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 "basecombatweapon.h"
#include "explode.h"
#include "eventqueue.h"
#include "gamerules.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "soundent.h"
#include "ndebugoverlay.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "player.h"
#include "entitylist.h"
#include "iservervehicle.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_TANK_ACTIVE 0x0001
class CAPCController : public CPointEntity
{
typedef CPointEntity BaseClass;
public:
~CAPCController( void );
void Spawn( void );
void Precache( void );
bool KeyValue( const char *szKeyName, const char *szValue );
void Think( void );
void TrackTarget( void );
void StartRotSound( void );
void StopRotSound( void );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
inline bool IsActive( void ) { return (m_spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
// Input handlers.
void InputActivate( inputdata_t &inputdata );
void InputDeactivate( inputdata_t &inputdata );
void ActivateRocketGuidance(void);
void DeactivateRocketGuidance(void);
bool InRange( float range );
Vector WorldBarrelPosition( void )
{
EntityMatrix tmp;
tmp.InitFromEntity( this );
return tmp.LocalToWorld( m_barrelPos );
}
void UpdateMatrix( void )
{
m_parentMatrix.InitFromEntity( GetParent() ? GetParent() : NULL );
}
QAngle AimBarrelAt( const Vector &parentTarget );
bool ShouldSavePhysics() { return false; }
DECLARE_DATADESC();
CBaseEntity *FindTarget( string_t targetName, CBaseEntity *pActivator );
protected:
float m_yawCenter; // "Center" yaw
float m_yawRate; // Max turn rate to track targets
// Zero is full rotation
float m_yawTolerance; // Tolerance angle
float m_pitchCenter; // "Center" pitch
float m_pitchRate; // Max turn rate on pitch
float m_pitchTolerance; // Tolerance angle
float m_minRange; // Minimum range to aim/track
float m_maxRange; // Max range to aim/track
Vector m_barrelPos; // Length of the barrel
Vector m_sightOrigin; // Last sight of target
string_t m_soundStartRotate;
string_t m_soundStopRotate;
string_t m_soundLoopRotate;
string_t m_targetEntityName;
EHANDLE m_hTarget;
EntityMatrix m_parentMatrix;
COutputVector m_OnFireAtTarget;
float m_flFiringDelay;
bool m_bFireDelayed;
};
LINK_ENTITY_TO_CLASS( point_apc_controller, CAPCController );
BEGIN_DATADESC( CAPCController )
DEFINE_FIELD( m_yawCenter, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_yawRate, FIELD_FLOAT, "yawrate" ),
DEFINE_KEYFIELD( m_yawTolerance, FIELD_FLOAT, "yawtolerance" ),
DEFINE_FIELD( m_pitchCenter, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_pitchRate, FIELD_FLOAT, "pitchrate" ),
DEFINE_KEYFIELD( m_pitchTolerance, FIELD_FLOAT, "pitchtolerance" ),
DEFINE_KEYFIELD( m_minRange, FIELD_FLOAT, "minRange" ),
DEFINE_KEYFIELD( m_maxRange, FIELD_FLOAT, "maxRange" ),
DEFINE_FIELD( m_barrelPos, FIELD_VECTOR ),
DEFINE_FIELD( m_sightOrigin, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_soundStartRotate, FIELD_SOUNDNAME, "rotatestartsound" ),
DEFINE_KEYFIELD( m_soundStopRotate, FIELD_SOUNDNAME, "rotatestopsound" ),
DEFINE_KEYFIELD( m_soundLoopRotate, FIELD_SOUNDNAME, "rotatesound" ),
DEFINE_KEYFIELD( m_targetEntityName, FIELD_STRING, "targetentityname" ),
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_parentMatrix, FIELD_VMATRIX_WORLDSPACE ),
DEFINE_FIELD( m_flFiringDelay, FIELD_FLOAT ),
DEFINE_FIELD( m_bFireDelayed, FIELD_BOOLEAN ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
// Outputs
DEFINE_OUTPUT(m_OnFireAtTarget, "OnFireAtTarget"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAPCController::~CAPCController( void )
{
if ( m_soundLoopRotate != NULL_STRING )
{
StopSound( entindex(), CHAN_STATIC, STRING(m_soundLoopRotate) );
}
}
//------------------------------------------------------------------------------
// Purpose: Input handler for activating the tank.
//------------------------------------------------------------------------------
void CAPCController::InputActivate( inputdata_t &inputdata )
{
ActivateRocketGuidance();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCController::ActivateRocketGuidance(void)
{
m_spawnflags |= SF_TANK_ACTIVE;
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for deactivating the tank.
//-----------------------------------------------------------------------------
void CAPCController::InputDeactivate( inputdata_t &inputdata )
{
DeactivateRocketGuidance();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCController::DeactivateRocketGuidance(void)
{
m_spawnflags &= ~SF_TANK_ACTIVE;
StopRotSound();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : targetName -
// pActivator -
//-----------------------------------------------------------------------------
CBaseEntity *CAPCController::FindTarget( string_t targetName, CBaseEntity *pActivator )
{
return gEntList.FindEntityGenericNearest( STRING( targetName ), GetAbsOrigin(), 0, this, pActivator );
}
//-----------------------------------------------------------------------------
// Purpose: Caches entity key values until spawn is called.
// Input : szKeyName -
// szValue -
// Output :
//-----------------------------------------------------------------------------
bool CAPCController::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "barrel"))
{
m_barrelPos.x = atof(szValue);
}
else if (FStrEq(szKeyName, "barrely"))
{
m_barrelPos.y = atof(szValue);
}
else if (FStrEq(szKeyName, "barrelz"))
{
m_barrelPos.z = atof(szValue);
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
//-----------------------------------------
// Spawn
//-----------------------------------------
void CAPCController::Spawn( void )
{
Precache();
m_yawCenter = GetLocalAngles().y;
m_pitchCenter = GetLocalAngles().x;
if ( IsActive() )
{
SetNextThink( gpGlobals->curtime + 1.0f );
}
UpdateMatrix();
}
//-----------------------------------------
// Precache
//-----------------------------------------
void CAPCController::Precache( void )
{
if ( m_soundStartRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundStartRotate) );
if ( m_soundStopRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundStopRotate) );
if ( m_soundLoopRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundLoopRotate) );
}
//-----------------------------------------
// InRange
//-----------------------------------------
bool CAPCController::InRange( float range )
{
if ( range < m_minRange )
return FALSE;
if ( m_maxRange > 0 && range > m_maxRange )
return FALSE;
return TRUE;
}
//-----------------------------------------
// Think
//-----------------------------------------
void CAPCController::Think( void )
{
// refresh the matrix
UpdateMatrix();
SetLocalAngularVelocity( vec3_angle );
TrackTarget();
if ( fabs(GetLocalAngularVelocity().x) > 1 || fabs(GetLocalAngularVelocity().y) > 1 )
StartRotSound();
else
StopRotSound();
}
//-----------------------------------------------------------------------------
// Purpose: Aim the offset barrel at a position in parent space
// Input : parentTarget - the position of the target in parent space
// Output : Vector - angles in local space
//-----------------------------------------------------------------------------
QAngle CAPCController::AimBarrelAt( const Vector &parentTarget )
{
Vector target = parentTarget - GetLocalOrigin();
float quadTarget = target.LengthSqr();
float quadTargetXY = target.x*target.x + target.y*target.y;
// We're trying to aim the offset barrel at an arbitrary point.
// To calculate this, I think of the target as being on a sphere with
// it's center at the origin of the gun.
// The rotation we need is the opposite of the rotation that moves the target
// along the surface of that sphere to intersect with the gun's shooting direction
// To calculate that rotation, we simply calculate the intersection of the ray
// coming out of the barrel with the target sphere (that's the new target position)
// and use atan2() to get angles
// angles from target pos to center
float targetToCenterYaw = atan2( target.y, target.x );
float centerToGunYaw = atan2( m_barrelPos.y, sqrt( quadTarget - (m_barrelPos.y*m_barrelPos.y) ) );
float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) );
float centerToGunPitch = atan2( -m_barrelPos.z, sqrt( quadTarget - (m_barrelPos.z*m_barrelPos.z) ) );
return QAngle( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 );
}
void CAPCController::TrackTarget( void )
{
trace_t tr;
bool updateTime = FALSE, lineOfSight;
QAngle angles;
Vector barrelEnd;
CBaseEntity *pTarget = NULL;
barrelEnd.Init();
if ( IsActive() )
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
return;
}
// -----------------------------------
// Get world target position
// -----------------------------------
barrelEnd = WorldBarrelPosition();
Vector worldTargetPosition;
CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
{
m_hTarget = FindTarget( m_targetEntityName, NULL );
if ( IsActive() )
{
SetNextThink( gpGlobals->curtime + 2 ); // Wait 2 sec s
}
return;
}
pTarget = pEntity;
// Calculate angle needed to aim at target
worldTargetPosition = pEntity->EyePosition();
float range = (worldTargetPosition - barrelEnd).Length();
if ( !InRange( range ) )
{
m_bFireDelayed = false;
return;
}
UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );
lineOfSight = FALSE;
// No line of sight, don't track
if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
{
lineOfSight = TRUE;
CBaseEntity *pInstance = pTarget;
if ( InRange( range ) && pInstance && pInstance->IsAlive() )
{
updateTime = TRUE;
// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
}
}
// Convert targetPosition to parent
angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );
// Force the angles to be relative to the center position
float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
angles.y = m_yawCenter + offsetY;
angles.x = m_pitchCenter + offsetX;
// Move toward target at rate or less
float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );
QAngle vecAngVel = GetLocalAngularVelocity();
vecAngVel.y = distY * 10;
vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );
// Move toward target at rate or less
float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
vecAngVel.x = distX * 10;
vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
SetLocalAngularVelocity( vecAngVel );
SetMoveDoneTime( 0.1 );
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
forward = m_parentMatrix.ApplyRotation( forward );
AngleVectors(angles, &forward);
if ( lineOfSight == TRUE )
{
// FIXME: This will ultimately have to deal with NPCs being in the vehicle as well
// See if the target is in a vehicle. If so, check its relationship
CBasePlayer *pPlayer = ToBasePlayer( pTarget );
if ( pPlayer && pPlayer->IsInAVehicle() )
{
IServerVehicle *pVehicle = pPlayer->GetVehicle();
if ( pVehicle->ClassifyPassenger( pPlayer, CLASS_PLAYER ) == CLASS_PLAYER)
{
if ( !m_bFireDelayed )
{
m_bFireDelayed = true;
m_flFiringDelay = gpGlobals->curtime + 1.5; // setup delay time before we start firing
return;
}
if ( gpGlobals->curtime > m_flFiringDelay )
{
m_OnFireAtTarget.Set(forward, this, this); // tell apc to fire rockets, and what direction
}
}
}
}
else
{
m_bFireDelayed = false; // reset flag since we can no longer see target
}
}
void CAPCController::StartRotSound( void )
{
if ( m_soundLoopRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
filter.MakeReliable();
EmitSound_t ep;
ep.m_nChannel = CHAN_STATIC;
ep.m_pSoundName = (char*)STRING(m_soundLoopRotate);
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_flVolume = 0.85;
EmitSound( filter, entindex(), ep );
}
if ( m_soundStartRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = (char*)STRING(m_soundStartRotate);
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_flVolume = 1.0f;
EmitSound( filter, entindex(), ep );
}
}
void CAPCController::StopRotSound( void )
{
if ( m_soundLoopRotate != NULL_STRING )
{
StopSound( entindex(), CHAN_STATIC, (char*)STRING(m_soundLoopRotate) );
}
if ( m_soundStopRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = (char*)STRING(m_soundStopRotate);
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
}