Esempio n. 1
0
//
// This search function will sit with the turret deployed and look for a new target. 
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//
void CBaseTurret::SearchThink(void)
{
	// ensure rethink
	SetTurretAnim(TURRET_ANIM_SPIN);
	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.1;

	if (m_flSpinUpTime == 0 && m_flMaxSpin)
		m_flSpinUpTime = gpGlobals->time + m_flMaxSpin;

	Ping( );

	// If we have a target and we're still healthy
	if (m_hEnemy != NULL)
	{
		if (!m_hEnemy->IsAlive() )
			m_hEnemy = NULL;// Dead enemy forces a search for new one
	}


	// Acquire Target
	if (m_hEnemy == NULL)
	{
		Look(TURRET_RANGE);
		m_hEnemy = BestVisibleEnemy();
	}

	// If we've found a target, spin up the barrel and start to attack
	if (m_hEnemy != NULL)
	{
		m_flLastSight = 0;
		m_flSpinUpTime = 0;
		SetThink(&CBaseTurret::ActiveThink);
	}
	else
	{
		// Are we out of time, do we need to retract?
 		if (gpGlobals->time > m_flLastSight)
		{
			//Before we retrace, make sure that we are spun down.
			m_flLastSight = 0;
			m_flSpinUpTime = 0;
			SetThink(&CBaseTurret::Retire);
		}
		// should we stop the spin?
		else if ((m_flSpinUpTime) && (gpGlobals->time > m_flSpinUpTime))
		{
			SpinDownCall();
		}
		
		// generic hunt for new victims
		m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate);
		if (m_vecGoalAngles.y >= 360)
			m_vecGoalAngles.y -= 360;
		MoveTurret();
	}
}
//-----------------------------------------------------------------------------
// Make sure our target is still valid, and if so, fire at it
//-----------------------------------------------------------------------------
void CObjectSentrygun::Attack()
{
	StudioFrameAdvance( );

	if ( !FindTarget() )
	{
		m_iState.Set( SENTRY_STATE_SEARCHING );
		m_hEnemy = NULL;
		return;
	}

	// Track enemy
	Vector vecMid = EyePosition();
	Vector vecMidEnemy = m_hEnemy->WorldSpaceCenter();
	Vector vecDirToEnemy = vecMidEnemy - vecMid;

	QAngle angToTarget;
	VectorAngles( vecDirToEnemy, angToTarget );

	angToTarget.y = UTIL_AngleMod( angToTarget.y );
	if (angToTarget.x < -180)
		angToTarget.x += 360;
	if (angToTarget.x > 180)
		angToTarget.x -= 360;

	// now all numbers should be in [1...360]
	// pin to turret limitations to [-50...50]
	if (angToTarget.x > 50)
		angToTarget.x = 50;
	else if (angToTarget.x < -50)
		angToTarget.x = -50;
	m_vecGoalAngles.y = angToTarget.y;
	m_vecGoalAngles.x = angToTarget.x;

	MoveTurret();

	// Fire on the target if it's within 10 units of being aimed right at it
	if ( m_flNextAttack <= gpGlobals->curtime && (m_vecGoalAngles - m_vecCurAngles).Length() <= 10 )
	{
		Fire();

		if ( m_iUpgradeLevel == 1 )
		{
			// Level 1 sentries fire slower
			m_flNextAttack = gpGlobals->curtime + 0.2;
		}
		else
		{
			m_flNextAttack = gpGlobals->curtime + 0.1;
		}
	}
	else
	{
		// SetSentryAnim( TFTURRET_ANIM_SPIN );
	}
}
Esempio n. 3
0
//=========================================================
// Retire - stop being active
//=========================================================
void CNPC_BaseTurret::Retire(void)
{
	// make the turret level
	m_vecGoalAngles.x = 0;
	m_vecGoalAngles.y = m_flStartYaw;

	SetNextThink( gpGlobals->curtime + 0.1 );

	StudioFrameAdvance( );

	EyeOff( );

	if (!MoveTurret())
	{
		if (m_iSpin)
		{
			SpinDownCall();
		}
		else if (GetSequence() != TURRET_ANIM_RETIRE)
		{
			SetTurretAnim(TURRET_ANIM_RETIRE);
			CPASAttenuationFilter filter( this );
			EmitSound( filter, entindex(), "Turret.Undeploy" );
			m_OnDeactivate.FireOutput(this, this);
		}
		//else if (IsSequenceFinished()) 
		else if( GetSequence() == TURRET_ANIM_RETIRE && GetCycle() <= 0.0 )
		{	
			m_iOn = 0;
			m_flLastSight = 0;
			//SetTurretAnim(TURRET_ANIM_NONE);

			Vector curmins, curmaxs;
			curmins = WorldAlignMins();
			curmaxs = WorldAlignMaxs();

			curmaxs.z = m_iRetractHeight;
			curmins.z = -m_iRetractHeight;

			SetCollisionBounds( curmins, curmaxs );
			if (m_iAutoStart)
			{
				SetThink(&CNPC_BaseTurret::AutoSearchThink);	
				SetNextThink( gpGlobals->curtime + 0.1 );
			}
			else
			{
				SetThink( &CBaseEntity::SUB_DoNothing );
			}
		}
	}
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}
}
Esempio n. 4
0
//=========================================================
// TurretDeath - I die as I have lived, beyond my means
//=========================================================
void CNPC_BaseTurret::TurretDeath(void)
{
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1 );

	if (m_lifeState != LIFE_DEAD)
	{
		m_lifeState = LIFE_DEAD;

		CPASAttenuationFilter filter( this );
		EmitSound( filter, entindex(), "Turret.Die" );
	
		StopSound( entindex(), "Turret.Spinup" );

		if (m_iOrientation == TURRET_ORIENTATION_FLOOR)
			m_vecGoalAngles.x = -14;
		else
			m_vecGoalAngles.x = 90;//-90;

		SetTurretAnim(TURRET_ANIM_DIE); 

		EyeOn( );	
	}

	EyeOff( );

	if (m_flDamageTime + random->RandomFloat( 0, 2 ) > gpGlobals->curtime)
	{
		// lots of smoke
		Vector pos;
		CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos );
		pos.z = CollisionProp()->GetCollisionOrigin().z;
		
		CBroadcastRecipientFilter filter;
		te->Smoke( filter, 0.0, &pos,
			g_sModelIndexSmoke,
			2.5,
			10 );
	}
	
	if (m_flDamageTime + random->RandomFloat( 0, 5 ) > gpGlobals->curtime)
	{
		Vector vecSrc;
		CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecSrc );
		g_pEffects->Sparks( vecSrc );
	}

	if (IsSequenceFinished() && !MoveTurret() && m_flDamageTime + 5 < gpGlobals->curtime)
	{
		m_flPlaybackRate = 0;
		SetThink( NULL );
	}
}
Esempio n. 5
0
void CBaseTurret::Retire(void)
{
	// make the turret level
	m_vecGoalAngles = GetAngles( );

	SetNextThink( gpGlobals->curtime + 0.1f );

	StudioFrameAdvance( );

	EyeOff( );

	if ( m_Activity != ACT_TURRET_CLOSE )
	{
		SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
		
		if (!MoveTurret())
		{
			SetActivity( (Activity)ACT_TURRET_CLOSE );
			EmitSound( "NPC_Turret.Retire" );

			m_OnRetire.FireOutput(NULL, this);
		}
	}
	else if (m_fSequenceFinished) 
	{	
		m_iOn = 0;
		m_flLastSight = 0;

		SetActivity( (Activity)ACT_TURRET_CLOSED_IDLE );

		Vector curmins, curmaxs;
		curmins = WorldAlignMins();
		curmaxs = WorldAlignMaxs();

		curmaxs.z = m_iRetractHeight;
		curmins.z = -m_iRetractHeight;

		SetCollisionBounds( curmins, curmaxs );
		Relink();

		if (m_iAutoStart)
		{
			SetThink(AutoSearchThink);		
			SetNextThink( gpGlobals->curtime + .1 );
		}
		else
		{
			SetThink(SUB_DoNothing);
		}
	}
}
Esempio n. 6
0
//
// This search function will sit with the turret deployed and look for a new target. 
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//
void CBaseTurret::SearchThink(void)
{
	// ensure rethink
	SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );

	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1f );

	Ping( );

	// If we have a target and we're still healthy
	if (GetEnemy() != NULL)
	{
		if (!GetEnemy()->IsAlive() )
			SetEnemy( NULL );// Dead enemy forces a search for new one
	}

	// Acquire Target
	if (GetEnemy() == NULL)
	{
		GetSenses()->Look(TURRET_RANGE);
		SetEnemy( BestEnemy() );
	}

	// If we've found a target, spin up the barrel and start to attack
	if (GetEnemy() != NULL)
	{
		m_flLastSight = 0;
		SetThink(ActiveThink);
	}
	else
	{
		// Are we out of time, do we need to retract?
 		if (gpGlobals->curtime > m_flLastSight)
		{
			//Before we retrace, make sure that we are spun down.
			m_flLastSight = 0;
			SetThink(Retire);
		}
		
		// generic hunt for new victims
		m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_iBaseTurnRate);
		if (m_vecGoalAngles.y >= 360)
			m_vecGoalAngles.y -= 360;

		MoveTurret();
	}
}
Esempio n. 7
0
void CBaseTurret::Retire(void)
{
	// make the turret level
	m_vecGoalAngles.x = 0;
	m_vecGoalAngles.y = m_flStartYaw;

	pev->nextthink = gpGlobals->time + 0.1;

	StudioFrameAdvance( );

	EyeOff( );

	if (!MoveTurret())
	{
		if (m_iSpin)
		{
			SpinDownCall();
		}
		else if (pev->sequence != TURRET_ANIM_RETIRE)
		{
			SetTurretAnim(TURRET_ANIM_RETIRE);
			EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120);
			SUB_UseTargets( this, USE_OFF, 0 );
		}
		else if (m_fSequenceFinished) 
		{	
			m_iOn = 0;
			m_flLastSight = 0;
			SetTurretAnim(TURRET_ANIM_NONE);
			pev->maxs.z = m_iRetractHeight;
			pev->mins.z = -m_iRetractHeight;
			UTIL_SetSize(pev, pev->mins, pev->maxs);
			if (m_iAutoStart)
			{
				SetThink(&CBaseTurret::AutoSearchThink);		
				pev->nextthink = gpGlobals->time + .1;
			}
			else
				SetThink(&CBaseTurret::SUB_DoNothing);
		}
	}
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}
}
Esempio n. 8
0
void CBaseTurret ::	TurretDeath( void )
{
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1f );

	if (m_lifeState != LIFE_DEAD)
	{
		m_lifeState = LIFE_DEAD;

		EmitSound( "NPC_Turret.Die" );

		SetActivity( (Activity)ACT_TURRET_CLOSE );

		EyeOn( );	
	}

	EyeOff( );

	if (m_flDamageTime + random->RandomFloat( 0, 2 ) > gpGlobals->curtime)
	{
		// lots of smoke
		Vector pos;
		CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos );
		pos.z = CollisionProp()->GetCollisionOrigin().z;
		
		CBroadcastRecipientFilter filter;
		te->Smoke( filter, 0.0, &pos,
			g_sModelIndexSmoke,
			2.5,
			10 );
	}
	
	if (m_flDamageTime + random->RandomFloat( 0, 5 ) > gpGlobals->curtime)
	{
		Vector vecSrc;
		CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecSrc );
		g_pEffects->Sparks( vecSrc );
	}

	if (m_fSequenceFinished && !MoveTurret( ) && m_flDamageTime + 5 < gpGlobals->curtime)
	{
		m_flPlaybackRate = 0;
		SetThink( NULL );
	}
}
Esempio n. 9
0
void CBaseTurret ::	TurretDeath( void )
{
	BOOL iActive = FALSE;

	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.1;

	if (pev->deadflag != DEAD_DEAD)
	{
		pev->deadflag = DEAD_DEAD;

		float flRndSound = RANDOM_FLOAT ( 0 , 1 );

		if ( flRndSound <= 0.33 )
			EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM);
		else if ( flRndSound <= 0.66 )
			EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM);
		else 
			EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM);

		EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);

		if (m_iOrientation == 0)
			m_vecGoalAngles.x = -15;
		else
			m_vecGoalAngles.x = -90;

		SetTurretAnim(TURRET_ANIM_DIE); 

		EyeOn( );	
	}

	EyeOff( );

	if (pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time)
	{
		// lots of smoke
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) );
			WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) );
			WRITE_COORD( pev->origin.z - m_iOrientation * 64 );
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 25 ); // scale * 10
			WRITE_BYTE( 10 - m_iOrientation * 5); // framerate
		MESSAGE_END();
	}
	
	if (pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time)
	{
		Vector vecSrc = Vector( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ), RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ), 0 );
		if (m_iOrientation == 0)
			vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->origin.z, pev->absmax.z ) );
		else
			vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->absmin.z, pev->origin.z ) );

		UTIL_Sparks( vecSrc );
	}

	if (m_fSequenceFinished && !MoveTurret( ) && pev->dmgtime + 5 < gpGlobals->time)
	{
		pev->framerate = 0;
		SetThink( NULL );
	}
}
Esempio n. 10
0
void CBaseTurret::ActiveThink(void)
{
	int fAttack = 0;
	Vector vecDirToEnemy;

	pev->nextthink = gpGlobals->time + 0.1;
	StudioFrameAdvance( );

	if ((!m_iOn) || (m_hEnemy == NULL))
	{
		m_hEnemy = NULL;
		m_flLastSight = gpGlobals->time + m_flMaxWait;
		SetThink(&CBaseTurret::SearchThink);
		return;
	}
	
	// if it's dead, look for something new
	if ( !m_hEnemy->IsAlive() )
	{
		if (!m_flLastSight)
		{
			m_flLastSight = gpGlobals->time + 0.5; // continue-shooting timeout
		}
		else
		{
			if (gpGlobals->time > m_flLastSight)
			{	
				m_hEnemy = NULL;
				m_flLastSight = gpGlobals->time + m_flMaxWait;
				SetThink(&CBaseTurret::SearchThink);
				return;
			}
		}
	}

	Vector vecMid = pev->origin + pev->view_ofs;
	Vector vecMidEnemy = m_hEnemy->BodyTarget( vecMid );

	// Look for our current enemy
	int fEnemyVisible = FBoxVisible(pev, m_hEnemy->pev, vecMidEnemy );	

	vecDirToEnemy = vecMidEnemy - vecMid;	// calculate dir and dist to enemy
	float flDistToEnemy = vecDirToEnemy.Length();

	Vector vec = UTIL_VecToAngles(vecMidEnemy - vecMid);	

	// Current enmey is not visible.
	if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
	{
		if (!m_flLastSight)
			m_flLastSight = gpGlobals->time + 0.5;
		else
		{
			// Should we look for a new target?
			if (gpGlobals->time > m_flLastSight)
			{
				m_hEnemy = NULL;
				m_flLastSight = gpGlobals->time + m_flMaxWait;
				SetThink(&CBaseTurret::SearchThink);
				return;
			}
		}
		fEnemyVisible = 0;
	}
	else
	{
		m_vecLastSight = vecMidEnemy;
	}

	UTIL_MakeAimVectors(m_vecCurAngles);	

	/*
	ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", 
		m_vecCurAngles.x, m_vecCurAngles.y,
		gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z );
	*/
	
	Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight;
	vecLOS = vecLOS.Normalize();

	// Is the Gun looking at the target
	if (DotProduct(vecLOS, gpGlobals->v_forward) <= 0.866) // 30 degree slop
		fAttack = FALSE;
	else
		fAttack = TRUE;

	// fire the gun
	if (m_iSpin && ((fAttack) || (m_fBeserk)))
	{
		Vector vecSrc, vecAng;
		GetAttachment( 0, vecSrc, vecAng );
		SetTurretAnim(TURRET_ANIM_FIRE);
		Shoot(vecSrc, gpGlobals->v_forward );
	} 
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}

	//move the gun
	if (m_fBeserk)
	{
		if (RANDOM_LONG(0,9) == 0)
		{
			m_vecGoalAngles.y = RANDOM_FLOAT(0,360);
			m_vecGoalAngles.x = RANDOM_FLOAT(0,90) - 90 * m_iOrientation;
			TakeDamage(pev,pev,1, DMG_GENERIC); // don't beserk forever
			return;
		}
	} 
	else if (fEnemyVisible)
	{
		if (vec.y > 360)
			vec.y -= 360;

		if (vec.y < 0)
			vec.y += 360;

		//ALERT(at_console, "[%.2f]", vec.x);
		
		if (vec.x < -180)
			vec.x += 360;

		if (vec.x > 180)
			vec.x -= 360;

		// now all numbers should be in [1...360]
		// pin to turret limitations to [-90...15]

		if (m_iOrientation == 0)
		{
			if (vec.x > 90)
				vec.x = 90;
			else if (vec.x < m_iMinPitch)
				vec.x = m_iMinPitch;
		}
		else
		{
			if (vec.x < -90)
				vec.x = -90;
			else if (vec.x > -m_iMinPitch)
				vec.x = -m_iMinPitch;
		}

		// ALERT(at_console, "->[%.2f]\n", vec.x);

		m_vecGoalAngles.y = vec.y;
		m_vecGoalAngles.x = vec.x;

	}

	SpinUpCall();
	MoveTurret();
}
Esempio n. 11
0
//-----------------------------------------------------------------------------
// Rotate and scan for targets
//-----------------------------------------------------------------------------
void CObjectSentrygun::SentryRotate( void )
{
	// if we're playing a fire gesture, stop it
	if ( IsPlayingGesture( ACT_RANGE_ATTACK1 ) )
	{
		RemoveGesture( ACT_RANGE_ATTACK1 );
	}

	if ( IsPlayingGesture( ACT_RANGE_ATTACK1_LOW ) )
	{
		RemoveGesture( ACT_RANGE_ATTACK1_LOW );
	}

	// animate
	StudioFrameAdvance();

	// Look for a target
	if ( FindTarget() )
		return;

	// Rotate
	if ( !MoveTurret() )
	{
		// Change direction

		if ( IsDisabled() )
		{
			EmitSound( "Building_Sentrygun.Disabled" );
			m_vecGoalAngles.x = 30;
		}
		else
		{
			switch( m_iUpgradeLevel )
			{
			case 1:
			default:
				EmitSound( "Building_Sentrygun.Idle" );
				break;
			case 2:
				EmitSound( "Building_Sentrygun.Idle2" );
				break;
			case 3:
				EmitSound( "Building_Sentrygun.Idle3" );
				break;
			}

			// Switch rotation direction
			if ( m_bTurningRight )
			{
				m_bTurningRight = false;
				m_vecGoalAngles.y = m_iLeftBound;
			}
			else
			{
				m_bTurningRight = true;
				m_vecGoalAngles.y = m_iRightBound;
			}

			// Randomly look up and down a bit
			if (random->RandomFloat(0, 1) < 0.3)
			{
				m_vecGoalAngles.x = (int)random->RandomFloat(-10,10);
			}
		}
	}
}
Esempio n. 12
0
//=========================================================
// ActiveThink - 
//=========================================================
void CNPC_BaseTurret::ActiveThink(void)
{
	int fAttack = 0;

	SetNextThink( gpGlobals->curtime + 0.1 );
	StudioFrameAdvance( );

	if ( (!m_iOn) || (GetEnemy() == NULL) )
	{
		SetEnemy( NULL );
		m_flLastSight = gpGlobals->curtime + m_flMaxWait;
		SetThink(&CNPC_BaseTurret::SearchThink);
		return;
	}
	
	// if it's dead, look for something new
	if ( !GetEnemy()->IsAlive() )
	{
		if (!m_flLastSight)
		{
			m_flLastSight = gpGlobals->curtime + 0.5; // continue-shooting timeout
		}
		else
		{
			if (gpGlobals->curtime > m_flLastSight)
			{	
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(&CNPC_BaseTurret::SearchThink);
				return;
			}
		}
	}


	Vector vecMid = GetAbsOrigin() + GetViewOffset();
	Vector vecMidEnemy = GetEnemy()->BodyTarget( vecMid, false );

	// Look for our current enemy
	int fEnemyVisible = FBoxVisible(this, GetEnemy(), vecMidEnemy );	
	
	//We want to look at the enemy's eyes so we don't jitter
	Vector	vecDirToEnemyEyes = vecMidEnemy - vecMid;

	float flDistToEnemy = vecDirToEnemyEyes.Length();

	VectorNormalize( vecDirToEnemyEyes );

	QAngle vecAnglesToEnemy;
	VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );

	// Current enmey is not visible.
	if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
	{
		if (!m_flLastSight)
			m_flLastSight = gpGlobals->curtime + 0.5;
		else
		{
			// Should we look for a new target?
			if (gpGlobals->curtime > m_flLastSight)
			{
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(&CNPC_BaseTurret::SearchThink);
				return;
			}
		}
		fEnemyVisible = 0;
	}
	else
	{
		m_vecLastSight = vecMidEnemy;
	}
	
	//ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", 
	//	m_vecCurAngles.x, m_vecCurAngles.y,
	//	gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z );

	Vector vecLOS = vecDirToEnemyEyes; //vecMid - m_vecLastSight;
	VectorNormalize( vecLOS );

	Vector vecMuzzle, vecMuzzleDir;
	QAngle vecMuzzleAng;
	GetAttachment( 1, vecMuzzle, vecMuzzleAng );

	AngleVectors( vecMuzzleAng, &vecMuzzleDir );
	
	// Is the Gun looking at the target
	if (DotProduct(vecLOS, vecMuzzleDir) <= 0.866) // 30 degree slop
		fAttack = FALSE;
	else
		fAttack = TRUE;

	//forward
//	NDebugOverlay::Line(vecMuzzle, vecMid + ( vecMuzzleDir * 200 ), 255,0,0, false, 0.1);
	//LOS
//	NDebugOverlay::Line(vecMuzzle, vecMid + ( vecLOS * 200 ), 0,0,255, false, 0.1);

	// fire the gun
	if (m_iSpin && ((fAttack) || (m_fBeserk)))
	{
		Vector vecOrigin;
		QAngle vecAngles;
		GetAttachment( 1, vecOrigin, vecAngles );
		Shoot(vecOrigin, vecMuzzleDir );
		SetTurretAnim(TURRET_ANIM_FIRE);
	} 
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}

	//move the gun
	if (m_fBeserk)
	{
		if (random->RandomInt(0,9) == 0)
		{
			m_vecGoalAngles.y = random->RandomFloat(0,360);
			m_vecGoalAngles.x = random->RandomFloat(0,90) - 90 * m_iOrientation;

			CTakeDamageInfo info;
			info.SetAttacker(this);
			info.SetInflictor(this);
			info.SetDamage( 1 );
			info.SetDamageType( DMG_GENERIC );

			TakeDamage( info ); // don't beserk forever
			return;
		}
	} 
	else if (fEnemyVisible)
	{
		if (vecAnglesToEnemy.y > 360)
			vecAnglesToEnemy.y -= 360;

		if (vecAnglesToEnemy.y < 0)
			vecAnglesToEnemy.y += 360;

		//ALERT(at_console, "[%.2f]", vec.x);
		
		if (vecAnglesToEnemy.x < -180)
			vecAnglesToEnemy.x += 360;

		if (vecAnglesToEnemy.x > 180)
			vecAnglesToEnemy.x -= 360;

		// now all numbers should be in [1...360]
		// pin to turret limitations to [-90...14]

		if (m_iOrientation == TURRET_ORIENTATION_FLOOR)
		{
			if (vecAnglesToEnemy.x > 90)
				vecAnglesToEnemy.x = 90;
			else if (vecAnglesToEnemy.x < m_iMinPitch)
				vecAnglesToEnemy.x = m_iMinPitch;
		}
		else
		{
			if (vecAnglesToEnemy.x < -90)
				vecAnglesToEnemy.x = -90;
			else if (vecAnglesToEnemy.x > -m_iMinPitch)
				vecAnglesToEnemy.x = -m_iMinPitch;
		}

		//DevMsg( 1, "->[%.2f]\n", vec.x);

		m_vecGoalAngles.y = vecAnglesToEnemy.y;
		m_vecGoalAngles.x = vecAnglesToEnemy.x;

	}

	SpinUpCall();
	MoveTurret();
}
Esempio n. 13
0
void CBaseTurret::ActiveThink(void)
{
	int fAttack = 0;
	Vector vecDirToEnemy;

	SetNextThink( gpGlobals->curtime + 0.1f );
	StudioFrameAdvance( );

	if ((!m_iOn) || (GetEnemy() == NULL))
	{
		SetEnemy( NULL );
		m_flLastSight = gpGlobals->curtime + m_flMaxWait;
		SetThink(SearchThink);
		return;
	}
	
	// if it's dead, look for something new
	if ( !GetEnemy()->IsAlive() )
	{
		if (!m_flLastSight)
		{
			m_flLastSight = gpGlobals->curtime + 0.5; // continue-shooting timeout
		}
		else
		{
			if (gpGlobals->curtime > m_flLastSight)
			{	
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(SearchThink);
				return;
			}
		}
	}

	Vector vecMid = EyePosition( );
	Vector vecMidEnemy = GetEnemy()->BodyTarget(vecMid);

	// g_pEffects->Sparks( vecMid );
	// g_pEffects->Sparks( vecMidEnemy );

	// Look for our current enemy
	//int fEnemyVisible = FBoxVisible( this, GetEnemy(), vecMidEnemy );	
	int fEnemyVisible = FInViewCone( GetEnemy() ) && FVisible( GetEnemy() );	

	vecDirToEnemy = vecMidEnemy - vecMid;	// calculate dir and dist to enemy
	// NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.1 );
	
	float flDistToEnemy = vecDirToEnemy.Length();

	QAngle vecAnglesToEnemy;
	VectorNormalize( vecDirToEnemy );
	VectorAngles( vecDirToEnemy, vecAnglesToEnemy );

	// Current enmey is not visible.
	if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
	{
		// DevMsg( "lost you\n" );

		if (!m_flLastSight)
		{
			m_flLastSight = gpGlobals->curtime + 0.5;
		}
		else
		{
			// Should we look for a new target?
			if (gpGlobals->curtime > m_flLastSight)
			{
				ClearEnemyMemory();
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(SearchThink);
				return;
			}
		}
		fEnemyVisible = 0;
	}
	else
	{
		m_vecLastSight = vecMidEnemy;
	}

	Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight;
	VectorNormalize( vecLOS );

	Vector vecMuzzle, vecMuzzleDir;
	QAngle vecMuzzleAng;
	GetAttachment( "eyes", vecMuzzle, vecMuzzleAng );

	AngleVectors( vecMuzzleAng, &vecMuzzleDir );
	
	// Is the Gun looking at the target
	if (DotProduct(vecLOS, vecMuzzleDir) <= 0.9848) // 10 degree slop
	{
		fAttack = FALSE;
	}
	else
	{
		fAttack = TRUE;
	}

	// fire the gun
	if (fAttack || m_fBeserk)
	{
		m_Activity = ACT_RESET;
		SetActivity( (Activity)ACT_TURRET_FIRE );
		Shoot(vecMuzzle, vecMuzzleDir );
	} 
	else
	{
		SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
	}

	//move the gun
	if (m_fBeserk)
	{
		// DevMsg( "berserk" );

		if (random->RandomInt(0,9) == 0)
		{
			m_vecGoalAngles.y = random->RandomFloat(-180,180);
			m_vecGoalAngles.x = random->RandomFloat(-90,90);
			OnTakeDamage( CTakeDamageInfo( this, this, 1, DMG_GENERIC ) ); // don't beserk forever
			return;
		}
	} 
	else if (fEnemyVisible)
	{
		// DevMsg( "->[%.2f]\n", vec.x);
		m_vecGoalAngles.y = vecAnglesToEnemy.y;
		m_vecGoalAngles.x = vecAnglesToEnemy.x;

	}

	MoveTurret();
}
void C_ObjectSentrygun::ClientThink( void )
{
	// Turtling sentryguns don't think
	if ( IsTurtled() )
		return;

	if ( IsPlacing() || IsBuilding() )
		return;


	if ( m_hEnemy != NULL )
	{
		// Figure out where we're firing at
		Vector vecMid = EyePosition();
		Vector vecFireTarget = m_hEnemy->WorldSpaceCenter(); //  + vecMid; // BodyTarget( vecMid );
		Vector vecDirToEnemy = vecFireTarget - vecMid;
		QAngle angToTarget;
		VectorAngles(vecDirToEnemy, angToTarget);
		
		angToTarget.y = UTIL_AngleMod( angToTarget.y );
		if (angToTarget.x < -180)
			angToTarget.x += 360;
		if (angToTarget.x > 180)
			angToTarget.x -= 360;

		// now all numbers should be in [1...360]
		// pin to turret limitations to [-50...50]
		if (angToTarget.x > 50)
			angToTarget.x = 50;
		else if (angToTarget.x < -50)
			angToTarget.x = -50;

		m_vecGoalAngles.y = angToTarget.y;
		m_vecGoalAngles.x = angToTarget.x;

		MoveTurret();
		return;
	}

	// Rotate
	if ( !MoveTurret() )
	{
		// Play a sound occasionally
		if ( random->RandomFloat(0, 1) < 0.02 )
		{
			EmitSound( "ObjectSentrygun.Idle" );
		}

		// Switch rotation direction
		if (m_bTurningRight)
		{
			m_bTurningRight = false;
			m_vecGoalAngles.y = m_iLeftBound;
		}
		else
		{
			m_bTurningRight = true;
			m_vecGoalAngles.y = m_iRightBound;
		}

		// Randomly look up and down a bit
		if ( random->RandomFloat(0, 1) < 0.3 )
		{
			m_vecGoalAngles.x = (int)random->RandomFloat(-10,10);
		}
	}
}