ground_turret with no parent!\n");
UTIL_Remove(this);
return;
}
m_flTimeNextShoot = gpGlobals->curtime;
m_flTimeNextPing = gpGlobals->curtime;
m_vecClosedPos = GetAbsOrigin();
StudioFrameAdvance();
Vector vecPos;
GetAttachment( "eyes", vecPos );
SetViewOffset( vecPos - GetAbsOrigin() );
GetAttachment( "light", vecPos );
m_vecLightOffset = vecPos - GetAbsOrigin();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_GroundTurret::CreateVPhysics( void )
{
//Spawn our physics hull
if ( !VPhysicsInitStatic() )
{
DevMsg( "npc_turret_ground unable to spawn physics object!\n" );
}
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::PrescheduleThink()
{
if( UTIL_FindClientInPVS(edict()) )
{
SetNextThink( gpGlobals->curtime + 0.03f );
}
else
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_GroundTurret::Classify( void )
{
if( !IsOpen() )
{
// NPC's should disregard me if I'm closed.
return CLASS_NONE;
}
else
{
return CLASS_COMBINE;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::PostNPCInit()
{
BaseClass::PostNPCInit();
}
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if( !info.GetInflictor() )
{
return 0;
}
// Only take damage from self (kill input from my bullseye) or missiles.
if( info.GetInflictor() != this && info.GetInflictor()->Classify() != CLASS_MISSILE )
{
return 0;
}
CTakeDamageInfo infoCopy = info;
if( info.GetInflictor() == this )
{
// Taking damage from myself, make sure it's fatal.
infoCopy.SetDamage( GetHealth() );
infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC );
}
return BaseClass::OnTakeDamage_Alive( infoCopy );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::Event_Killed( const CTakeDamageInfo &info )
{
BaseClass::Event_Killed( info );
if ( m_pSmoke != NULL )
return;
m_pSmoke = SmokeTrail::CreateSmokeTrail();
if ( m_pSmoke )
{
m_pSmoke->m_SpawnRate = 18;
m_pSmoke->m_ParticleLifetime = 3.0;
m_pSmoke->m_StartSize = 8;
m_pSmoke->m_EndSize = 32;
m_pSmoke->m_SpawnRadius = 16;
m_pSmoke->m_MinSpeed = 8;
m_pSmoke->m_MaxSpeed = 32;
m_pSmoke->m_Opacity = 0.6;
m_pSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f );
m_pSmoke->m_EndColor.Init( 0, 0, 0 );
m_pSmoke->SetLifetime( 30.0f );
m_pSmoke->FollowEntity( this );
}
m_iDeathSparks = random->RandomInt( 6, 12 );
SetThink( &CNPC_GroundTurret::DeathEffects );
SetNextThink( gpGlobals->curtime + 1.5f );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::DeathEffects()
{
if( !m_bHasExploded )
{
//ExplosionCreate( GetAbsOrigin(), QAngle( 0, 0, 1 ), this, 150, 150, false );
CTakeDamageInfo info;
DeathSound( info );
m_bHasExploded = true;
SetNextThink( gpGlobals->curtime + 0.5 );
}
else
{
// Sparks
EmitSound( "DoSpark" );
m_iDeathSparks--;
if( m_iDeathSparks == 0 )
{
SetThink(NULL);
return;
}
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.5, 2.5 ) );
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::DeathSound( const CTakeDamageInfo &info )
{
EmitSound("NPC_FloorTurret.Die");
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
#if 1
//BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "AR2Tracer" );
#else
CBeam *pBeam;
int width = 2;
pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width );
if ( !pBeam )
return;
pBeam->SetStartPos( vecTracerSrc );
pBeam->SetEndPos( tr.endpos );
pBeam->SetWidth( width );
pBeam->SetEndWidth( width / 4.0f );
pBeam->SetBrightness( 100 );
pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 );
pBeam->RelinkBeam();
pBeam->LiveForTime( random->RandomFloat( 0.2f, 0.5f ) );
#endif
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::GatherConditions()
{
if( !IsEnabled() )
{
return;
}
if( !IsOpen() && !UTIL_FindClientInPVS( edict() ) )
{
return;
}
// Throw away old enemies so the turret can retire
AIEnemiesIter_t iter;
for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
{
if( pEMemory->timeLastSeen < gpGlobals->curtime - GROUNDTURRET_RETIRE_TIME )
{
pEMemory->hEnemy = NULL;
}
}
BaseClass::GatherConditions();
if( GetEnemy() && HasCondition(COND_SEE_ENEMY) )
{
m_flTimeLastSawEnemy = gpGlobals->curtime;
}
else
{
if( gpGlobals->curtime - m_flTimeLastSawEnemy >= GROUNDTURRET_RETIRE_TIME )
{
m_OnAreaClear.FireOutput(this, this);
m_flTimeLastSawEnemy = FLT_MAX;
return;
}
}
if( HasCondition( COND_SEE_ENEMY ) )
{
m_bSeeEnemy = true;
}
else
{
m_bSeeEnemy = false;
}
if( GetEnemy() && m_bSeeEnemy && IsEnabled() )
{
if( m_flTimeNextShoot < gpGlobals->curtime )
{
Shoot();
}
}
}
//---------------------------------------------------------
//---------------------------------------------------------
Vector CNPC_GroundTurret::EyePosition()
{
if( ai_newgroundturret.GetBool() )
{
return GetAbsOrigin() + Vector( 0, 0, 6 );
}
return GetAbsOrigin() + GetViewOffset();
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
if ( BaseClass::FVisible( pEntity, traceMask, ppBlocker ) )
return true;
if ( ( pEntity->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).LengthSqr() < Square(10*12) &&
FInViewCone( pEntity->GetAbsOrigin() ) &&
BaseClass::FVisible( pEntity->GetAbsOrigin() + Vector( 0, 0, 1 ), traceMask, ppBlocker ) )
return true;
return false;
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC)
{
float flDist;
flDist = (pEntity->GetAbsOrigin() - EyePosition()).Length2DSqr();
if( flDist <= m_flSensingDist * m_flSensingDist )
{
return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC);
}
return false;
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::IsEnabled()
{
if( ai_newgroundturret.GetBool() )
{
return true;
}
return m_bEnabled;
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CNPC_GroundTurret::IsOpen()
{
// The method is hacky but in the end, this does actually give
// us a pretty good idea if the turret is open or closed.
return( fabs(GetAbsOrigin().z - m_vecClosedPos.z ) > 1.0f );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_GROUNDTURRET_SCAN:
Scan();
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_GROUNDTURRET_SCAN:
Scan();
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_GroundTurret::SelectSchedule( void )
{
return SCHED_GROUND_TURRET_IDLE;
}
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_GroundTurret::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_IDLE_STAND:
return SCHED_GROUND_TURRET_IDLE;
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose: Override base class activiites
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CNPC_GroundTurret::NPC_TranslateActivity( Activity activity )
{
return ACT_IDLE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Shoot()
{
FireBulletsInfo_t info;
Vector vecSrc = EyePosition();
Vector vecDir;
GetVectors( &vecDir, NULL, NULL );
for( int i = 0 ; i < 1 ; i++ )
{
info.m_vecSrc = vecSrc;
if( i > 0 || !GetEnemy()->IsPlayer() )
{
// Subsequent shots or shots at non-players random
GetVectors( &info.m_vecDirShooting, NULL, NULL );
info.m_vecSpread = m_vecSpread;
}
else
{
// First shot is at the enemy.
info.m_vecDirShooting = GetActualShootTrajectory( vecSrc );
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
}
info.m_iTracerFreq = 1;
info.m_iShots = 1;
info.m_pAttacker = this;
info.m_flDistance = MAX_COORD_RANGE;
info.m_iAmmoType = m_iAmmoType;
FireBullets( info );
}
// Do the AR2 muzzle flash
CEffectData data;
data.m_nEntIndex = entindex();
data.m_nAttachmentIndex = LookupAttachment( "eyes" );
data.m_flScale = 1.0f;
data.m_fFlags = MUZZLEFLASH_COMBINE;
DispatchEffect( "MuzzleFlash", data );
EmitSound( "NPC_FloorTurret.ShotSounds", m_ShotSounds );
if( IsX360() )
{
m_flTimeNextShoot = gpGlobals->curtime + 0.2;
}
else
{
m_flTimeNextShoot = gpGlobals->curtime + 0.09;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::ProjectBeam( const Vector &vecStart, const Vector &vecDir, int width, int brightness, float duration )
{
CBeam *pBeam;
pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width );
if ( !pBeam )
return;
trace_t tr;
AI_TraceLine( vecStart, vecStart + vecDir * m_flSensingDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
pBeam->SetStartPos( tr.endpos );
pBeam->SetEndPos( tr.startpos );
pBeam->SetWidth( width );
pBeam->SetEndWidth( 0.1 );
pBeam->SetFadeLength( 16 );
pBeam->SetBrightness( brightness );
pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 );
pBeam->RelinkBeam();
pBeam->LiveForTime( duration );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Scan()
{
if( m_bSeeEnemy )
{
// Using a bool for this check because the condition gets wiped out by changing schedules.
return;
}
if( IsOpeningOrClosing() )
{
// Moving.
return;
}
if( !IsOpen() )
{
// Closed
return;
}
if( !UTIL_FindClientInPVS(edict()) )
{
return;
}
if( gpGlobals->curtime >= m_flTimeNextPing )
{
EmitSound( "NPC_FloorTurret.Ping" );
m_flTimeNextPing = gpGlobals->curtime + 1.0f;
}
QAngle scanAngle;
Vector forward;
Vector vecEye = GetAbsOrigin() + m_vecLightOffset;
// Draw the outer extents
scanAngle = GetAbsAngles();
scanAngle.y += (GROUNDTURRET_VIEWCONE / 2.0f);
AngleVectors( scanAngle, &forward, NULL, NULL );
ProjectBeam( vecEye, forward, 1, 30, 0.1 );
scanAngle = GetAbsAngles();
scanAngle.y -= (GROUNDTURRET_VIEWCONE / 2.0f);
AngleVectors( scanAngle, &forward, NULL, NULL );
ProjectBeam( vecEye, forward, 1, 30, 0.1 );
// Draw a sweeping beam
scanAngle = GetAbsAngles();
scanAngle.y += (GROUNDTURRET_VIEWCONE / 2.0f) * sin( gpGlobals->curtime * 3.0f );
AngleVectors( scanAngle, &forward, NULL, NULL );
ProjectBeam( vecEye, forward, 1, 30, 0.3 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::InputEnable( inputdata_t &inputdata )
{
m_bEnabled = true;
// Because the turret might not ever ACQUIRE an enemy, we need to arrange to
// retire after a few seconds.
m_flTimeLastSawEnemy = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::InputDisable( inputdata_t &inputdata )
{
m_bEnabled = false;
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_groundturret, CNPC_GroundTurret )
DECLARE_TASK( TASK_GROUNDTURRET_SCAN );
DEFINE_SCHEDULE
(
SCHED_GROUND_TURRET_IDLE,
" Tasks "
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_GROUNDTURRET_SCAN 0"
""
" Interrupts "
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_LOST_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_GROUND_TURRET_ATTACK,
" Tasks "
" TASK_WAIT_INDEFINITE 0"
""
" Interrupts "
" COND_NEW_ENEMY"
" COND_LOST_ENEMY"
" COND_SEE_ENEMY"
)
AI_END_CUSTOM_NPC()