Exemplo n.º 1
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();
}
Exemplo n.º 2
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();
}