mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
308 lines
8.9 KiB
C++
308 lines
8.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
#ifndef NPC_TURRET_FLOOR_H
|
|
#define NPC_TURRET_FLOOR_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "ai_basenpc.h"
|
|
#include "player_pickup.h"
|
|
#include "particle_system.h"
|
|
|
|
//Turret states
|
|
enum turretState_e
|
|
{
|
|
TURRET_SEARCHING,
|
|
TURRET_AUTO_SEARCHING,
|
|
TURRET_ACTIVE,
|
|
TURRET_SUPPRESSING,
|
|
TURRET_DEPLOYING,
|
|
TURRET_RETIRING,
|
|
TURRET_TIPPED,
|
|
TURRET_SELF_DESTRUCTING,
|
|
|
|
TURRET_STATE_TOTAL
|
|
};
|
|
|
|
//Eye states
|
|
enum eyeState_t
|
|
{
|
|
TURRET_EYE_SEE_TARGET, //Sees the target, bright and big
|
|
TURRET_EYE_SEEKING_TARGET, //Looking for a target, blinking (bright)
|
|
TURRET_EYE_DORMANT, //Not active
|
|
TURRET_EYE_DEAD, //Completely invisible
|
|
TURRET_EYE_DISABLED, //Turned off, must be reactivated before it'll deploy again (completely invisible)
|
|
TURRET_EYE_ALARM, // On side, but warning player to pick it back up
|
|
};
|
|
|
|
//Spawnflags
|
|
// BUG: These all stomp Base NPC spawnflags. Any Base NPC code called by this
|
|
// this class may have undesired side effects due to these being set.
|
|
#define SF_FLOOR_TURRET_AUTOACTIVATE 0x00000020
|
|
#define SF_FLOOR_TURRET_STARTINACTIVE 0x00000040
|
|
#define SF_FLOOR_TURRET_FASTRETIRE 0x00000080
|
|
#define SF_FLOOR_TURRET_OUT_OF_AMMO 0x00000100
|
|
#define SF_FLOOR_TURRET_CITIZEN 0x00000200 // Citizen modified turret
|
|
|
|
class CTurretTipController;
|
|
class CBeam;
|
|
class CSprite;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Floor turret
|
|
//-----------------------------------------------------------------------------
|
|
class CNPC_FloorTurret : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics
|
|
{
|
|
DECLARE_CLASS( CNPC_FloorTurret, CNPCBaseInteractive<CAI_BaseNPC> );
|
|
public:
|
|
|
|
CNPC_FloorTurret( void );
|
|
|
|
virtual void Precache( void );
|
|
virtual void Spawn( void );
|
|
virtual void Activate( void );
|
|
virtual bool CreateVPhysics( void );
|
|
virtual void UpdateOnRemove( void );
|
|
virtual int OnTakeDamage( const CTakeDamageInfo &info );
|
|
virtual void PlayerPenetratingVPhysics( void );
|
|
virtual int VPhysicsTakeDamage( const CTakeDamageInfo &info );
|
|
virtual bool CanBecomeServerRagdoll( void ) { return false; }
|
|
|
|
#ifdef HL2_EPISODIC
|
|
// We don't want to be NPCSOLID because we'll collide with NPC clips
|
|
virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_SOLID; }
|
|
#endif // HL2_EPISODIC
|
|
|
|
// Player pickup
|
|
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
|
|
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
|
|
virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer );
|
|
virtual QAngle PreferredCarryAngles( void );
|
|
virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
|
|
|
|
const char *GetTracerType( void ) { return "AR2Tracer"; }
|
|
|
|
bool ShouldSavePhysics() { return true; }
|
|
|
|
bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt );
|
|
|
|
// Think functions
|
|
virtual void Retire( void );
|
|
virtual void Deploy( void );
|
|
virtual void ActiveThink( void );
|
|
virtual void SearchThink( void );
|
|
virtual void AutoSearchThink( void );
|
|
virtual void TippedThink( void );
|
|
virtual void InactiveThink( void );
|
|
virtual void SuppressThink( void );
|
|
virtual void DisabledThink( void );
|
|
virtual void SelfDestructThink( void );
|
|
virtual void BreakThink( void );
|
|
virtual void HackFindEnemy( void );
|
|
|
|
virtual float GetAttackDamageScale( CBaseEntity *pVictim );
|
|
virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
|
|
|
|
// Do we have a physics attacker?
|
|
CBasePlayer *HasPhysicsAttacker( float dt );
|
|
bool IsHeldByPhyscannon( ) { return VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD); }
|
|
|
|
// Use functions
|
|
void ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
int ObjectCaps()
|
|
{
|
|
return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE;
|
|
}
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->PickupObject( this, false );
|
|
}
|
|
}
|
|
|
|
// Inputs
|
|
void InputToggle( inputdata_t &inputdata );
|
|
void InputEnable( inputdata_t &inputdata );
|
|
void InputDisable( inputdata_t &inputdata );
|
|
void InputDepleteAmmo( inputdata_t &inputdata );
|
|
void InputRestoreAmmo( inputdata_t &inputdata );
|
|
void InputSelfDestruct( inputdata_t &inputdata );
|
|
|
|
virtual bool IsValidEnemy( CBaseEntity *pEnemy );
|
|
bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
|
|
bool IsBeingCarriedByPlayer( void ) { return m_bCarriedByPlayer; }
|
|
bool WasJustDroppedByPlayer( void );
|
|
|
|
int BloodColor( void ) { return DONT_BLEED; }
|
|
float MaxYawSpeed( void );
|
|
|
|
virtual Class_T Classify( void );
|
|
|
|
Vector EyePosition( void )
|
|
{
|
|
UpdateMuzzleMatrix();
|
|
|
|
Vector vecOrigin;
|
|
MatrixGetColumn( m_muzzleToWorld, 3, vecOrigin );
|
|
|
|
Vector vecForward;
|
|
MatrixGetColumn( m_muzzleToWorld, 0, vecForward );
|
|
|
|
// Note: We back up into the model to avoid an edge case where the eyes clip out of the world and
|
|
// cause problems with the PVS calculations -- jdw
|
|
|
|
vecOrigin -= vecForward * 8.0f;
|
|
|
|
return vecOrigin;
|
|
}
|
|
|
|
Vector EyeOffset( Activity nActivity ) { return Vector( 0, 0, 58 ); }
|
|
|
|
// Restore the turret to working operation after falling over
|
|
void ReturnToLife( void );
|
|
|
|
int DrawDebugTextOverlays( void );
|
|
|
|
// INPCInteractive Functions
|
|
virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; } // Disabled for now (sjb)
|
|
virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; }
|
|
virtual void NotifyInteraction( CAI_BaseNPC *pUser )
|
|
{
|
|
// For now, turn green so we can tell who is hacked.
|
|
SetRenderColor( 0, 255, 0 );
|
|
m_bHackedByAlyx = true;
|
|
}
|
|
|
|
static float fMaxTipControllerVelocity;
|
|
static float fMaxTipControllerAngularVelocity;
|
|
|
|
protected:
|
|
|
|
virtual bool PreThink( turretState_e state );
|
|
virtual void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict = false );
|
|
virtual void SetEyeState( eyeState_t state );
|
|
void Ping( void );
|
|
void Toggle( void );
|
|
void Enable( void );
|
|
void Disable( void );
|
|
void SpinUp( void );
|
|
void SpinDown( void );
|
|
|
|
virtual bool OnSide( void );
|
|
|
|
bool IsCitizenTurret( void ) { return HasSpawnFlags( SF_FLOOR_TURRET_CITIZEN ); }
|
|
bool UpdateFacing( void );
|
|
void DryFire( void );
|
|
void UpdateMuzzleMatrix();
|
|
|
|
protected:
|
|
matrix3x4_t m_muzzleToWorld;
|
|
int m_muzzleToWorldTick;
|
|
int m_iAmmoType;
|
|
|
|
bool m_bAutoStart;
|
|
bool m_bActive; //Denotes the turret is deployed and looking for targets
|
|
bool m_bBlinkState;
|
|
bool m_bEnabled; //Denotes whether the turret is able to deploy or not
|
|
bool m_bNoAlarmSounds;
|
|
bool m_bSelfDestructing; // Going to blow up
|
|
|
|
float m_flDestructStartTime;
|
|
float m_flShotTime;
|
|
float m_flLastSight;
|
|
float m_flThrashTime;
|
|
float m_flPingTime;
|
|
float m_flNextActivateSoundTime;
|
|
bool m_bCarriedByPlayer;
|
|
bool m_bUseCarryAngles;
|
|
float m_flPlayerDropTime;
|
|
int m_iKeySkin;
|
|
|
|
CHandle<CBaseCombatCharacter> m_hLastNPCToKickMe; // Stores the last NPC who tried to knock me over
|
|
float m_flKnockOverFailedTime; // Time at which we should tell the NPC that he failed to knock me over
|
|
|
|
QAngle m_vecGoalAngles;
|
|
|
|
int m_iEyeAttachment;
|
|
int m_iMuzzleAttachment;
|
|
eyeState_t m_iEyeState;
|
|
CHandle<CSprite> m_hEyeGlow;
|
|
CHandle<CBeam> m_hLaser;
|
|
CHandle<CTurretTipController> m_pMotionController;
|
|
|
|
CHandle<CParticleSystem> m_hFizzleEffect;
|
|
Vector m_vecEnemyLKP;
|
|
|
|
// physics influence
|
|
CHandle<CBasePlayer> m_hPhysicsAttacker;
|
|
float m_flLastPhysicsInfluenceTime;
|
|
|
|
static const char *m_pShotSounds[];
|
|
|
|
COutputEvent m_OnDeploy;
|
|
COutputEvent m_OnRetire;
|
|
COutputEvent m_OnTipped;
|
|
COutputEvent m_OnPhysGunPickup;
|
|
COutputEvent m_OnPhysGunDrop;
|
|
|
|
bool m_bHackedByAlyx;
|
|
HSOUNDSCRIPTHANDLE m_ShotSounds;
|
|
|
|
DECLARE_DATADESC();
|
|
DEFINE_CUSTOM_AI;
|
|
};
|
|
|
|
//
|
|
// Tip controller
|
|
//
|
|
|
|
class CTurretTipController : public CPointEntity, public IMotionEvent
|
|
{
|
|
DECLARE_CLASS( CTurretTipController, CPointEntity );
|
|
DECLARE_DATADESC();
|
|
|
|
public:
|
|
|
|
~CTurretTipController( void );
|
|
void Spawn( void );
|
|
void Activate( void );
|
|
void Enable( bool state = true );
|
|
void Suspend( float time );
|
|
float SuspendedTill( void );
|
|
|
|
bool Enabled( void );
|
|
|
|
static CTurretTipController *CreateTipController( CNPC_FloorTurret *pOwner )
|
|
{
|
|
if ( pOwner == NULL )
|
|
return NULL;
|
|
|
|
CTurretTipController *pController = (CTurretTipController *) Create( "floorturret_tipcontroller", pOwner->GetAbsOrigin(), pOwner->GetAbsAngles() );
|
|
|
|
if ( pController != NULL )
|
|
{
|
|
pController->m_pParentTurret = pOwner;
|
|
}
|
|
|
|
return pController;
|
|
}
|
|
|
|
// IMotionEvent
|
|
virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
|
|
|
|
private:
|
|
bool m_bEnabled;
|
|
float m_flSuspendTime;
|
|
Vector m_worldGoalAxis;
|
|
Vector m_localTestAxis;
|
|
IPhysicsMotionController *m_pController;
|
|
float m_angularLimit;
|
|
CNPC_FloorTurret *m_pParentTurret;
|
|
};
|
|
|
|
#endif //#ifndef NPC_TURRET_FLOOR_H
|