mirror of
https://github.com/nillerusr/source-engine.git
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1413 lines
41 KiB
C++
1413 lines
41 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "ai_senses.h"
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#include "ai_memory.h"
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#include "engine/IEngineSound.h"
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#include "Sprite.h"
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#include "IEffects.h"
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#include "prop_portal_shared.h"
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#include "te.h"
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#include "te_effect_dispatch.h"
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#include "soundenvelope.h" // for looping sound effects
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#include "portal_gamerules.h" // for difficulty settings
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#include "weapon_rpg.h"
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#include "explode.h"
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#include "smoke_trail.h" // smoke trailers on the rocket
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#include "physics_bone_follower.h" // For bone follower manager
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#include "physicsshadowclone.h" // For translating hit entities shadow clones to real ent
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//#include "ndebugoverlay.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define ROCKET_TURRET_RANGE 8192
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#define ROCKET_TURRET_EMITER_OFFSET 0.0
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#define ROCKET_TURRET_THINK_RATE 0.05
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#define ROCKET_TURRET_DEATH_EFFECT_TIME 1.5f
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#define ROCKET_TURRET_LOCKON_TIME 2.0f
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#define ROCKET_TURRET_HALF_LOCKON_TIME 1.0f
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#define ROCKET_TURRET_QUARTER_LOCKON_TIME 0.5f
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#define ROCKET_TURRET_ROCKET_FIRE_COOLDOWN_TIME 4.0f
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// For search thinks
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#define MAX_DIVERGENCE_X 30.0f
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#define MAX_DIVERGENCE_Y 15.0f
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#define ROCKET_TURRET_DECAL_NAME "decals/scorchfade"
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#define ROCKET_TURRET_MODEL_NAME "models/props_bts/rocket_sentry.mdl"
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#define ROCKET_TURRET_PROJECTILE_NAME "models/props_bts/rocket.mdl"
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#define ROCKET_TURRET_SOUND_LOCKING "NPC_RocketTurret.LockingBeep"
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#define ROCKET_TURRET_SOUND_LOCKED "NPC_FloorTurret.LockedBeep"
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#define ROCKET_PROJECTILE_FIRE_SOUND "NPC_FloorTurret.RocketFire"
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#define ROCKET_PROJECTILE_LOOPING_SOUND "NPC_FloorTurret.RocketFlyLoop"
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#define ROCKET_PROJECTILE_DEFAULT_LIFE 20.0
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//Spawnflags
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#define SF_ROCKET_TURRET_START_INACTIVE 0x00000001
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// These bones have physics shadows
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const char *pRocketTurretFollowerBoneNames[] =
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{
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"Root",
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"Base",
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"Arm_1",
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"Arm_2",
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"Arm_3",
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"Arm_4",
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"Rot_LR",
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"Rot_UD",
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"Gun_casing",
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"Gun_Barrel_01",
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"gun_barrel_02",
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"loader",
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"missle_01",
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"missle_02",
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"panel",
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};
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class CNPC_RocketTurret : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_RocketTurret, CAI_BaseNPC );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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public:
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CNPC_RocketTurret( void );
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~CNPC_RocketTurret( void );
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void Precache( void );
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void Spawn( void );
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virtual void Activate( void );
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virtual ITraceFilter* GetBeamTraceFilter( void );
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void UpdateOnRemove( void );
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bool CreateVPhysics( void );
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// Think functions
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void SearchThink( void ); // Lost Target, spaz out
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void FollowThink( void ); // Found target, chase it
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void LockingThink( void ); // Charge up effects
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void FiringThink( void ); // Currently has rocket out
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void DyingThink( void ); // Overloading, blowing up
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void DeathThink( void ); // Destroyed, sparking
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void OpeningThink ( void ); // Finish open/close animation before using pose params
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void ClosingThink ( void );
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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 InputSetTarget( inputdata_t &inputdata );
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void InputDestroy( inputdata_t &inputdata );
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void RocketDied( void ); // After rocket hits something and self-destructs (or times out)
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Class_T Classify( void )
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{
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if( m_bEnabled )
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return CLASS_COMBINE;
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return CLASS_NONE;
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}
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bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
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Vector EyeOffset( Activity nActivity )
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{
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return vec3_origin;
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}
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Vector EyePosition( void )
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{
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Vector vMuzzlePos;
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GetAttachment( m_iMuzzleAttachment, vMuzzlePos, NULL, NULL, NULL );
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return vMuzzlePos;
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}
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protected:
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bool PreThink( 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 SetTarget( CBaseEntity* pTarget );
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void Destroy ( void );
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float UpdateFacing( void );
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void UpdateAimPoint( void );
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void FireRocket( void );
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void UpdateSkin( int nSkin );
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void UpdateMuzzleMatrix ( void );
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bool TestLOS( const Vector& vAimPoint );
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bool TestPortalsForLOS( Vector* pOutVec, bool bConsiderNonPortalAimPoint );
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bool FindAimPointThroughPortal( const CProp_Portal* pPortal, Vector* pVecOut );
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void SyncPoseToAimAngles ( void );
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void LaserOn ( void );
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void LaserOff ( void );
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bool m_bEnabled;
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bool m_bHasSightOfEnemy;
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QAngle m_vecGoalAngles;
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CNetworkVar( QAngle, m_vecCurrentAngles );
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QAngle m_vecAnglesToEnemy;
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enum
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{
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ROCKET_SKIN_IDLE=0,
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ROCKET_SKIN_LOCKING,
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ROCKET_SKIN_LOCKED,
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ROCKET_SKIN_COUNT,
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};
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Vector m_vecDirToEnemy;
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float m_flDistToEnemy;
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float m_flTimeSpentDying;
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float m_flTimeLocking; // Period spent locking on to target
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float m_flTimeLastFired; // Cooldown time between attacks
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float m_flTimeSpentPaused; // for search think's movements
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float m_flPauseLength;
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float m_flTotalDivergenceX;
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float m_flTotalDivergenceY;
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matrix3x4_t m_muzzleToWorld;
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int m_muzzleToWorldTick;
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int m_iPosePitch;
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int m_iPoseYaw;
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// Contained Bone Follower manager
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CBoneFollowerManager m_BoneFollowerManager;
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// Model indices for effects
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CNetworkVar( int, m_iLaserState );
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CNetworkVar( int, m_nSiteHalo );
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// Target indicator sprite info
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int m_iMuzzleAttachment;
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int m_iLightAttachment;
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COutputEvent m_OnFoundTarget;
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COutputEvent m_OnLostTarget;
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CTraceFilterSkipTwoEntities m_filterBeams;
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EHANDLE m_hCurRocket;
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};
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//Datatable
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BEGIN_DATADESC( CNPC_RocketTurret )
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecCurrentAngles, FIELD_VECTOR ),
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DEFINE_FIELD( m_bHasSightOfEnemy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecAnglesToEnemy, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecDirToEnemy, FIELD_VECTOR ),
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DEFINE_FIELD( m_flDistToEnemy, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTimeSpentDying, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTimeLocking, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTimeLastFired, FIELD_FLOAT ),
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DEFINE_FIELD( m_iLaserState, FIELD_INTEGER ),
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DEFINE_FIELD( m_nSiteHalo, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTimeSpentPaused, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPauseLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTotalDivergenceX, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTotalDivergenceY, FIELD_FLOAT ),
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DEFINE_FIELD( m_iPosePitch, FIELD_INTEGER ),
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DEFINE_FIELD( m_iPoseYaw, FIELD_INTEGER ),
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DEFINE_FIELD( m_hCurRocket, FIELD_EHANDLE ),
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DEFINE_FIELD( m_iMuzzleAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_iLightAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_muzzleToWorldTick, FIELD_INTEGER ),
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DEFINE_FIELD( m_muzzleToWorld, FIELD_MATRIX3X4_WORLDSPACE ),
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// DEFINE_FIELD( m_filterBeams, CTraceFilterSkipTwoEntities ),
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DEFINE_EMBEDDED( m_BoneFollowerManager ),
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DEFINE_THINKFUNC( SearchThink ),
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DEFINE_THINKFUNC( FollowThink ),
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DEFINE_THINKFUNC( LockingThink ),
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DEFINE_THINKFUNC( FiringThink ),
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DEFINE_THINKFUNC( DyingThink ),
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DEFINE_THINKFUNC( DeathThink ),
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DEFINE_THINKFUNC( OpeningThink ),
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DEFINE_THINKFUNC( ClosingThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTarget", InputSetTarget ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Destroy", InputDestroy ),
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DEFINE_OUTPUT( m_OnFoundTarget, "OnFoundTarget" ),
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DEFINE_OUTPUT( m_OnLostTarget, "OnLostTarget" ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CNPC_RocketTurret, DT_NPC_RocketTurret)
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SendPropInt( SENDINFO( m_iLaserState ), 2 ),
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SendPropInt( SENDINFO( m_nSiteHalo ) ),
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SendPropVector( SENDINFO( m_vecCurrentAngles ) ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( npc_rocket_turret, CNPC_RocketTurret );
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// Projectile class for this weapon, a rocket
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class CRocket_Turret_Projectile : public CMissile
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{
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DECLARE_CLASS( CRocket_Turret_Projectile, CMissile );
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DECLARE_DATADESC();
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public:
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void Precache( void );
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void Spawn( void );
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virtual void NotifyLauncherOnDeath( void );
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virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
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virtual void SetLauncher( EHANDLE hLauncher );
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virtual void CreateSmokeTrail( void ); // overloaded from base
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virtual void MissileTouch( CBaseEntity *pOther );
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EHANDLE m_hLauncher;
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CSoundPatch *m_pAmbientSound;
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protected:
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virtual void DoExplosion( void );
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virtual void CreateSounds( void );
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virtual void StopLoopingSounds ( void );
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};
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BEGIN_DATADESC( CRocket_Turret_Projectile )
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DEFINE_FIELD( m_hLauncher, FIELD_EHANDLE ),
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DEFINE_FUNCTION( MissileTouch ),
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DEFINE_SOUNDPATCH( m_pAmbientSound ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( rocket_turret_projectile, CRocket_Turret_Projectile );
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CNPC_RocketTurret::CNPC_RocketTurret( void )
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: m_filterBeams( NULL, NULL, COLLISION_GROUP_DEBRIS )
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{
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m_bEnabled = false;
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m_bHasSightOfEnemy = false;
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m_vecGoalAngles.Init();
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m_vecAnglesToEnemy.Init();
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m_vecDirToEnemy.Init();
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m_flTimeLastFired = m_flTimeLocking = m_flDistToEnemy = m_flTimeSpentDying = 0.0f;
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m_iLightAttachment = m_iMuzzleAttachment = m_nSiteHalo = 0;
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m_flTimeSpentPaused = m_flPauseLength = m_flTotalDivergenceX = m_flTotalDivergenceY = 0.0f;
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m_hCurRocket = NULL;
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}
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CNPC_RocketTurret::~CNPC_RocketTurret( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache
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//-----------------------------------------------------------------------------
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void CNPC_RocketTurret::Precache( void )
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{
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PrecacheModel("effects/bluelaser1.vmt");
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m_nSiteHalo = PrecacheModel("sprites/light_glow03.vmt");
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PrecacheScriptSound ( ROCKET_TURRET_SOUND_LOCKING );
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PrecacheScriptSound ( ROCKET_TURRET_SOUND_LOCKED );
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PrecacheScriptSound ( ROCKET_PROJECTILE_FIRE_SOUND );
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PrecacheScriptSound ( ROCKET_PROJECTILE_LOOPING_SOUND );
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UTIL_PrecacheDecal( ROCKET_TURRET_DECAL_NAME );
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PrecacheModel( ROCKET_TURRET_MODEL_NAME );
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PrecacheModel ( ROCKET_TURRET_PROJECTILE_NAME );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: the entity
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//-----------------------------------------------------------------------------
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void CNPC_RocketTurret::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetViewOffset( vec3_origin );
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AddEFlags( EFL_NO_DISSOLVE );
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SetModel( ROCKET_TURRET_MODEL_NAME );
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SetSolid( SOLID_VPHYSICS );
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m_iMuzzleAttachment = LookupAttachment ( "barrel" );
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m_iLightAttachment = LookupAttachment ( "eye" );
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m_iPosePitch = LookupPoseParameter( "aim_pitch" );
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m_iPoseYaw = LookupPoseParameter( "aim_yaw" );
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m_vecCurrentAngles = m_vecGoalAngles = GetAbsAngles();
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CreateVPhysics();
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//Set our autostart state
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m_bEnabled = ( ( m_spawnflags & SF_ROCKET_TURRET_START_INACTIVE ) == false );
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// Set Locked sprite
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if ( m_bEnabled )
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{
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m_iLaserState = 1;
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SetSequence(LookupSequence("idle"));
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}
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else
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{
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m_iLaserState = 0;
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SetSequence(LookupSequence("inactive"));
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}
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SetCycle(1.0f);
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UpdateSkin( ROCKET_SKIN_IDLE );
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SetPoseParameter( "aim_pitch", 0 );
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SetPoseParameter( "aim_yaw", -180 );
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if ( m_bEnabled )
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{
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SetThink( &CNPC_RocketTurret::FollowThink );
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}
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SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
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}
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bool CNPC_RocketTurret::CreateVPhysics( void )
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{
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m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pRocketTurretFollowerBoneNames), pRocketTurretFollowerBoneNames );
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BaseClass::CreateVPhysics();
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return true;
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}
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void CNPC_RocketTurret::Activate( void )
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{
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m_filterBeams.SetPassEntity( this );
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m_filterBeams.SetPassEntity2( UTIL_GetLocalPlayer() );
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BaseClass::Activate();
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}
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ITraceFilter* CNPC_RocketTurret::GetBeamTraceFilter( void )
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{
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return &m_filterBeams;
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}
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void CNPC_RocketTurret::UpdateOnRemove( void )
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{
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m_BoneFollowerManager.DestroyBoneFollowers();
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEntity -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CNPC_RocketTurret::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
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{
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CBaseEntity *pHitEntity = NULL;
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if ( BaseClass::FVisible( pEntity, traceMask, &pHitEntity ) )
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return true;
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if (ppBlocker)
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{
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*ppBlocker = pHitEntity;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : void CNPC_RocketTurret::UpdateAimPoint
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//-----------------------------------------------------------------------------
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void CNPC_RocketTurret::UpdateAimPoint ( void )
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{
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//If we've become inactive
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if ( ( m_bEnabled == false ) || ( GetEnemy() == NULL ) )
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{
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SetEnemy( NULL );
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SetNextThink( TICK_NEVER_THINK );
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m_vecGoalAngles = GetAbsAngles();
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return;
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}
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//Get our shot positions
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Vector vecMid = EyePosition();
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Vector vecMidEnemy = GetEnemy()->GetAbsOrigin() + (GetEnemy()->WorldAlignMins() + GetEnemy()->WorldAlignMaxs()) * 0.5f;
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//Calculate dir and dist to enemy
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m_vecDirToEnemy = vecMidEnemy - vecMid;
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m_flDistToEnemy = VectorNormalize( m_vecDirToEnemy );
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VectorAngles( m_vecDirToEnemy, m_vecAnglesToEnemy );
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bool bEnemyVisible = false;
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if ( !(GetEnemy()->GetFlags() & FL_NOTARGET) )
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{
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bool bEnemyVisibleInWorld = FVisible( GetEnemy() );
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// Test portals in our view as possible ways to view the player
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bool bEnemyVisibleThroughPortal = TestPortalsForLOS( &vecMidEnemy, bEnemyVisibleInWorld );
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bEnemyVisible = bEnemyVisibleInWorld || bEnemyVisibleThroughPortal;
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}
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//Store off our last seen location
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UpdateEnemyMemory( GetEnemy(), vecMidEnemy );
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if ( bEnemyVisible )
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{
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m_vecDirToEnemy = vecMidEnemy - vecMid;
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m_flDistToEnemy = VectorNormalize( m_vecDirToEnemy );
|
|
VectorAngles( m_vecDirToEnemy, m_vecAnglesToEnemy );
|
|
}
|
|
|
|
//Current enemy is not visible
|
|
if ( ( bEnemyVisible == false ) || ( m_flDistToEnemy > ROCKET_TURRET_RANGE ) )
|
|
{
|
|
// Had LOS, just lost it
|
|
if ( m_bHasSightOfEnemy )
|
|
{
|
|
m_OnLostTarget.FireOutput( GetEnemy(), this );
|
|
}
|
|
m_bHasSightOfEnemy = false;
|
|
}
|
|
|
|
//If we can see our enemy
|
|
if ( bEnemyVisible )
|
|
{
|
|
// Had no LOS, just gained it
|
|
if ( !m_bHasSightOfEnemy )
|
|
{
|
|
m_OnFoundTarget.FireOutput( GetEnemy(), this );
|
|
}
|
|
m_bHasSightOfEnemy = true;
|
|
}
|
|
}
|
|
|
|
bool SignDiffers ( float f1, float f2 )
|
|
{
|
|
return !( Sign(f1) == Sign(f2) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::SearchThink()
|
|
{
|
|
if ( PreThink() || GetEnemy() == NULL )
|
|
return;
|
|
|
|
SetSequence ( LookupSequence( "idle" ) );
|
|
UpdateAimPoint();
|
|
|
|
//Update our think time
|
|
SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
|
|
|
|
// Still can't see enemy, zip around frantically
|
|
if ( !m_bHasSightOfEnemy )
|
|
{
|
|
if ( m_flTimeSpentPaused >= m_flPauseLength )
|
|
{
|
|
float flOffsetX = RandomFloat( -5.0f, 5.0f );
|
|
float flOffsetY = RandomFloat( -5.0f, 5.0f );
|
|
|
|
if ( fabs(m_flTotalDivergenceX) <= MAX_DIVERGENCE_X ||
|
|
SignDiffers( m_flTotalDivergenceX, flOffsetX ) )
|
|
{
|
|
m_flTotalDivergenceX += flOffsetX;
|
|
m_vecGoalAngles.x += flOffsetX;
|
|
}
|
|
|
|
if ( fabs(m_flTotalDivergenceY) <= MAX_DIVERGENCE_Y ||
|
|
SignDiffers( m_flTotalDivergenceY, flOffsetY ) )
|
|
{
|
|
m_flTotalDivergenceY += flOffsetY;
|
|
m_vecGoalAngles.y += flOffsetY;
|
|
}
|
|
|
|
// Reset pause timer
|
|
m_flTimeSpentPaused = 0.0f;
|
|
m_flPauseLength = RandomFloat( 0.3f, 2.5f );
|
|
}
|
|
m_flTimeSpentPaused += ROCKET_TURRET_THINK_RATE;
|
|
}
|
|
else
|
|
{
|
|
// Found target, go back to following it
|
|
SetThink( &CNPC_RocketTurret::FollowThink );
|
|
SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
|
|
}
|
|
|
|
// Move beam towards goal angles
|
|
UpdateFacing();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows the turret to fire on targets if they're visible
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::FollowThink( void )
|
|
{
|
|
// Default to player as enemy
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
SetEnemy( UTIL_GetLocalPlayer() );
|
|
}
|
|
|
|
SetSequence ( LookupSequence( "idle" ) );
|
|
//Allow descended classes a chance to do something before the think function
|
|
if ( PreThink() || GetEnemy() == NULL )
|
|
{
|
|
return;
|
|
}
|
|
//Update our think time
|
|
SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
|
|
|
|
UpdateAimPoint();
|
|
|
|
m_vecGoalAngles = m_vecAnglesToEnemy;
|
|
|
|
// Chase enemy
|
|
if ( !m_bHasSightOfEnemy )
|
|
{
|
|
// Aim at the last known location
|
|
m_vecGoalAngles = m_vecCurrentAngles;
|
|
|
|
// Lost sight, move to search think
|
|
SetThink( &CNPC_RocketTurret::SearchThink );
|
|
}
|
|
|
|
//Turn to face
|
|
UpdateFacing();
|
|
|
|
// If our facing direction hits our enemy, fire the beam
|
|
Ray_t rayDmg;
|
|
Vector vForward;
|
|
AngleVectors( m_vecCurrentAngles, &vForward, NULL, NULL );
|
|
Vector vEndPoint = EyePosition() + vForward*ROCKET_TURRET_RANGE;
|
|
rayDmg.Init( EyePosition(), vEndPoint );
|
|
rayDmg.m_IsRay = true;
|
|
trace_t traceDmg;
|
|
|
|
// This version reorients through portals
|
|
CTraceFilterSimple subfilter( this, COLLISION_GROUP_NONE );
|
|
CTraceFilterTranslateClones filter ( &subfilter );
|
|
float flRequiredParameter = 2.0f;
|
|
CProp_Portal* pFirstPortal = UTIL_Portal_FirstAlongRay( rayDmg, flRequiredParameter );
|
|
UTIL_Portal_TraceRay_Bullets( pFirstPortal, rayDmg, MASK_VISIBLE_AND_NPCS, &filter, &traceDmg, false );
|
|
|
|
if ( traceDmg.m_pEnt )
|
|
{
|
|
// This thing we're hurting is our enemy
|
|
if ( traceDmg.m_pEnt == GetEnemy() )
|
|
{
|
|
// If we're past the cooldown time, fire another rocket
|
|
if ( (gpGlobals->curtime - m_flTimeLastFired) > ROCKET_TURRET_ROCKET_FIRE_COOLDOWN_TIME )
|
|
{
|
|
SetThink( &CNPC_RocketTurret::LockingThink );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Charge up, prepare to fire and give player time to dodge
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::LockingThink( void )
|
|
{
|
|
//Allow descended classes a chance to do something before the think function
|
|
if ( PreThink() )
|
|
return;
|
|
|
|
//Turn to face
|
|
UpdateFacing();
|
|
SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
|
|
|
|
if ( m_flTimeLocking == 0.0f )
|
|
{
|
|
// Play lockon sound
|
|
EmitSound ( ROCKET_TURRET_SOUND_LOCKING );
|
|
EmitSound ( ROCKET_TURRET_SOUND_LOCKING, gpGlobals->curtime + ROCKET_TURRET_QUARTER_LOCKON_TIME );
|
|
EmitSound ( ROCKET_TURRET_SOUND_LOCKED, gpGlobals->curtime + ROCKET_TURRET_HALF_LOCKON_TIME );
|
|
|
|
ResetSequence(LookupSequence("load"));
|
|
|
|
// Change lockon sprite
|
|
UpdateSkin( ROCKET_SKIN_LOCKING );
|
|
}
|
|
|
|
m_flTimeLocking += ROCKET_TURRET_THINK_RATE;
|
|
|
|
if ( m_flTimeLocking > ROCKET_TURRET_LOCKON_TIME )
|
|
{
|
|
// Set Locked sprite to 'rocket out' color
|
|
UpdateSkin( ROCKET_SKIN_LOCKED );
|
|
|
|
FireRocket();
|
|
SetThink ( &CNPC_RocketTurret::FiringThink );
|
|
m_flTimeLocking = 0.0f;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Charge up, deal damage along our facing direction.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::FiringThink( void )
|
|
{
|
|
//Allow descended classes a chance to do something before the think function
|
|
if ( PreThink() )
|
|
return;
|
|
|
|
SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
|
|
CRocket_Turret_Projectile* pRocket = dynamic_cast<CRocket_Turret_Projectile*>(m_hCurRocket.Get());
|
|
|
|
if ( pRocket )
|
|
{
|
|
// If this rocket has been out too long, detonate it and launch a new one
|
|
if ( (gpGlobals->curtime - m_flTimeLastFired) > ROCKET_PROJECTILE_DEFAULT_LIFE )
|
|
{
|
|
pRocket->ShotDown();
|
|
m_flTimeLastFired = gpGlobals->curtime;
|
|
SetThink( &CNPC_RocketTurret::FollowThink );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Set Locked sprite
|
|
UpdateSkin( ROCKET_SKIN_IDLE );
|
|
// Rocket dead, or never created. Revert to follow think
|
|
m_flTimeLastFired = gpGlobals->curtime;
|
|
SetThink( &CNPC_RocketTurret::FollowThink );
|
|
}
|
|
}
|
|
|
|
void CNPC_RocketTurret::FireRocket ( void )
|
|
{
|
|
UTIL_Remove( m_hCurRocket );
|
|
|
|
CRocket_Turret_Projectile *pRocket = (CRocket_Turret_Projectile *) CBaseEntity::Create( "rocket_turret_projectile", EyePosition(), m_vecCurrentAngles, this );
|
|
|
|
if ( !pRocket )
|
|
return;
|
|
|
|
m_hCurRocket = pRocket;
|
|
|
|
Vector vForward;
|
|
AngleVectors( m_vecCurrentAngles, &vForward, NULL, NULL );
|
|
|
|
m_flTimeLastFired = gpGlobals->curtime;
|
|
|
|
EmitSound ( ROCKET_PROJECTILE_FIRE_SOUND );
|
|
ResetSequence(LookupSequence("fire"));
|
|
|
|
pRocket->SetThink( NULL );
|
|
pRocket->SetMoveType( MOVETYPE_FLY );
|
|
|
|
pRocket->CreateSmokeTrail();
|
|
|
|
pRocket->SetModel( ROCKET_TURRET_PROJECTILE_NAME );
|
|
UTIL_SetSize( pRocket, vec3_origin, vec3_origin );
|
|
|
|
pRocket->SetAbsVelocity( vForward * 550 );
|
|
pRocket->SetLauncher ( this );
|
|
}
|
|
|
|
void CNPC_RocketTurret::UpdateSkin( int nSkin )
|
|
{
|
|
m_nSkin = nSkin;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Rocket destructed, resume search behavior
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::RocketDied( void )
|
|
{
|
|
// Set Locked sprite
|
|
UpdateSkin( ROCKET_SKIN_IDLE );
|
|
|
|
// Rocket dead, return to follow think
|
|
m_flTimeLastFired = gpGlobals->curtime;
|
|
SetThink( &CNPC_RocketTurret::FollowThink );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Show this rocket turret has overloaded with effects and noise for a period of time
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::DyingThink( void )
|
|
{
|
|
// Make the beam graphics freak out a bit
|
|
m_iLaserState = 2;
|
|
|
|
|
|
UpdateSkin( ROCKET_SKIN_IDLE );
|
|
|
|
// If we've freaked out for long enough, be dead
|
|
if ( m_flTimeSpentDying > ROCKET_TURRET_DEATH_EFFECT_TIME )
|
|
{
|
|
Vector vForward;
|
|
AngleVectors( m_vecCurrentAngles, &vForward, NULL, NULL );
|
|
g_pEffects->EnergySplash( EyePosition(), vForward, true );
|
|
|
|
m_OnDeath.FireOutput( this, this );
|
|
SetThink( &CNPC_RocketTurret::DeathThink );
|
|
SetNextThink( gpGlobals->curtime + 1.0f );
|
|
m_flTimeSpentDying = 0.0f;
|
|
}
|
|
|
|
SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
|
|
m_flTimeSpentDying += ROCKET_TURRET_THINK_RATE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sparks and fizzes to show it's broken.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::DeathThink( void )
|
|
{
|
|
Vector vForward;
|
|
AngleVectors( m_vecCurrentAngles, &vForward, NULL, NULL );
|
|
|
|
m_iLaserState = 0;
|
|
SetEnemy( NULL );
|
|
|
|
g_pEffects->Sparks( EyePosition(), 1, 1, &vForward );
|
|
g_pEffects->Smoke( EyePosition(), 0, 6.0f, 20 );
|
|
|
|
SetNextThink( gpGlobals->curtime + RandomFloat( 2.0f, 8.0f ) );
|
|
}
|
|
|
|
void CNPC_RocketTurret::UpdateMuzzleMatrix()
|
|
{
|
|
if ( gpGlobals->tickcount != m_muzzleToWorldTick )
|
|
{
|
|
m_muzzleToWorldTick = gpGlobals->tickcount;
|
|
GetAttachment( m_iMuzzleAttachment, m_muzzleToWorld );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Avoid aiming/drawing beams while opening and closing
|
|
// Input : -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::OpeningThink()
|
|
{
|
|
StudioFrameAdvance();
|
|
|
|
// Require these poses for this animation
|
|
QAngle vecNeutralAngles ( 0, 90, 0 );
|
|
m_vecGoalAngles = m_vecCurrentAngles = vecNeutralAngles;
|
|
SyncPoseToAimAngles();
|
|
|
|
// Start following player after we're fully opened
|
|
float flCurProgress = GetCycle();
|
|
if ( flCurProgress >= 0.99f )
|
|
{
|
|
|
|
LaserOn();
|
|
SetThink( &CNPC_RocketTurret::FollowThink );
|
|
}
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Avoid aiming/drawing beams while opening and closing
|
|
// Input : -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::ClosingThink()
|
|
{
|
|
LaserOff();
|
|
|
|
// Require these poses for this animation
|
|
QAngle vecNeutralAngles ( 0, 90, 0 );
|
|
m_vecGoalAngles = vecNeutralAngles;
|
|
|
|
// Once we're within 10 degrees of the neutral pose, start close animation.
|
|
if ( UpdateFacing() <= 10.0f )
|
|
{
|
|
StudioFrameAdvance();
|
|
}
|
|
|
|
SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
|
|
|
|
// Start following player after we're fully opened
|
|
float flCurProgress = GetCycle();
|
|
if ( flCurProgress >= 0.99f )
|
|
{
|
|
SetThink( NULL );
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : void SyncPoseToAimAngles
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::SyncPoseToAimAngles ( void )
|
|
{
|
|
QAngle localAngles = TransformAnglesToLocalSpace( m_vecCurrentAngles.Get(), EntityToWorldTransform() );
|
|
|
|
// Update pitch
|
|
SetPoseParameter( m_iPosePitch, localAngles.x );
|
|
|
|
// Update yaw -- NOTE: This yaw movement is screwy for this model, we must invert the yaw delta and also skew an extra 90 deg to
|
|
// get the 'forward face' of the turret to match up with the look direction. If the model and it's pose parameters change, this will be wrong.
|
|
SetPoseParameter( m_iPoseYaw, AngleNormalize( -localAngles.y - 90 ) );
|
|
|
|
InvalidateBoneCache();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Causes the turret to face its desired angles
|
|
// Returns distance current and goal angles the angles in degrees.
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_RocketTurret::UpdateFacing( void )
|
|
{
|
|
Quaternion qtCurrent ( m_vecCurrentAngles.Get() );
|
|
Quaternion qtGoal ( m_vecGoalAngles );
|
|
Quaternion qtOut;
|
|
|
|
float flDiff = QuaternionAngleDiff( qtCurrent, qtGoal );
|
|
|
|
// 1/10th degree is all the granularity we need, gives rocket player hit box width accuracy at 18k game units.
|
|
if ( flDiff < 0.1 )
|
|
return flDiff;
|
|
|
|
// Slerp 5% of the way to goal (distance dependant speed, but torque minimial and no euler wrapping issues).
|
|
QuaternionSlerp( qtCurrent, qtGoal, 0.05, qtOut );
|
|
|
|
QAngle vNewAngles;
|
|
QuaternionAngles( qtOut, vNewAngles );
|
|
|
|
m_vecCurrentAngles = vNewAngles;
|
|
|
|
SyncPoseToAimAngles();
|
|
|
|
return flDiff;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tests if this prop's front point will have direct line of sight to it's target entity once the pose parameters are set to face it
|
|
// Input : vAimPoint - The point to aim at
|
|
// Output : Returns true if target is in direct line of sight, false otherwise.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_RocketTurret::TestLOS( const Vector& vAimPoint )
|
|
{
|
|
// Snap to face (for accurate traces)
|
|
QAngle vecOldAngles = m_vecCurrentAngles.m_Value;
|
|
Vector vecToAimPoint = vAimPoint - EyePosition();
|
|
VectorAngles( vecToAimPoint, m_vecCurrentAngles.m_Value );
|
|
SyncPoseToAimAngles();
|
|
|
|
Vector vFaceOrigin = EyePosition();
|
|
trace_t trTarget;
|
|
Ray_t ray;
|
|
ray.Init( vFaceOrigin, vAimPoint );
|
|
ray.m_IsRay = true;
|
|
|
|
// This aim point does hit target, now make sure there are no blocking objects in the way
|
|
CTraceFilterSimple filter ( this, COLLISION_GROUP_NONE );
|
|
UTIL_Portal_TraceRay( ray, MASK_VISIBLE_AND_NPCS, &filter, &trTarget, false );
|
|
|
|
// Set model back to current facing
|
|
m_vecCurrentAngles = vecOldAngles;
|
|
SyncPoseToAimAngles();
|
|
|
|
return ( trTarget.m_pEnt == GetEnemy() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tests all portals in the turret's vis for possible routes to see it's target point
|
|
// Input : pOutVec - The location to aim at in order to hit the target ent, choosing least rotation if multiple
|
|
// bConsiderNonPortalAimPoint - Output in pOutVec the non portal (direct) aimpoint if it requires the least rotation
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_RocketTurret::TestPortalsForLOS( Vector* pOutVec, bool bConsiderNonPortalAimPoint = false )
|
|
{
|
|
// Aim at the target through the world
|
|
CBaseEntity* pTarget = GetEnemy();
|
|
if ( !pTarget )
|
|
{
|
|
return false;
|
|
}
|
|
Vector vAimPoint = pTarget->GetAbsOrigin() + (pTarget->WorldAlignMins() + pTarget->WorldAlignMaxs()) * 0.5f;
|
|
|
|
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
|
|
if( iPortalCount == 0 )
|
|
{
|
|
*pOutVec = vAimPoint;
|
|
return false;
|
|
}
|
|
|
|
Vector vCurAim;
|
|
AngleVectors( m_vecCurrentAngles.m_Value, &vCurAim );
|
|
vCurAim.NormalizeInPlace();
|
|
|
|
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
|
|
Vector *portalAimPoints = (Vector *)stackalloc( sizeof( Vector ) * iPortalCount );
|
|
bool *bUsable = (bool *)stackalloc( sizeof( bool ) * iPortalCount );
|
|
float *fPortalDot = (float *)stackalloc( sizeof( float ) * iPortalCount );
|
|
|
|
// Test through any active portals: This may be a shorter distance to the target
|
|
for( int i = 0; i != iPortalCount; ++i )
|
|
{
|
|
CProp_Portal *pTempPortal = pPortals[i];
|
|
|
|
if( !pTempPortal->m_bActivated ||
|
|
(pTempPortal->m_hLinkedPortal.Get() == NULL) )
|
|
{
|
|
//portalAimPoints[i] = vec3_invalid;
|
|
bUsable[i] = false;
|
|
continue;
|
|
}
|
|
|
|
|
|
bUsable[i] = FindAimPointThroughPortal( pPortals[ i ], &portalAimPoints[ i ] );
|
|
if ( 1 )
|
|
{
|
|
QAngle goalAngles;
|
|
Vector vecToEnemy = portalAimPoints[ i ] - EyePosition();
|
|
vecToEnemy.NormalizeInPlace();
|
|
|
|
// This value is for choosing the easiest aim point for the turret to see through.
|
|
// 'Easiest' is the least rotation needed.
|
|
fPortalDot[i] = DotProduct( vecToEnemy, vCurAim );
|
|
}
|
|
}
|
|
|
|
|
|
int iCountPortalsThatSeeTarget = 0;
|
|
|
|
float fHighestDot = -1.0;
|
|
if ( bConsiderNonPortalAimPoint )
|
|
{
|
|
QAngle enemyRotToFace;
|
|
Vector vecToEnemy = vAimPoint - EyePosition();
|
|
vecToEnemy.NormalizeInPlace();
|
|
|
|
fHighestDot = DotProduct( vecToEnemy, vCurAim );
|
|
}
|
|
|
|
// Compare aim points, use the closest aim point which has direct LOS
|
|
for( int i = 0; i != iPortalCount; ++i )
|
|
{
|
|
if( bUsable[i] )
|
|
{
|
|
// This aim point has direct LOS
|
|
if ( TestLOS( portalAimPoints[ i ] ) && fHighestDot < fPortalDot[ i ] )
|
|
{
|
|
*pOutVec = portalAimPoints[ i ];
|
|
fHighestDot = fPortalDot[ i ];
|
|
|
|
++iCountPortalsThatSeeTarget;
|
|
}
|
|
}
|
|
}
|
|
|
|
return (iCountPortalsThatSeeTarget != 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the center of the target entity as seen through the specified portal
|
|
// Input : pPortal - The portal to look through
|
|
// Output : Vector& output point in world space where the target *appears* to be as seen through the portal
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_RocketTurret::FindAimPointThroughPortal( const CProp_Portal* pPortal, Vector* pVecOut )
|
|
{
|
|
if ( pPortal && pPortal->m_bActivated )
|
|
{
|
|
CProp_Portal* pLinked = pPortal->m_hLinkedPortal.Get();
|
|
CBaseEntity* pTarget = GetEnemy();
|
|
|
|
// Require that the portal is facing towards the beam to test through it
|
|
Vector vRocketToPortal, vPortalForward;
|
|
VectorSubtract ( pPortal->GetAbsOrigin(), EyePosition(), vRocketToPortal );
|
|
pPortal->GetVectors( &vPortalForward, NULL, NULL);
|
|
float fDot = DotProduct( vRocketToPortal, vPortalForward );
|
|
|
|
// Portal must be facing the turret, and have a linked partner
|
|
if ( fDot < 0.0f && pLinked && pLinked->m_bActivated && pTarget )
|
|
{
|
|
VMatrix matToPortalView = pLinked->m_matrixThisToLinked;
|
|
Vector vTargetAimPoint = pTarget->GetAbsOrigin() + (pTarget->WorldAlignMins() + pTarget->WorldAlignMaxs()) * 0.5f;
|
|
*pVecOut = matToPortalView * vTargetAimPoint;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Bad portal pointer, not linked, no target or otherwise failed
|
|
return false;
|
|
}
|
|
|
|
void CNPC_RocketTurret::LaserOn( void )
|
|
{
|
|
// Set Locked sprite
|
|
m_iLaserState = 1;
|
|
}
|
|
|
|
void CNPC_RocketTurret::LaserOff( void )
|
|
{
|
|
// Set Locked sprite;
|
|
m_iLaserState = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows a generic think function before the others are called
|
|
// Input : state - which state the turret is currently in
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_RocketTurret::PreThink( void )
|
|
{
|
|
StudioFrameAdvance();
|
|
CheckPVSCondition();
|
|
|
|
//Do not interrupt current think function
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toggle the turret's state
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::Toggle( void )
|
|
{
|
|
//Toggle the state
|
|
if ( m_bEnabled )
|
|
{
|
|
Disable();
|
|
}
|
|
else
|
|
{
|
|
Enable();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enable the turret and deploy
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::Enable( void )
|
|
{
|
|
if ( m_bEnabled )
|
|
return;
|
|
|
|
m_bEnabled = true;
|
|
ResetSequence( LookupSequence("open") );
|
|
|
|
SetThink( &CNPC_RocketTurret::OpeningThink );
|
|
SetNextThink( gpGlobals->curtime + 0.05 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Retire the turret until enabled again
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::Disable( void )
|
|
{
|
|
if ( !m_bEnabled )
|
|
return;
|
|
|
|
UpdateSkin( ROCKET_SKIN_IDLE );
|
|
|
|
m_bEnabled = false;
|
|
ResetSequence(LookupSequence("close"));
|
|
|
|
SetThink( &CNPC_RocketTurret::ClosingThink );
|
|
SetNextThink( gpGlobals->curtime + 0.05 );
|
|
SetEnemy( NULL );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the enemy of this rocket
|
|
// Input : pTarget - the enemy to set
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::SetTarget( CBaseEntity* pTarget )
|
|
{
|
|
SetEnemy( pTarget );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Explode and set death think
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::Destroy( void )
|
|
{
|
|
SetThink( &CNPC_RocketTurret::DyingThink );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::InputToggle( inputdata_t &inputdata )
|
|
{
|
|
Toggle();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
Enable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
Disable();
|
|
}
|
|
|
|
void CNPC_RocketTurret::InputSetTarget( inputdata_t &inputdata )
|
|
{
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, NULL );
|
|
SetTarget( pTarget );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Plays some 'death' effects and sets the destroy think
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_RocketTurret::InputDestroy( inputdata_t &inputdata )
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Projectile methods
|
|
//-----------------------------------------------------------------------------
|
|
void CRocket_Turret_Projectile::Spawn( void )
|
|
{
|
|
Precache();
|
|
BaseClass::Spawn();
|
|
SetTouch ( &CRocket_Turret_Projectile::MissileTouch );
|
|
CreateSounds();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pOther -
|
|
//-----------------------------------------------------------------------------
|
|
void CRocket_Turret_Projectile::MissileTouch( CBaseEntity *pOther )
|
|
{
|
|
Assert( pOther );
|
|
Vector vVel = GetAbsVelocity();
|
|
|
|
// Touched a launcher, and is heading towards that launcher
|
|
if ( FClassnameIs( pOther, "npc_rocket_turret" ) )
|
|
{
|
|
Dissolve( NULL, gpGlobals->curtime + 0.1f, false, ENTITY_DISSOLVE_NORMAL );
|
|
Vector vBounceVel = Vector( -vVel.x, -vVel.y, 200 );
|
|
SetAbsVelocity ( vBounceVel * 0.1f );
|
|
QAngle vBounceAngles;
|
|
VectorAngles( vBounceVel, vBounceAngles );
|
|
SetAbsAngles ( vBounceAngles );
|
|
SetLocalAngularVelocity ( QAngle ( 180, 90, 45 ) );
|
|
UTIL_Remove ( m_hRocketTrail );
|
|
|
|
SetSolid ( SOLID_NONE );
|
|
|
|
if( m_hRocketTrail )
|
|
{
|
|
m_hRocketTrail->SetLifetime(0.1f);
|
|
m_hRocketTrail = NULL;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Don't touch triggers (but DO hit weapons)
|
|
if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) && pOther->GetCollisionGroup() != COLLISION_GROUP_WEAPON )
|
|
return;
|
|
|
|
Explode();
|
|
}
|
|
|
|
|
|
void CRocket_Turret_Projectile::Precache( void )
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
PrecacheScriptSound( ROCKET_PROJECTILE_LOOPING_SOUND );
|
|
}
|
|
|
|
void CRocket_Turret_Projectile::NotifyLauncherOnDeath( void )
|
|
{
|
|
CNPC_RocketTurret* pLauncher = (CNPC_RocketTurret*)m_hLauncher.Get();
|
|
|
|
if ( pLauncher )
|
|
{
|
|
pLauncher->RocketDied();
|
|
}
|
|
}
|
|
|
|
// When teleported (usually by portal)
|
|
void CRocket_Turret_Projectile::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms )
|
|
{
|
|
// On teleport, we record a pointer to the portal we are arriving at
|
|
if ( eventType == NOTIFY_EVENT_TELEPORT )
|
|
{
|
|
// HACK: Clearing the owner allows collisions with launcher.
|
|
// Players have had trouble realizing a launcher's own rockets don't kill it
|
|
// because they didn't ever collide. We do this after a portal teleport so it avoids self-collisions on launch.
|
|
SetOwnerEntity( NULL );
|
|
|
|
// Restart smoke trail
|
|
UTIL_Remove( m_hRocketTrail );
|
|
m_hRocketTrail = NULL; // This shouldn't leak cause the pointer has been handed to the delete list
|
|
CreateSmokeTrail();
|
|
}
|
|
}
|
|
|
|
void CRocket_Turret_Projectile::SetLauncher ( EHANDLE hLauncher )
|
|
{
|
|
m_hLauncher = hLauncher;
|
|
}
|
|
|
|
void CRocket_Turret_Projectile::DoExplosion( void )
|
|
{
|
|
NotifyLauncherOnDeath();
|
|
|
|
StopLoopingSounds();
|
|
|
|
// Explode
|
|
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), GetOwnerEntity(), 200, 25,
|
|
SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 100.0f, this);
|
|
|
|
// Hackish: Knock turrets in the area
|
|
CBaseEntity* pTurretIter = NULL;
|
|
|
|
while ( (pTurretIter = gEntList.FindEntityByClassnameWithin( pTurretIter, "npc_portal_turret_floor", GetAbsOrigin(), 128 )) != NULL )
|
|
{
|
|
CTakeDamageInfo info( this, this, 200, DMG_BLAST );
|
|
info.SetDamagePosition( GetAbsOrigin() );
|
|
CalculateExplosiveDamageForce( &info, (pTurretIter->GetAbsOrigin() - GetAbsOrigin()), GetAbsOrigin() );
|
|
|
|
pTurretIter->VPhysicsTakeDamage( info );
|
|
}
|
|
}
|
|
|
|
void CRocket_Turret_Projectile::CreateSounds()
|
|
{
|
|
if (!m_pAmbientSound)
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
m_pAmbientSound = controller.SoundCreate( filter, entindex(), ROCKET_PROJECTILE_LOOPING_SOUND );
|
|
controller.Play( m_pAmbientSound, 1.0, 100 );
|
|
}
|
|
}
|
|
|
|
|
|
void CRocket_Turret_Projectile::StopLoopingSounds()
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
controller.SoundDestroy( m_pAmbientSound );
|
|
m_pAmbientSound = NULL;
|
|
|
|
BaseClass::StopLoopingSounds();
|
|
}
|
|
|
|
|
|
void CRocket_Turret_Projectile::CreateSmokeTrail( void )
|
|
{
|
|
if ( m_hRocketTrail )
|
|
return;
|
|
|
|
// Smoke trail.
|
|
if ( (m_hRocketTrail = RocketTrail::CreateRocketTrail()) != NULL )
|
|
{
|
|
m_hRocketTrail->m_Opacity = 0.2f;
|
|
m_hRocketTrail->m_SpawnRate = 100;
|
|
m_hRocketTrail->m_ParticleLifetime = 0.8f;
|
|
m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
|
|
m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 );
|
|
m_hRocketTrail->m_StartSize = 8;
|
|
m_hRocketTrail->m_EndSize = 32;
|
|
m_hRocketTrail->m_SpawnRadius = 4;
|
|
m_hRocketTrail->m_MinSpeed = 2;
|
|
m_hRocketTrail->m_MaxSpeed = 16;
|
|
|
|
m_hRocketTrail->SetLifetime( 999 );
|
|
m_hRocketTrail->FollowEntity( this, "0" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void fire_rocket_projectile_f( void )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_GetCommandClient();
|
|
|
|
Vector ptEyes, vForward;
|
|
QAngle vLookAng;
|
|
ptEyes = pPlayer->EyePosition();
|
|
pPlayer->EyeVectors( &vForward );
|
|
vLookAng = pPlayer->EyeAngles();
|
|
|
|
CRocket_Turret_Projectile *pRocket = (CRocket_Turret_Projectile *) CBaseEntity::Create( "rocket_turret_projectile", ptEyes, vLookAng, pPlayer );
|
|
|
|
if ( !pRocket )
|
|
return;
|
|
|
|
pRocket->SetThink( NULL );
|
|
pRocket->SetMoveType( MOVETYPE_FLY );
|
|
|
|
pRocket->SetModel( ROCKET_TURRET_PROJECTILE_NAME );
|
|
UTIL_SetSize( pRocket, vec3_origin, vec3_origin );
|
|
|
|
pRocket->CreateSmokeTrail();
|
|
|
|
pRocket->SetAbsVelocity( vForward * 550 );
|
|
pRocket->SetLauncher ( NULL );
|
|
}
|
|
|
|
ConCommand fire_rocket_projectile( "fire_rocket_projectile", fire_rocket_projectile_f, "Fires a rocket turret projectile from the player's eyes for testing.", FCVAR_CHEAT ); |