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308 lines
8.9 KiB
C++
308 lines
8.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef NPC_TURRET_FLOOR_H
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#define NPC_TURRET_FLOOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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#include "player_pickup.h"
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#include "particle_system.h"
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//Turret states
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enum turretState_e
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{
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TURRET_SEARCHING,
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TURRET_AUTO_SEARCHING,
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TURRET_ACTIVE,
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TURRET_SUPPRESSING,
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TURRET_DEPLOYING,
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TURRET_RETIRING,
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TURRET_TIPPED,
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TURRET_SELF_DESTRUCTING,
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TURRET_STATE_TOTAL
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};
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//Eye states
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enum eyeState_t
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{
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TURRET_EYE_SEE_TARGET, //Sees the target, bright and big
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TURRET_EYE_SEEKING_TARGET, //Looking for a target, blinking (bright)
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TURRET_EYE_DORMANT, //Not active
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TURRET_EYE_DEAD, //Completely invisible
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TURRET_EYE_DISABLED, //Turned off, must be reactivated before it'll deploy again (completely invisible)
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TURRET_EYE_ALARM, // On side, but warning player to pick it back up
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};
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//Spawnflags
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// BUG: These all stomp Base NPC spawnflags. Any Base NPC code called by this
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// this class may have undesired side effects due to these being set.
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#define SF_FLOOR_TURRET_AUTOACTIVATE 0x00000020
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#define SF_FLOOR_TURRET_STARTINACTIVE 0x00000040
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#define SF_FLOOR_TURRET_FASTRETIRE 0x00000080
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#define SF_FLOOR_TURRET_OUT_OF_AMMO 0x00000100
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#define SF_FLOOR_TURRET_CITIZEN 0x00000200 // Citizen modified turret
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class CTurretTipController;
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class CBeam;
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class CSprite;
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//-----------------------------------------------------------------------------
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// Purpose: Floor turret
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//-----------------------------------------------------------------------------
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class CNPC_FloorTurret : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics
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{
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DECLARE_CLASS( CNPC_FloorTurret, CNPCBaseInteractive<CAI_BaseNPC> );
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public:
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CNPC_FloorTurret( void );
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual bool CreateVPhysics( void );
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virtual void UpdateOnRemove( void );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void PlayerPenetratingVPhysics( void );
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virtual int VPhysicsTakeDamage( const CTakeDamageInfo &info );
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virtual bool CanBecomeServerRagdoll( void ) { return false; }
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#ifdef HL2_EPISODIC
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// We don't want to be NPCSOLID because we'll collide with NPC clips
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_SOLID; }
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#endif // HL2_EPISODIC
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// Player pickup
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
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virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer );
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virtual QAngle PreferredCarryAngles( void );
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virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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const char *GetTracerType( void ) { return "AR2Tracer"; }
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bool ShouldSavePhysics() { return true; }
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bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt );
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// Think functions
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virtual void Retire( void );
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virtual void Deploy( void );
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virtual void ActiveThink( void );
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virtual void SearchThink( void );
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virtual void AutoSearchThink( void );
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virtual void TippedThink( void );
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virtual void InactiveThink( void );
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virtual void SuppressThink( void );
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virtual void DisabledThink( void );
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virtual void SelfDestructThink( void );
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virtual void BreakThink( void );
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virtual void HackFindEnemy( void );
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virtual float GetAttackDamageScale( CBaseEntity *pVictim );
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virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
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// Do we have a physics attacker?
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CBasePlayer *HasPhysicsAttacker( float dt );
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bool IsHeldByPhyscannon( ) { return VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD); }
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// Use functions
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void ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int ObjectCaps()
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{
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return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE;
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}
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBasePlayer *pPlayer = ToBasePlayer( pActivator );
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if ( pPlayer )
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{
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pPlayer->PickupObject( this, false );
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}
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}
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// Inputs
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void InputToggle( inputdata_t &inputdata );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputDepleteAmmo( inputdata_t &inputdata );
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void InputRestoreAmmo( inputdata_t &inputdata );
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void InputSelfDestruct( inputdata_t &inputdata );
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virtual bool IsValidEnemy( CBaseEntity *pEnemy );
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bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
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bool IsBeingCarriedByPlayer( void ) { return m_bCarriedByPlayer; }
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bool WasJustDroppedByPlayer( void );
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int BloodColor( void ) { return DONT_BLEED; }
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float MaxYawSpeed( void );
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virtual Class_T Classify( void );
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Vector EyePosition( void )
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{
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UpdateMuzzleMatrix();
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Vector vecOrigin;
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MatrixGetColumn( m_muzzleToWorld, 3, vecOrigin );
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Vector vecForward;
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MatrixGetColumn( m_muzzleToWorld, 0, vecForward );
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// Note: We back up into the model to avoid an edge case where the eyes clip out of the world and
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// cause problems with the PVS calculations -- jdw
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vecOrigin -= vecForward * 8.0f;
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return vecOrigin;
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}
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Vector EyeOffset( Activity nActivity ) { return Vector( 0, 0, 58 ); }
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// Restore the turret to working operation after falling over
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void ReturnToLife( void );
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int DrawDebugTextOverlays( void );
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// INPCInteractive Functions
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virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; } // Disabled for now (sjb)
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virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; }
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virtual void NotifyInteraction( CAI_BaseNPC *pUser )
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{
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// For now, turn green so we can tell who is hacked.
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SetRenderColor( 0, 255, 0 );
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m_bHackedByAlyx = true;
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}
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static float fMaxTipControllerVelocity;
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static float fMaxTipControllerAngularVelocity;
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protected:
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virtual bool PreThink( turretState_e state );
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virtual void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict = false );
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virtual void SetEyeState( eyeState_t state );
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void Ping( void );
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void Toggle( void );
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void Enable( void );
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void Disable( void );
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void SpinUp( void );
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void SpinDown( void );
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virtual bool OnSide( void );
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bool IsCitizenTurret( void ) { return HasSpawnFlags( SF_FLOOR_TURRET_CITIZEN ); }
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bool UpdateFacing( void );
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void DryFire( void );
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void UpdateMuzzleMatrix();
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protected:
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matrix3x4_t m_muzzleToWorld;
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int m_muzzleToWorldTick;
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int m_iAmmoType;
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bool m_bAutoStart;
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bool m_bActive; //Denotes the turret is deployed and looking for targets
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bool m_bBlinkState;
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bool m_bEnabled; //Denotes whether the turret is able to deploy or not
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bool m_bNoAlarmSounds;
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bool m_bSelfDestructing; // Going to blow up
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float m_flDestructStartTime;
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float m_flShotTime;
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float m_flLastSight;
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float m_flThrashTime;
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float m_flPingTime;
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float m_flNextActivateSoundTime;
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bool m_bCarriedByPlayer;
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bool m_bUseCarryAngles;
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float m_flPlayerDropTime;
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int m_iKeySkin;
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CHandle<CBaseCombatCharacter> m_hLastNPCToKickMe; // Stores the last NPC who tried to knock me over
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float m_flKnockOverFailedTime; // Time at which we should tell the NPC that he failed to knock me over
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QAngle m_vecGoalAngles;
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int m_iEyeAttachment;
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int m_iMuzzleAttachment;
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eyeState_t m_iEyeState;
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CHandle<CSprite> m_hEyeGlow;
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CHandle<CBeam> m_hLaser;
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CHandle<CTurretTipController> m_pMotionController;
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CHandle<CParticleSystem> m_hFizzleEffect;
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Vector m_vecEnemyLKP;
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// physics influence
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CHandle<CBasePlayer> m_hPhysicsAttacker;
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float m_flLastPhysicsInfluenceTime;
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static const char *m_pShotSounds[];
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COutputEvent m_OnDeploy;
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COutputEvent m_OnRetire;
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COutputEvent m_OnTipped;
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COutputEvent m_OnPhysGunPickup;
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COutputEvent m_OnPhysGunDrop;
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bool m_bHackedByAlyx;
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HSOUNDSCRIPTHANDLE m_ShotSounds;
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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//
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// Tip controller
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//
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class CTurretTipController : public CPointEntity, public IMotionEvent
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{
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DECLARE_CLASS( CTurretTipController, CPointEntity );
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DECLARE_DATADESC();
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public:
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~CTurretTipController( void );
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void Spawn( void );
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void Activate( void );
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void Enable( bool state = true );
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void Suspend( float time );
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float SuspendedTill( void );
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bool Enabled( void );
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static CTurretTipController *CreateTipController( CNPC_FloorTurret *pOwner )
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{
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if ( pOwner == NULL )
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return NULL;
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CTurretTipController *pController = (CTurretTipController *) Create( "floorturret_tipcontroller", pOwner->GetAbsOrigin(), pOwner->GetAbsAngles() );
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if ( pController != NULL )
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{
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pController->m_pParentTurret = pOwner;
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}
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return pController;
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}
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// IMotionEvent
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
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private:
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bool m_bEnabled;
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float m_flSuspendTime;
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Vector m_worldGoalAxis;
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Vector m_localTestAxis;
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IPhysicsMotionController *m_pController;
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float m_angularLimit;
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CNPC_FloorTurret *m_pParentTurret;
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};
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#endif //#ifndef NPC_TURRET_FLOOR_H
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