source-engine/game/server/hl2/npc_turret_floor.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

2331 lines
67 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_turret_floor.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl2/hl2_player.h"
#include "soundenvelope.h"
#include "physics_saverestore.h"
#include "IEffects.h"
#include "basehlcombatweapon_shared.h"
#include "phys_controller.h"
#include "ai_interactions.h"
#include "Sprite.h"
#include "beam_shared.h"
#include "props.h"
#include "particle_parse.h"
#ifdef PORTAL
#include "prop_portal_shared.h"
#include "portal_util_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const char *GetMassEquivalent(float flMass);
#define DISABLE_SHOT 0
//Debug visualization
ConVar g_debug_turret( "g_debug_turret", "0" );
extern ConVar physcannon_tracelength;
// Interactions
int g_interactionTurretStillStanding = 0;
float CNPC_FloorTurret::fMaxTipControllerVelocity = 300.0f * 300.0f;
float CNPC_FloorTurret::fMaxTipControllerAngularVelocity = 90.0f * 90.0f;
#define LASER_BEAM_SPRITE "effects/laser1.vmt"
#define FLOOR_TURRET_MODEL "models/combine_turrets/floor_turret.mdl"
#define FLOOR_TURRET_MODEL_CITIZEN "models/combine_turrets/citizen_turret.mdl"
#define FLOOR_TURRET_GLOW_SPRITE "sprites/glow1.vmt"
// #define FLOOR_TURRET_BC_YAW "aim_yaw"
// #define FLOOR_TURRET_BC_PITCH "aim_pitch"
#define FLOOR_TURRET_RANGE 1200
#define FLOOR_TURRET_MAX_WAIT 5
#define FLOOR_TURRET_SHORT_WAIT 2.0 // Used for FAST_RETIRE spawnflag
#define FLOOR_TURRET_PING_TIME 1.0f //LPB!!
#define FLOOR_TURRET_VOICE_PITCH_LOW 45
#define FLOOR_TURRET_VOICE_PITCH_HIGH 100
//Aiming variables
#define FLOOR_TURRET_MAX_NOHARM_PERIOD 0.0f
#define FLOOR_TURRET_MAX_GRACE_PERIOD 3.0f
//Activities
int ACT_FLOOR_TURRET_OPEN;
int ACT_FLOOR_TURRET_CLOSE;
int ACT_FLOOR_TURRET_OPEN_IDLE;
int ACT_FLOOR_TURRET_CLOSED_IDLE;
int ACT_FLOOR_TURRET_FIRE;
//Datatable
BEGIN_DATADESC( CNPC_FloorTurret )
DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
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_bNoAlarmSounds, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flShotTime, FIELD_TIME ),
DEFINE_FIELD( m_flLastSight, FIELD_TIME ),
DEFINE_FIELD( m_flThrashTime, FIELD_TIME ),
DEFINE_FIELD( m_flPingTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextActivateSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_bCarriedByPlayer, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bUseCarryAngles, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flPlayerDropTime, FIELD_TIME ),
DEFINE_FIELD( m_hLastNPCToKickMe, FIELD_EHANDLE ),
DEFINE_FIELD( m_flKnockOverFailedTime, FIELD_TIME ),
DEFINE_FIELD( m_flDestructStartTime, FIELD_TIME ),
DEFINE_FIELD( m_hFizzleEffect, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecGoalAngles,FIELD_VECTOR ),
DEFINE_FIELD( m_iEyeAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_iMuzzleAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_iEyeState, FIELD_INTEGER ),
DEFINE_FIELD( m_hEyeGlow, FIELD_EHANDLE ),
DEFINE_FIELD( m_pMotionController,FIELD_EHANDLE),
DEFINE_FIELD( m_vecEnemyLKP, FIELD_VECTOR ),
DEFINE_FIELD( m_hLaser, FIELD_EHANDLE ),
DEFINE_FIELD( m_bSelfDestructing, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
DEFINE_FIELD( m_bHackedByAlyx, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_iKeySkin, FIELD_INTEGER, "SkinNumber" ),
DEFINE_THINKFUNC( Retire ),
DEFINE_THINKFUNC( Deploy ),
DEFINE_THINKFUNC( ActiveThink ),
DEFINE_THINKFUNC( SearchThink ),
DEFINE_THINKFUNC( AutoSearchThink ),
DEFINE_THINKFUNC( TippedThink ),
DEFINE_THINKFUNC( InactiveThink ),
DEFINE_THINKFUNC( SuppressThink ),
DEFINE_THINKFUNC( DisabledThink ),
DEFINE_THINKFUNC( SelfDestructThink ),
DEFINE_THINKFUNC( BreakThink ),
DEFINE_USEFUNC( ToggleUse ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "DepleteAmmo", InputDepleteAmmo ),
DEFINE_INPUTFUNC( FIELD_VOID, "RestoreAmmo", InputRestoreAmmo ),
DEFINE_INPUTFUNC( FIELD_VOID, "SelfDestruct", InputSelfDestruct ),
DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ),
DEFINE_OUTPUT( m_OnRetire, "OnRetire" ),
DEFINE_OUTPUT( m_OnTipped, "OnTipped" ),
DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ),
DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ),
DEFINE_BASENPCINTERACTABLE_DATADESC(),
// DEFINE_FIELD( m_ShotSounds, FIELD_SHORT ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_turret_floor, CNPC_FloorTurret );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CNPC_FloorTurret::CNPC_FloorTurret( void ) :
m_bActive( false ),
m_hEyeGlow( NULL ),
m_hLaser( NULL ),
m_iAmmoType( -1 ),
m_bAutoStart( false ),
m_flPingTime( 0.0f ),
m_flNextActivateSoundTime( 0.0f ),
m_bCarriedByPlayer( false ),
m_bUseCarryAngles( false ),
m_flPlayerDropTime( 0.0f ),
m_flShotTime( 0.0f ),
m_flLastSight( 0.0f ),
m_bBlinkState( false ),
m_flThrashTime( 0.0f ),
m_pMotionController( NULL ),
m_bEnabled( false ),
m_bSelfDestructing( false )
{
m_vecGoalAngles.Init();
m_vecEnemyLKP = vec3_invalid;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Class_T CNPC_FloorTurret::Classify( void )
{
if ( m_bEnabled )
{
// Hacked or friendly turrets don't attack players
if( m_bHackedByAlyx || IsCitizenTurret() )
return CLASS_PLAYER_ALLY;
return CLASS_COMBINE;
}
return CLASS_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::UpdateOnRemove( void )
{
if ( m_pMotionController != NULL )
{
UTIL_Remove( m_pMotionController );
m_pMotionController = NULL;
}
if ( m_hLaser != NULL )
{
UTIL_Remove( m_hLaser );
m_hLaser = NULL;
}
if ( m_hEyeGlow != NULL )
{
UTIL_Remove( m_hEyeGlow );
m_hEyeGlow = NULL;
}
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Precache( void )
{
const char *pModelName = STRING( GetModelName() );
pModelName = ( pModelName && pModelName[ 0 ] != '\0' ) ? pModelName : FLOOR_TURRET_MODEL;
PrecacheModel( pModelName );
PrecacheModel( FLOOR_TURRET_GLOW_SPRITE );
PropBreakablePrecacheAll( MAKE_STRING( pModelName ) );
if ( IsCitizenTurret() )
{
PrecacheModel( LASER_BEAM_SPRITE );
PrecacheScriptSound( "NPC_FloorTurret.AlarmPing");
}
// Activities
ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_OPEN );
ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_CLOSE );
ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_CLOSED_IDLE );
ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_OPEN_IDLE );
ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_FIRE );
PrecacheScriptSound( "NPC_FloorTurret.Retire" );
PrecacheScriptSound( "NPC_FloorTurret.Deploy" );
PrecacheScriptSound( "NPC_FloorTurret.Move" );
PrecacheScriptSound( "NPC_Combine.WeaponBash" );
PrecacheScriptSound( "NPC_FloorTurret.Activate" );
PrecacheScriptSound( "NPC_FloorTurret.Alert" );
m_ShotSounds = PrecacheScriptSound( "NPC_FloorTurret.ShotSounds" );
PrecacheScriptSound( "NPC_FloorTurret.Die" );
PrecacheScriptSound( "NPC_FloorTurret.Retract");
PrecacheScriptSound( "NPC_FloorTurret.Alarm");
PrecacheScriptSound( "NPC_FloorTurret.Ping");
PrecacheScriptSound( "NPC_FloorTurret.DryFire");
PrecacheScriptSound( "NPC_FloorTurret.Destruct" );
#ifdef HL2_EPISODIC
PrecacheParticleSystem( "explosion_turret_break" );
#endif // HL2_EPISODIC
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Spawn( void )
{
Precache();
const char *pModelName = STRING( GetModelName() );
SetModel( ( pModelName && pModelName[ 0 ] != '\0' ) ? pModelName : FLOOR_TURRET_MODEL );
// If we're a citizen turret, we use a different skin
if ( IsCitizenTurret() )
{
if (m_iKeySkin == 0)
{ // select a "random" skin -- rather than being truly random, use a static variable
// to cycle through them evenly. The static won't be saved across save/load, but
// frankly I don't care so much about that.
// m_nSkin = random->RandomInt( 1, 4 );
static unsigned int nextSkin = 0;
m_nSkin = nextSkin + 1;
// add one mod 4
nextSkin = (nextSkin + 1) & 0x03;
}
else
{ // at least make sure that it's in the right range
m_nSkin = clamp(m_iKeySkin,1,4);
}
}
BaseClass::Spawn();
SetBlocksLOS( false );
m_HackedGunPos = Vector( 0, 0, 12.75 );
SetViewOffset( EyeOffset( ACT_IDLE ) );
m_flFieldOfView = 0.4f; // 60 degrees
m_takedamage = DAMAGE_EVENTS_ONLY;
m_iHealth = 100;
m_iMaxHealth = 100;
AddEFlags( EFL_NO_DISSOLVE );
SetPoseParameter( m_poseAim_Yaw, 0 );
SetPoseParameter( m_poseAim_Pitch, 0 );
m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
m_iMuzzleAttachment = LookupAttachment( "eyes" );
m_iEyeAttachment = LookupAttachment( "light" );
// FIXME: Do we ever need m_bAutoStart? (Sawyer)
m_spawnflags |= SF_FLOOR_TURRET_AUTOACTIVATE;
//Set our autostart state
m_bAutoStart = !!( m_spawnflags & SF_FLOOR_TURRET_AUTOACTIVATE );
m_bEnabled = ( ( m_spawnflags & SF_FLOOR_TURRET_STARTINACTIVE ) == false );
//Do we start active?
if ( m_bAutoStart && m_bEnabled )
{
SetThink( &CNPC_FloorTurret::AutoSearchThink );
SetEyeState( TURRET_EYE_DORMANT );
}
else
{
SetThink( &CNPC_FloorTurret::DisabledThink );
SetEyeState( TURRET_EYE_DISABLED );
}
// Start
if ( OnSide() )
{
SetThink( &CNPC_FloorTurret::DisabledThink );
SetEyeState( TURRET_EYE_DISABLED );
}
//Stagger our starting times
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );
SetUse( &CNPC_FloorTurret::ToggleUse );
// Don't allow us to skip animation setup because our attachments are critical to us!
SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
CreateVPhysics();
SetState(NPC_STATE_IDLE);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Activate( void )
{
BaseClass::Activate();
// Force the eye state to the current state so that our glows are recreated after transitions
SetEyeState( m_iEyeState );
if ( !m_pMotionController )
{
// Create the motion controller
m_pMotionController = CTurretTipController::CreateTipController( this );
// Enable the controller
if ( m_pMotionController != NULL )
{
m_pMotionController->Enable();
}
}
}
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::CreateVPhysics( void )
{
//Spawn our physics hull
if ( VPhysicsInitNormal( SOLID_VPHYSICS, 0, false ) == NULL )
{
DevMsg( "npc_turret_floor unable to spawn physics object!\n" );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Retract and stop attacking
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Retire( void )
{
if ( PreThink( TURRET_RETIRING ) )
return;
//Level out the turret
m_vecGoalAngles = GetAbsAngles();
SetNextThink( gpGlobals->curtime + 0.05f );
//Set ourselves to close
if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE )
{
//Set our visible state to dormant
SetEyeState( TURRET_EYE_DORMANT );
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
//If we're done moving to our desired facing, close up
if ( UpdateFacing() == false )
{
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE );
EmitSound( "NPC_FloorTurret.Retire" );
//Notify of the retraction
m_OnRetire.FireOutput( NULL, this );
}
}
else if ( IsActivityFinished() )
{
m_bActive = false;
m_flLastSight = 0;
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE );
//Go back to auto searching
if ( m_bAutoStart )
{
SetThink( &CNPC_FloorTurret::AutoSearchThink );
SetNextThink( gpGlobals->curtime + 0.05f );
}
else
{
//Set our visible state to dormant
SetEyeState( TURRET_EYE_DISABLED );
SetThink( &CNPC_FloorTurret::DisabledThink );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Deploy and start attacking
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Deploy( void )
{
if ( PreThink( TURRET_DEPLOYING ) )
return;
m_vecGoalAngles = GetAbsAngles();
SetNextThink( gpGlobals->curtime + 0.05f );
//Show we've seen a target
SetEyeState( TURRET_EYE_SEE_TARGET );
//Open if we're not already
if ( GetActivity() != ACT_FLOOR_TURRET_OPEN )
{
m_bActive = true;
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN );
EmitSound( "NPC_FloorTurret.Deploy" );
//Notify we're deploying
m_OnDeploy.FireOutput( NULL, this );
}
//If we're done, then start searching
if ( IsActivityFinished() )
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
m_flShotTime = gpGlobals->curtime + 1.0f;
m_flPlaybackRate = 0;
SetThink( &CNPC_FloorTurret::SearchThink );
EmitSound( "NPC_FloorTurret.Move" );
}
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
m_hPhysicsAttacker = pPhysGunUser;
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
// Drop our mass a lot so that we can be moved easily with +USE
if ( reason != PUNTED_BY_CANNON )
{
Assert( VPhysicsGetObject() );
m_bCarriedByPlayer = true;
m_OnPhysGunPickup.FireOutput( this, this );
// We want to use preferred carry angles if we're not nicely upright
Vector vecToTurret = pPhysGunUser->GetAbsOrigin() - GetAbsOrigin();
vecToTurret.z = 0;
VectorNormalize( vecToTurret );
// We want to use preferred carry angles if we're not nicely upright
Vector forward, up;
GetVectors( &forward, NULL, &up );
bool bUpright = DotProduct( up, Vector(0,0,1) ) > 0.9f;
bool bBehind = DotProduct( vecToTurret, forward ) < 0.85f;
// Correct our angles only if we're not upright or we're mostly behind the turret
if ( hl2_episodic.GetBool() )
{
m_bUseCarryAngles = ( bUpright == false || bBehind );
}
else
{
m_bUseCarryAngles = ( bUpright == false );
}
}
// Clear out our last NPC to kick me, because it makes no sense now
m_hLastNPCToKickMe = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
{
m_hPhysicsAttacker = pPhysGunUser;
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
m_bCarriedByPlayer = false;
m_bUseCarryAngles = false;
m_OnPhysGunDrop.FireOutput( this, this );
// If this is a friendly turret, remember that it was just dropped
if ( IRelationType( pPhysGunUser ) != D_HT )
{
m_flPlayerDropTime = gpGlobals->curtime + 2.0;
}
// Restore our mass to the original value
Assert( VPhysicsGetObject() );
}
//-----------------------------------------------------------------------------
// Purpose: Whether this should return carry angles
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer )
{
// Don't use preferred angles on enemy turrets
if ( IRelationType( pPlayer ) == D_HT )
return false;
return m_bUseCarryAngles;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
// Prevent players pulling enemy turrets from afar if they're in front of the turret
if ( reason == PICKED_UP_BY_CANNON && IRelationType( pPhysGunUser ) == D_HT )
{
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
Vector vecForce = (pPhysGunUser->GetAbsOrigin() - GetAbsOrigin());
float flDistance = VectorNormalize( vecForce );
// If it's over the physcannon tracelength, we're pulling it
if ( flDistance > physcannon_tracelength.GetFloat() )
{
float flDot = DotProduct( vecForward, vecForce );
if ( flDot > 0.5 )
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *sourceEnt)
{
if ( interactionType == g_interactionCombineBash )
{
// We've been bashed by a combine soldier. Remember who it was, if we haven't got an active kicker
if ( !m_hLastNPCToKickMe )
{
m_hLastNPCToKickMe = sourceEnt;
m_flKnockOverFailedTime = gpGlobals->curtime + 3.0;
}
// Get knocked away
Vector forward, up;
AngleVectors( sourceEnt->GetLocalAngles(), &forward, NULL, &up );
ApplyAbsVelocityImpulse( forward * 100 + up * 50 );
CTakeDamageInfo info( sourceEnt, sourceEnt, 30, DMG_CLUB );
CalculateMeleeDamageForce( &info, forward, GetAbsOrigin() );
TakeDamage( info );
EmitSound( "NPC_Combine.WeaponBash" );
return true;
}
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the speed at which the turret can face a target
//-----------------------------------------------------------------------------
float CNPC_FloorTurret::MaxYawSpeed( void )
{
//TODO: Scale by difficulty?
return 360.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this turret was recently dropped by a player
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::WasJustDroppedByPlayer( void )
{
if ( m_flPlayerDropTime > gpGlobals->curtime )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Causes the turret to face its desired angles
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::UpdateFacing( void )
{
bool bMoved = false;
UpdateMuzzleMatrix();
Vector vecGoalDir;
AngleVectors( m_vecGoalAngles, &vecGoalDir );
Vector vecGoalLocalDir;
VectorIRotate( vecGoalDir, m_muzzleToWorld, vecGoalLocalDir );
if ( g_debug_turret.GetBool() )
{
Vector vecMuzzle, vecMuzzleDir;
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 );
NDebugOverlay::Cross3D( vecMuzzle+(vecMuzzleDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 );
NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecMuzzleDir*256), 255, 255, 0, false, 0.05 );
NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 );
NDebugOverlay::Cross3D( vecMuzzle+(vecGoalDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 );
NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecGoalDir*256), 255, 0, 0, false, 0.05 );
}
QAngle vecGoalLocalAngles;
VectorAngles( vecGoalLocalDir, vecGoalLocalAngles );
// Update pitch
float flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.05f * MaxYawSpeed() ) );
SetPoseParameter( m_poseAim_Pitch, GetPoseParameter( m_poseAim_Pitch ) + ( flDiff / 1.5f ) );
if ( fabs( flDiff ) > 0.1f )
{
bMoved = true;
}
// Update yaw
flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.05f * MaxYawSpeed() ) );
SetPoseParameter( m_poseAim_Yaw, GetPoseParameter( m_poseAim_Yaw ) + ( flDiff / 1.5f ) );
if ( fabs( flDiff ) > 0.1f )
{
bMoved = true;
}
// You're going to make decisions based on this info. So bump the bone cache after you calculate everything
InvalidateBoneCache();
return bMoved;
}
void CNPC_FloorTurret::DryFire( void )
{
EmitSound( "NPC_FloorTurret.DryFire");
EmitSound( "NPC_FloorTurret.Activate" );
if ( RandomFloat( 0, 1 ) > 0.5 )
{
m_flShotTime = gpGlobals->curtime + random->RandomFloat( 1, 2.5 );
}
else
{
m_flShotTime = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose: Turret will continue to fire on a target's position when it loses sight of it
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SuppressThink( void )
{
//Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_SUPPRESSING ) )
return;
//Update our think time
SetNextThink( gpGlobals->curtime + 0.1f );
// Look for a new enemy
HackFindEnemy();
//If we've acquired an enemy, start firing at it
if ( !GetEnemy() )
{
SetThink( &CNPC_FloorTurret::ActiveThink );
return;
}
//See if we're done suppressing
if ( gpGlobals->curtime > m_flLastSight )
{
// Should we look for a new target?
ClearEnemyMemory();
SetEnemy( NULL );
SetThink( &CNPC_FloorTurret::SearchThink );
m_vecGoalAngles = GetAbsAngles();
SpinDown();
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;
}
return;
}
//Get our shot positions
Vector vecMid = EyePosition();
Vector vecMidEnemy = m_vecEnemyLKP;
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid;
//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 );
//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( 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 );
}
if ( m_flShotTime < gpGlobals->curtime && m_vecEnemyLKP != vec3_invalid )
{
Vector vecMuzzle, vecMuzzleDir;
UpdateMuzzleMatrix();
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
//Fire the gun
if ( DotProduct( vecDirToEnemy, vecMuzzleDir ) >= 0.9848 ) // 10 degree slop
{
if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
{
DryFire();
}
else
{
ResetActivity();
SetActivity( (Activity) ACT_FLOOR_TURRET_FIRE );
//Fire the weapon
#if !DISABLE_SHOT
Shoot( vecMuzzle, vecMuzzleDir );
#endif
}
}
}
else
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
}
//If we can see our enemy, face it
m_vecGoalAngles.y = vecAnglesToEnemy.y;
m_vecGoalAngles.x = vecAnglesToEnemy.x;
//Turn to face
UpdateFacing();
}
//-----------------------------------------------------------------------------
// Purpose: Allows the turret to fire on targets if they're visible
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::ActiveThink( void )
{
//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 );
//If we've become inactive, go back to searching
if ( ( m_bActive == false ) || ( GetEnemy() == 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 = GetEnemy()->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( GetEnemy() );
bool bEnemyVisible = FVisible( GetEnemy() ) && GetEnemy()->IsAlive();
// Robin: This is a hack to get around the fact that the muzzle for the turret
// is outside it's vcollide. This means that if it leans against a thin wall,
// the muzzle can be on the other side of the wall, where it's then able to see
// and shoot at targets. This check ensures that nothing has come between the
// center of the turret and the muzzle.
if ( bEnemyVisible )
{
trace_t tr;
Vector vecCenter;
CollisionProp()->CollisionToWorldSpace( Vector(0,0,52), &vecCenter );
UTIL_TraceLine( vecCenter, vecMid, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
bEnemyVisible = false;
}
}
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid;
float flDistToEnemy = VectorNormalize( vecDirToEnemy );
//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 ) || ( flDistToEnemy > 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 ( 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_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
{
DryFire();
}
else
{
if ( dot3d >= minCos3d )
{
ResetActivity();
SetActivity( (Activity) 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 vecDirToEnemyEyes = GetEnemy()->WorldSpaceCenter() - 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_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();
}
//If we've found a target, spin up the barrel and start to attack
if ( GetEnemy() != NULL )
{
//Give players a grace period
if ( GetEnemy()->IsPlayer() )
{
m_flShotTime = gpGlobals->curtime + 0.5f;
}
else
{
m_flShotTime = gpGlobals->curtime + 0.1f;
}
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( gpGlobals->curtime * 1.0f ) * 15.0f );
m_vecGoalAngles.y = GetAbsAngles().y + ( sin( gpGlobals->curtime * 2.0f ) * 60.0f );
//Turn and ping
UpdateFacing();
Ping();
}
//-----------------------------------------------------------------------------
// Purpose: Watch for a target to wander into our view
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::AutoSearchThink( void )
{
//Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_AUTO_SEARCHING ) )
return;
//Spread out our thinking
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.2f, 0.4f ) );
//If the enemy is dead, find a new one
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) )
{
SetEnemy( NULL );
}
//Acquire Target
if ( GetEnemy() == NULL )
{
HackFindEnemy();
}
//Deploy if we've got an active target
if ( GetEnemy() != NULL )
{
SetThink( &CNPC_FloorTurret::Deploy );
if ( !m_bNoAlarmSounds )
{
EmitSound( "NPC_FloorTurret.Alert" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Fire!
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict )
{
FireBulletsInfo_t info;
if ( !bStrict && GetEnemy() != NULL )
{
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 = VECTOR_CONE_PRECALCULATED;
info.m_flDistance = MAX_COORD_RANGE;
info.m_iAmmoType = m_iAmmoType;
}
else
{
info.m_vecSrc = vecSrc;
info.m_vecDirShooting = vecDirToEnemy;
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;
}
FireBullets( info );
EmitSound( "NPC_FloorTurret.ShotSounds", m_ShotSounds );
DoMuzzleFlash();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::IsValidEnemy( CBaseEntity *pEnemy )
{
if ( m_NPCState == NPC_STATE_DEAD )
return false;
// Don't shoot at other turrets.
if ( pEnemy->m_iClassname == m_iClassname )
return false;
// If our eye is stuck in something, don't shoot
if ( UTIL_PointContents(EyePosition()) & MASK_SHOT )
return false;
// Turrets have limited vertical aim capability
// - Can only aim +-15 degrees, + the 10 degree slop they're allowed.
Vector vEnemyPos = pEnemy->EyePosition();
#ifdef PORTAL
if ( !FInViewCone( pEnemy ) || !FVisible( pEnemy ) )
{
CProp_Portal *pPortal = FInViewConeThroughPortal( pEnemy );
if ( pPortal )
{
// Translate our target across the portal
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyPos, vEnemyPos );
}
}
#endif
Vector los = ( vEnemyPos - EyePosition() );
QAngle angleToTarget;
VectorAngles( los, angleToTarget );
float flZDiff = fabs( AngleNormalize( angleToTarget.x - GetAbsAngles().x) );
if ( flZDiff > 28.0f && los.LengthSqr() > 4096.0f )
return false;
return BaseClass::IsValidEnemy( pEnemy );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::CanBeAnEnemyOf( CBaseEntity *pEnemy )
{
// If we're out of ammo, make friendly companions ignore us
if ( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
{
if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL )
return false;
}
// If we're on the side, we're never anyone's enemy
if ( OnSide() )
return false;
return BaseClass::CanBeAnEnemyOf( pEnemy );
}
//-----------------------------------------------------------------------------
// Purpose: The turret has been tipped over and will thrash for awhile
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::TippedThink( void )
{
// Update our PVS state
CheckPVSCondition();
//Animate
StudioFrameAdvance();
SetNextThink( gpGlobals->curtime + 0.05f );
SetEnemy( NULL );
// If we're not on side anymore, stop thrashing
if ( !OnSide() )
{
ReturnToLife();
return;
}
//See if we should continue to thrash
if ( gpGlobals->curtime < m_flThrashTime )
{
if ( m_flShotTime < gpGlobals->curtime )
{
if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
{
DryFire();
}
else if ( IsCitizenTurret() == false ) // Citizen turrets don't wildly fire
{
Vector vecMuzzle, vecMuzzleDir;
UpdateMuzzleMatrix();
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
ResetActivity();
SetActivity( (Activity) 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" );
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 );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: This turret is dead. See if it ever becomes upright again, and if
// so, become active again.
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InactiveThink( void )
{
// Update our PVS state
CheckPVSCondition();
// Wake up if we're not on our side
if ( !OnSide() && m_bEnabled )
{
ReturnToLife();
return;
}
if ( IsCitizenTurret() )
{
// Blink if we have ammo or our current blink is "on" and we need to turn it off again
if ( HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false || m_bBlinkState )
{
// If we're on our side, ping and complain to the player
if ( m_bBlinkState == false )
{
// Ping when the light is going to come back on
EmitSound( "NPC_FloorTurret.AlarmPing" );
}
SetEyeState( TURRET_EYE_ALARM );
SetNextThink( gpGlobals->curtime + 0.25f );
}
}
else
{
SetNextThink( gpGlobals->curtime + 1.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::ReturnToLife( void )
{
m_flThrashTime = 0;
// Enable the tip controller
m_pMotionController->Enable( true );
// Return to life
SetState( NPC_STATE_IDLE );
m_lifeState = LIFE_ALIVE;
SetCollisionGroup( COLLISION_GROUP_NONE );
// Become active again
Enable();
}
//-----------------------------------------------------------------------------
// Purpose: The turret is not doing anything at all
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::DisabledThink( void )
{
SetNextThink( gpGlobals->curtime + 0.5 );
if ( OnSide() )
{
m_OnTipped.FireOutput( this, this );
SetEyeState( TURRET_EYE_DEAD );
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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_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( FLOOR_TURRET_RANGE );
SetEnemy( BestEnemy() );
}
//-----------------------------------------------------------------------------
// Purpose: Determines whether the turret is upright enough to function
// Output : Returns true if the turret is tipped over
//-----------------------------------------------------------------------------
inline bool CNPC_FloorTurret::OnSide( void )
{
Vector up;
GetVectors( NULL, NULL, &up );
return ( DotProduct( up, Vector(0,0,1) ) < 0.5f );
}
//-----------------------------------------------------------------------------
// Purpose: Allows a generic think function before the others are called
// Input : state - which state the turret is currently in
//-----------------------------------------------------------------------------
bool CNPC_FloorTurret::PreThink( turretState_e state )
{
// Hack to disable turrets when ai is disabled
if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
{
// Push our think out into the future
SetNextThink( gpGlobals->curtime + 0.1f );
return true;
}
CheckPVSCondition();
//Animate
StudioFrameAdvance();
// We're gonna blow up, so don't interrupt us
if ( state == TURRET_SELF_DESTRUCTING )
return false;
//See if we've tipped, but only do this if we're not being carried
if ( !IsBeingCarriedByPlayer() )
{
if ( OnSide() == false )
{
// If I still haven't fallen over after an NPC has tried to knock me down, let them know
if ( m_hLastNPCToKickMe && m_flKnockOverFailedTime < gpGlobals->curtime )
{
m_hLastNPCToKickMe->DispatchInteraction( g_interactionTurretStillStanding, NULL, this );
m_hLastNPCToKickMe = NULL;
}
//Debug visualization
if ( g_debug_turret.GetBool() )
{
Vector up;
GetVectors( NULL, NULL, &up );
NDebugOverlay::Line( GetAbsOrigin()+(up*32), GetAbsOrigin()+(up*128), 0, 255, 0, false, 2.0f );
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*32), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 2.0f );
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*128), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 2.0f );
}
}
else
{
if ( HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false )
{
//Thrash around for a bit
m_flThrashTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 2.5f );
SetNextThink( gpGlobals->curtime + 0.05f );
SetThink( &CNPC_FloorTurret::TippedThink );
SetEyeState( TURRET_EYE_SEE_TARGET );
SpinUp();
if ( !m_bNoAlarmSounds )
{
EmitSound( "NPC_FloorTurret.Alarm" );
}
}
else
{
// Take away the laser
UTIL_Remove( m_hLaser );
m_hLaser = NULL;
// Become inactive
SetThink( &CNPC_FloorTurret::InactiveThink );
SetEyeState( TURRET_EYE_DEAD );
}
//Stop being targetted
SetState( NPC_STATE_DEAD );
m_lifeState = LIFE_DEAD;
//Disable the tip controller
m_pMotionController->Enable( false );
//Debug visualization
if ( g_debug_turret.GetBool() )
{
Vector up;
GetVectors( NULL, NULL, &up );
NDebugOverlay::Line( GetAbsOrigin()+(up*32), GetAbsOrigin()+(up*128), 255, 0, 0, false, 2.0f );
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*32), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 2.0f );
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*128), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 2.0f );
}
//Interrupt current think function
return true;
}
}
//Do not interrupt current think function
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the state of the glowing eye attached to the turret
// Input : state - state the eye should be in
//-----------------------------------------------------------------------------
void CNPC_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 );
}
// Add the laser if it doesn't already exist
if ( IsCitizenTurret() && HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false && m_hLaser == NULL )
{
m_hLaser = CBeam::BeamCreate( LASER_BEAM_SPRITE, 1.0f );
if ( m_hLaser == NULL )
return;
m_hLaser->EntsInit( this, this );
m_hLaser->FollowEntity( this );
m_hLaser->SetStartAttachment( LookupAttachment( "laser_start" ) );
m_hLaser->SetEndAttachment( LookupAttachment( "laser_end" ) );
m_hLaser->SetNoise( 0 );
m_hLaser->SetColor( 255, 0, 0 );
m_hLaser->SetScrollRate( 0 );
m_hLaser->SetWidth( 1.0f );
m_hLaser->SetEndWidth( 1.0f );
m_hLaser->SetBrightness( 160 );
m_hLaser->SetBeamFlags( SF_BEAM_SHADEIN );
}
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( 164, 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, 128, 0 );
if ( m_bBlinkState )
{
//Fade up and scale up
m_hEyeGlow->SetScale( 0.25f, 0.1f );
m_hEyeGlow->SetBrightness( 164, 0.1f );
}
else
{
//Fade down and scale down
m_hEyeGlow->SetScale( 0.2f, 0.1f );
m_hEyeGlow->SetBrightness( 64, 0.1f );
}
break;
case TURRET_EYE_DORMANT: //Fade out and scale down
m_hEyeGlow->SetColor( 0, 255, 0 );
m_hEyeGlow->SetScale( 0.1f, 0.5f );
m_hEyeGlow->SetBrightness( 64, 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 );
break;
case TURRET_EYE_DISABLED:
m_hEyeGlow->SetColor( 0, 255, 0 );
m_hEyeGlow->SetScale( 0.1f, 1.0f );
m_hEyeGlow->SetBrightness( 0, 1.0f );
break;
case TURRET_EYE_ALARM:
{
//Toggle our state
m_bBlinkState = !m_bBlinkState;
m_hEyeGlow->SetColor( 255, 0, 0 );
if ( m_bBlinkState )
{
//Fade up and scale up
m_hEyeGlow->SetScale( 0.75f, 0.05f );
m_hEyeGlow->SetBrightness( 192, 0.05f );
}
else
{
//Fade down and scale down
m_hEyeGlow->SetScale( 0.25f, 0.25f );
m_hEyeGlow->SetBrightness( 64, 0.25f );
}
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Make a pinging noise so the player knows where we are
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Ping( void )
{
//See if it's time to ping again
if ( m_flPingTime > gpGlobals->curtime )
return;
//Ping!
EmitSound( "NPC_FloorTurret.Ping" );
SetEyeState( TURRET_EYE_SEEKING_TARGET );
m_flPingTime = gpGlobals->curtime + FLOOR_TURRET_PING_TIME;
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Toggle( void )
{
//This turret is on its side, it can't function
if ( OnSide() || ( IsAlive() == false ) )
return;
//Toggle the state
if ( m_bEnabled )
{
Disable();
}
else
{
Enable();
}
}
//-----------------------------------------------------------------------------
// Purpose: Enable the turret and deploy
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Enable( void )
{
// Don't interrupt blowing up!
if ( m_bSelfDestructing )
return;
// Always allow us to come back to life, even if not right now
m_bEnabled = true;
//This turret is on its side, it can't function
if ( OnSide() || ( IsAlive() == false ) )
return;
// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
if ( m_spawnflags & SF_FLOOR_TURRET_AUTOACTIVATE )
{
m_bAutoStart = true;
}
SetThink( &CNPC_FloorTurret::Deploy );
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose: Retire the turret until enabled again
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::Disable( void )
{
//This turret is on its side, it can't function
if ( OnSide() || ( IsAlive() == false ) || m_bSelfDestructing )
return;
if ( m_bEnabled )
{
m_bEnabled = false;
m_bAutoStart = false;
SetEnemy( NULL );
SetThink( &CNPC_FloorTurret::Retire );
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
SetThink( &CNPC_FloorTurret::DisabledThink );
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the turret's state via input function
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputToggle( inputdata_t &inputdata )
{
Toggle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputEnable( inputdata_t &inputdata )
{
Enable();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputDisable( inputdata_t &inputdata )
{
Disable();
}
//-----------------------------------------------------------------------------
// Purpose: Stops the turret from firing live rounds (still attempts to though)
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputDepleteAmmo( inputdata_t &inputdata )
{
AddSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO );
}
//-----------------------------------------------------------------------------
// Purpose: Allows the turret to fire live rounds again
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputRestoreAmmo( inputdata_t &inputdata )
{
RemoveSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO );
}
//-----------------------------------------------------------------------------
// Purpose: Allow players and npc's to turn the turret on and off
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
switch( useType )
{
case USE_OFF:
Disable();
break;
case USE_ON:
Enable();
break;
case USE_SET:
break;
case USE_TOGGLE:
Toggle( );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Reduce physics forces from the front
//-----------------------------------------------------------------------------
int CNPC_FloorTurret::VPhysicsTakeDamage( const CTakeDamageInfo &info )
{
bool bShouldIgnoreFromFront = false;
// Ignore crossbow bolts hitting us from the front
bShouldIgnoreFromFront = ( info.GetDamageType() & DMG_BULLET ) != 0;
// Ignore bullets from the front
if ( !bShouldIgnoreFromFront )
{
bShouldIgnoreFromFront = FClassnameIs( info.GetInflictor(), "crossbow_bolt" );
}
// Did it hit us on the front?
if ( bShouldIgnoreFromFront )
{
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
Vector vecForce = info.GetDamageForce();
VectorNormalize( vecForce );
float flDot = DotProduct( vecForward, vecForce );
if ( flDot < -0.85 )
return 0;
}
return BaseClass::VPhysicsTakeDamage( info );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
int CNPC_FloorTurret::OnTakeDamage( const CTakeDamageInfo &info )
{
CTakeDamageInfo newInfo = info;
if ( info.GetDamageType() & (DMG_SLASH|DMG_CLUB) )
{
// Take extra force from melee hits
newInfo.ScaleDamageForce( 2.0f );
// Disable our upright controller for some time
if ( m_pMotionController != NULL )
{
m_pMotionController->Suspend( 2.0f );
}
}
else if ( info.GetDamageType() & DMG_BLAST )
{
newInfo.ScaleDamageForce( 2.0f );
}
else if ( (info.GetDamageType() & DMG_BULLET) && !(info.GetDamageType() & DMG_BUCKSHOT) )
{
// Bullets, but not buckshot, do extra push
newInfo.ScaleDamageForce( 2.5f );
}
// Manually apply vphysics because AI_BaseNPC takedamage doesn't call back to CBaseEntity OnTakeDamage
VPhysicsTakeDamage( newInfo );
// Bump up our search time
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
// Start looking around in anger if we were idle
if ( IsAlive() && m_bEnabled && m_bAutoStart && GetActivity() == ACT_FLOOR_TURRET_CLOSED_IDLE && m_bSelfDestructing == false )
{
SetThink( &CNPC_FloorTurret::Deploy );
}
return BaseClass::OnTakeDamage( newInfo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SpinUp( void )
{
}
#define FLOOR_TURRET_MIN_SPIN_DOWN 1.0f
//-----------------------------------------------------------------------------
// Purpose:
// Output : const QAngle
//-----------------------------------------------------------------------------
QAngle CNPC_FloorTurret::PreferredCarryAngles( void )
{
// FIXME: Embed this into the class
static QAngle g_prefAngles;
Vector vecUserForward;
CBasePlayer *pPlayer = AI_GetSinglePlayer();
pPlayer->EyeVectors( &vecUserForward );
// If we're looking up, then face directly forward
if ( vecUserForward.z >= 0.0f )
return vec3_angle;
// Otherwise, stay "upright"
g_prefAngles.Init();
g_prefAngles.x = -pPlayer->EyeAngles().x;
return g_prefAngles;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SpinDown( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVictim -
// Output : float
//-----------------------------------------------------------------------------
float CNPC_FloorTurret::GetAttackDamageScale( CBaseEntity *pVictim )
{
CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
// Do extra damage to antlions & combine
if ( pBCC )
{
if ( pBCC->Classify() == CLASS_ANTLION )
return 2.0;
if ( pBCC->Classify() == CLASS_COMBINE )
return 2.0;
}
return BaseClass::GetAttackDamageScale( pVictim );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CNPC_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_10DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ weaponProficiency ].spreadscale);
}
//------------------------------------------------------------------------------
// Do we have a physics attacker?
//------------------------------------------------------------------------------
CBasePlayer *CNPC_FloorTurret::HasPhysicsAttacker( float dt )
{
// If the player is holding me now, or I've been recently thrown
// then return a pointer to that player
if ( IsHeldByPhyscannon( ) || (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) )
{
return m_hPhysicsAttacker;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CNPC_FloorTurret::DrawDebugTextOverlays( void )
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
if (VPhysicsGetObject())
{
char tempstr[512];
Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", VPhysicsGetObject()->GetMass(), kg2lbs(VPhysicsGetObject()->GetMass()), GetMassEquivalent(VPhysicsGetObject()->GetMass()));
EntityText( text_offset, tempstr, 0);
text_offset++;
}
}
return text_offset;
}
void CNPC_FloorTurret::UpdateMuzzleMatrix()
{
if ( gpGlobals->tickcount != m_muzzleToWorldTick )
{
m_muzzleToWorldTick = gpGlobals->tickcount;
GetAttachment( m_iMuzzleAttachment, m_muzzleToWorld );
}
}
//-----------------------------------------------------------------------------
// 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_FloorTurret::PlayerPenetratingVPhysics( void )
{
// We don't care!
}
#define SELF_DESTRUCT_DURATION 4.0f
#define SELF_DESTRUCT_BEEP_MIN_DELAY 0.1f
#define SELF_DESTRUCT_BEEP_MAX_DELAY 0.75f
#define SELF_DESTRUCT_BEEP_MIN_PITCH 100.0f
#define SELF_DESTRUCT_BEEP_MAX_PITCH 225.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::BreakThink( void )
{
Vector vecUp;
GetVectors( NULL, NULL, &vecUp );
Vector vecOrigin = WorldSpaceCenter() + ( vecUp * 12.0f );
// Our effect
#ifdef HL2_EPISODIC
DispatchParticleEffect( "explosion_turret_break", vecOrigin, GetAbsAngles() );
#endif // HL2_EPISODIC
// K-boom
RadiusDamage( CTakeDamageInfo( this, this, 15.0f, DMG_BLAST ), vecOrigin, (10*12), CLASS_NONE, this );
EmitSound( "NPC_FloorTurret.Destruct" );
breakablepropparams_t params( GetAbsOrigin(), GetAbsAngles(), vec3_origin, RandomAngularImpulse( -800.0f, 800.0f ) );
params.impactEnergyScale = 1.0f;
params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
// no damage/damage force? set a burst of 100 for some movement
params.defBurstScale = 100;
PropBreakableCreateAll( GetModelIndex(), VPhysicsGetObject(), params, this, -1, true );
// Throw out some small chunks too obscure the explosion even more
CPVSFilter filter( vecOrigin );
for ( int i = 0; i < 4; i++ )
{
Vector gibVelocity = RandomVector(-100,100);
int iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel( "MetalChunks" ) );
te->BreakModel( filter, 0.0, vecOrigin, GetAbsAngles(), Vector(40,40,40), gibVelocity, iModelIndex, 150, 4, 2.5, BREAK_METAL );
}
// We're done!
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: The countdown to destruction!
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::SelfDestructThink( void )
{
// Continue to animate
PreThink( TURRET_SELF_DESTRUCTING );
// If we're done, explode
if ( ( gpGlobals->curtime - m_flDestructStartTime ) >= SELF_DESTRUCT_DURATION )
{
SetThink( &CNPC_FloorTurret::BreakThink );
SetNextThink( gpGlobals->curtime + 0.1f );
UTIL_Remove( m_hFizzleEffect );
m_hFizzleEffect = NULL;
return;
}
// Find out where we are in the cycle of our destruction
float flDestructPerc = clamp( ( gpGlobals->curtime - m_flDestructStartTime ) / SELF_DESTRUCT_DURATION, 0.0f, 1.0f );
// Figure out when our next beep should occur
float flBeepTime = SELF_DESTRUCT_BEEP_MAX_DELAY + ( ( SELF_DESTRUCT_BEEP_MIN_DELAY - SELF_DESTRUCT_BEEP_MAX_DELAY ) * flDestructPerc );
// If it's time to beep again, do so
if ( gpGlobals->curtime > ( m_flPingTime + flBeepTime ) )
{
// Figure out what our beep pitch will be
float flBeepPitch = SELF_DESTRUCT_BEEP_MIN_PITCH + ( ( SELF_DESTRUCT_BEEP_MAX_PITCH - SELF_DESTRUCT_BEEP_MIN_PITCH ) * flDestructPerc );
StopSound( "NPC_FloorTurret.AlarmPing" );
// Play the beep
CPASAttenuationFilter filter( this, "NPC_FloorTurret.AlarmPing" );
EmitSound_t params;
params.m_pSoundName = "NPC_FloorTurret.AlarmPing";
params.m_nPitch = floor( flBeepPitch );
params.m_nFlags = SND_CHANGE_PITCH;
EmitSound( filter, entindex(), params );
// Flash our eye
SetEyeState( TURRET_EYE_ALARM );
// Save this as the last time we pinged
m_flPingTime = gpGlobals->curtime;
// Randomly twitch
m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60*flDestructPerc, 60*flDestructPerc );
m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60*flDestructPerc, 60*flDestructPerc );
}
UpdateFacing();
// Think again!
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose: Make us explode
//-----------------------------------------------------------------------------
void CNPC_FloorTurret::InputSelfDestruct( inputdata_t &inputdata )
{
// Ka-boom!
m_flDestructStartTime = gpGlobals->curtime;
m_flPingTime = gpGlobals->curtime;
m_bSelfDestructing = true;
SetThink( &CNPC_FloorTurret::SelfDestructThink );
SetNextThink( gpGlobals->curtime + 0.1f );
// Create the dust effect in place
m_hFizzleEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
if ( m_hFizzleEffect != NULL )
{
Vector vecUp;
GetVectors( NULL, NULL, &vecUp );
// Setup our basic parameters
m_hFizzleEffect->KeyValue( "start_active", "1" );
m_hFizzleEffect->KeyValue( "effect_name", "explosion_turret_fizzle" );
m_hFizzleEffect->SetParent( this );
m_hFizzleEffect->SetAbsOrigin( WorldSpaceCenter() + ( vecUp * 12.0f ) );
DispatchSpawn( m_hFizzleEffect );
m_hFizzleEffect->Activate();
}
}
//
// Tip controller
//
LINK_ENTITY_TO_CLASS( floorturret_tipcontroller, CTurretTipController );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CTurretTipController )
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flSuspendTime, FIELD_TIME ),
DEFINE_FIELD( m_worldGoalAxis, FIELD_VECTOR ),
DEFINE_FIELD( m_localTestAxis, FIELD_VECTOR ),
DEFINE_PHYSPTR( m_pController ),
DEFINE_FIELD( m_angularLimit, FIELD_FLOAT ),
DEFINE_FIELD( m_pParentTurret, FIELD_CLASSPTR ),
END_DATADESC()
CTurretTipController::~CTurretTipController()
{
if ( m_pController )
{
physenv->DestroyMotionController( m_pController );
m_pController = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTurretTipController::Spawn( void )
{
m_bEnabled = true;
// align the object's local Z axis
m_localTestAxis.Init( 0, 0, 1 );
// with the world's Z axis
m_worldGoalAxis.Init( 0, 0, 1 );
// recover from up to 25 degrees / sec angular velocity
m_angularLimit = 25;
m_flSuspendTime = 0;
SetMoveType( MOVETYPE_NONE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTurretTipController::Activate( void )
{
BaseClass::Activate();
if ( m_pParentTurret == NULL )
{
UTIL_Remove(this);
return;
}
IPhysicsObject *pPhys = m_pParentTurret->VPhysicsGetObject();
if ( pPhys == NULL )
{
UTIL_Remove(this);
return;
}
//Setup the motion controller
if ( !m_pController )
{
m_pController = physenv->CreateMotionController( (IMotionEvent *)this );
m_pController->AttachObject( pPhys, true );
}
else
{
m_pController->SetEventHandler( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Actual simulation for tip controller
//-----------------------------------------------------------------------------
IMotionEvent::simresult_e CTurretTipController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
{
if ( Enabled() == false )
return SIM_NOTHING;
// Don't simulate if we're being carried by the player
if ( m_pParentTurret->IsBeingCarriedByPlayer() )
return SIM_NOTHING;
float flAngularLimit = m_angularLimit;
// If we were just dropped by a friendly player, stabilise better
if ( m_pParentTurret->WasJustDroppedByPlayer() )
{
// Increase the controller strength a little
flAngularLimit += 20;
}
else
{
// If the turret has some vertical velocity, don't simulate
Vector vecVelocity;
AngularImpulse angImpulse;
pObject->GetVelocity( &vecVelocity, &angImpulse );
if ( (vecVelocity.LengthSqr() > CNPC_FloorTurret::fMaxTipControllerVelocity) || (angImpulse.LengthSqr() > CNPC_FloorTurret::fMaxTipControllerAngularVelocity) )
return SIM_NOTHING;
}
linear.Init();
AngularImpulse angVel;
pObject->GetVelocity( NULL, &angVel );
matrix3x4_t matrix;
// get the object's local to world transform
pObject->GetPositionMatrix( &matrix );
// Get the alignment axis in object space
Vector currentLocalTargetAxis;
VectorIRotate( m_worldGoalAxis, matrix, currentLocalTargetAxis );
float invDeltaTime = (1/deltaTime);
angular = ComputeRotSpeedToAlignAxes( m_localTestAxis, currentLocalTargetAxis, angVel, 1.0, invDeltaTime * invDeltaTime, flAngularLimit * invDeltaTime );
return SIM_LOCAL_ACCELERATION;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTurretTipController::Enable( bool state )
{
m_bEnabled = state;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
//-----------------------------------------------------------------------------
void CTurretTipController::Suspend( float time )
{
m_flSuspendTime = gpGlobals->curtime + time;
}
float CTurretTipController::SuspendedTill( void )
{
return m_flSuspendTime;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTurretTipController::Enabled( void )
{
if ( m_flSuspendTime > gpGlobals->curtime )
return false;
return m_bEnabled;
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_turret_floor, CNPC_FloorTurret )
DECLARE_INTERACTION( g_interactionTurretStillStanding );
AI_END_CUSTOM_NPC()