//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: Base NS turret, used for all types of automated enemy detection // // $Workfile: AvHTurret.cpp$ // $Date: 2002/11/22 21:24:59 $ // //------------------------------------------------------------------------------- // $Log: AvHTurret.cpp,v $ // Revision 1.12 2002/11/22 21:24:59 Flayra // - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed. // - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby. // // Revision 1.11 2002/11/06 01:39:21 Flayra // - Turrets now need an active turret factory to be active // // Revision 1.10 2002/10/03 19:10:19 Flayra // - Turret intervals sped up again // // Revision 1.9 2002/09/25 20:52:24 Flayra // - Performance improvements // // Revision 1.8 2002/09/23 22:36:37 Flayra // - Turrets now reacquire closer targets intermittently // // Revision 1.7 2002/08/31 18:01:03 Flayra // - Work at VALVe // // Revision 1.6 2002/08/16 02:49:00 Flayra // - New damage model // // Revision 1.5 2002/07/23 17:34:07 Flayra // - Turrets track range in 2D, turrets can not require LOS if desired (for siege) // // Revision 1.4 2002/07/01 21:23:00 Flayra // - Added generic vertical FOV to allow alien turrets to shoot very high and low // // Revision 1.3 2002/06/03 17:02:30 Flayra // - Reduced turret volume // // Revision 1.2 2002/05/28 18:11:59 Flayra // - Put in slower, randomish rate of fire for turrets for sound variance and drama, don't play ping if no ping sound specified (crashing with offensive tower) // // Revision 1.1 2002/05/23 02:32:57 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "AvHTurret.h" #include "AvHMarineEquipmentConstants.h" #include "AvHServerUtil.h" #include "AvHCloakable.h" #include "../util/MathUtil.h" const float kPingInterval = 3.0f; const float kPingVolume = .4f; const float kTurretThinkInterval = .05f; const float kTurretSearchScalar = kTurretThinkInterval*(-90.0f/180)*M_PI; const float kTurretUpdateEnemyInterval = .25f; AvHTurret::AvHTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHBaseBuildable(inTechID, inMessageID, inClassName, inUser3) { this->Init(); } void AvHTurret::Init() { this->m_hEnemy = 0; this->m_flFieldOfView = 0; this->mTimeOfLastAttack = -1; this->mTimeOfNextAttack = -1; this->mTimeOfLastUpdateEnemy = -1; this->m_fTurnRate = 0; this->mGoalQuat = this->mCurQuat = Quat(0, 0, 0, 1); this->mNextPingTime = 0; this->mEnabled = false; } void AvHTurret::ResetEntity() { AvHBaseBuildable::ResetEntity(); this->Init(); this->Setup(); } char* AvHTurret::GetActiveSound() const { return NULL; } char* AvHTurret::GetAlertSound() const { return NULL; } char* AvHTurret::GetPingSound() const { return NULL; } int AvHTurret::GetPointValue(void) const { return BALANCE_VAR(kScoringTurretValue); } int AvHTurret::GetSetEnabledAnimation() const { return -1; } int AvHTurret::GetActiveAnimation() const { return 1; } int AvHTurret::GetSpawnAnimation() const { return 0; } int AvHTurret::GetDeployAnimation() const { return -1; } bool AvHTurret::GetEnabledState() const { return this->mEnabled; } int AvHTurret::GetTakeDamageAnimation() const { return -1; } int AvHTurret::GetIdle1Animation() const { return -1; } int AvHTurret::GetIdle2Animation() const { return -1; } int AvHTurret::GetKilledAnimation() const { return 5; } bool AvHTurret::GetRequiresLOS() const { return true; } int AvHTurret::GetDamageType() const { // Turrets to half damage to heavy players return DMG_BULLET | DMG_NEVERGIB | NS_DMG_LIGHT; } int AvHTurret::IRelationship (CBaseEntity* inTarget) { int theRelationship = R_NO; // Ignore the roaches for heaven's sake if(!FClassnameIs( inTarget->pev, "monster_cockroach" )) { // Don't shoot at cloaked players AvHCloakable* theCloakable = dynamic_cast(inTarget); if(theCloakable && theCloakable->GetIsCloaked()) { theRelationship = R_NO; } else { // Shoot all monsters that aren't on our team CBaseMonster* theMonsterPointer = dynamic_cast(inTarget); if(theMonsterPointer && (theMonsterPointer->pev->team != this->pev->team)) { theRelationship = R_DL; } else { // Look at own team vs. incoming team AvHTeamNumber inTeam = (AvHTeamNumber)inTarget->pev->team; if(inTeam != TEAM_IND) { if(inTeam == this->pev->team) { theRelationship = R_AL; } else { // Don't keep switching targets constantly theRelationship = R_DL; } } else { //theRelationship = CSentry::IRelationship(inTarget); } } } } return theRelationship; } bool AvHTurret::GetIsValidTarget(CBaseEntity* inEntity) const { bool theTargetIsValid = false; if((inEntity->pev->team != this->pev->team) && (inEntity->pev->team != 0) && (inEntity->pev->takedamage)) { float theDistanceToCurrentEnemy = AvHSUEyeToBodyXYDistance(this->pev, inEntity); if(theDistanceToCurrentEnemy <= this->GetXYRange()) { // Players are targettable when AvHPlayer* thePlayer = dynamic_cast(inEntity); if(!thePlayer || !thePlayer->GetIsCloaked() || !thePlayer->GetIsBeingDigested()) //added digestion - elven { // TODO: Check to be sure enemy is still visible theTargetIsValid = true; } else { AvHCloakable* theCloakable = dynamic_cast(inEntity); if(!theCloakable || (theCloakable->GetOpacity() > 0.0f)) { theTargetIsValid = true; } } } } return theTargetIsValid; } void AvHTurret::Ping(void) { // Make the pinging noise every second while searching if(this->mNextPingTime == 0) { this->mNextPingTime = gpGlobals->time + kPingInterval; } else if(this->mNextPingTime <= gpGlobals->time) { char* thePingSound = this->GetPingSound(); if(thePingSound) { this->mNextPingTime = gpGlobals->time + kPingInterval; EMIT_SOUND(ENT(this->pev), CHAN_ITEM, thePingSound, kPingVolume, ATTN_STATIC); //EyeOn( ); } } // else if (m_eyeBrightness > 0) // { // EyeOff( ); // } } //========================================================= // FInViewCone - returns true is the passed ent is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= BOOL AvHTurret::FInViewCone(CBaseEntity* inEntity) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors ( pev->angles ); vec2LOS = ( inEntity->pev->origin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ); if ( flDot > this->m_flFieldOfView ) { return TRUE; } else { return FALSE; } } //========================================================= // FInViewCone - returns true is the passed vector is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= BOOL AvHTurret::FInViewCone(Vector* inOrigin) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors ( pev->angles ); vec2LOS = ( *inOrigin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ); if ( flDot > this->m_flFieldOfView ) { return TRUE; } else { return FALSE; } } // This function takes a lot of CPU, so make sure it's not called often! Don't call this function directly, use UpdateEnemy instead whenever possible. CBaseEntity* AvHTurret::FindBestEnemy() { PROFILE_START() CBaseEntity* theEntityList[100]; int theMaxRange = this->GetXYRange(); Vector delta = Vector(theMaxRange, theMaxRange, theMaxRange); CBaseEntity* theCurrentEntity = NULL; CBaseEntity* theBestPlayer = NULL; CBaseEntity* theBestStructure = NULL; float theCurrentEntityRange = 100000; // Find only monsters/clients in box, NOT limited to PVS int theCount = UTIL_EntitiesInBox(theEntityList, 100, this->pev->origin - delta, this->pev->origin + delta, FL_CLIENT | FL_MONSTER); for(int i = 0; i < theCount; i++ ) { theCurrentEntity = theEntityList[i]; if((theCurrentEntity != this) && theCurrentEntity->IsAlive()) { // the looker will want to consider this entity // don't check anything else about an entity that can't be seen, or an entity that you don't care about. if(this->IRelationship(theCurrentEntity ) != R_NO && FInViewCone(theCurrentEntity) && !FBitSet(theCurrentEntity->pev->flags, FL_NOTARGET)) { AvHPlayer* thePlayer = dynamic_cast(theCurrentEntity); if(!thePlayer || thePlayer->GetCanBeAffectedByEnemies()) { if(this->GetIsValidTarget(theCurrentEntity)) { // Find nearest enemy float theRangeToTarget = VectorDistance2D(this->pev->origin, theCurrentEntity->pev->origin); if(theRangeToTarget < theCurrentEntityRange) { // FVisible is expensive, so defer until necessary if(!this->GetRequiresLOS() || FVisible(theCurrentEntity)) { theCurrentEntityRange = theRangeToTarget; if ( thePlayer ) { theBestPlayer = theCurrentEntity; } else { theBestStructure = theCurrentEntity; } } } } } } } } PROFILE_END(kAvHTurretFindBestEnemy); return (theBestPlayer != NULL ) ? theBestPlayer : theBestStructure; } // Return degrees from center turret can aim up or down int AvHTurret::GetVerticalFOV() const { return 30; } void AvHTurret::UpdateEnemy() { // If enabled if(this->mEnabled) { // If time to find new enemy float theCurrentTime = gpGlobals->time; if((this->mTimeOfLastUpdateEnemy == -1) || (theCurrentTime > (this->mTimeOfLastUpdateEnemy + kTurretUpdateEnemyInterval))) { // Find new best enemy this->m_hEnemy = this->FindBestEnemy(); this->mTimeOfLastUpdateEnemy = theCurrentTime; } } else { // Clear current enemy this->m_hEnemy = NULL; } } void AvHTurret::ActiveThink(void) { PROFILE_START() // Advance model frame StudioFrameAdvance(); // Find enemy, or reacquire dead enemy this->UpdateEnemy(); // If we have a valid enemy if(!FNullEnt(this->m_hEnemy)) { // If enemy is in FOV Vector theVecMid = this->EyePosition(); //AvHSUPlayParticleEvent("JetpackEffect", this->edict(), theVecMid); CBaseEntity* theEnemyEntity = this->m_hEnemy; Vector theVecMidEnemy = theEnemyEntity->BodyTarget(theVecMid); //AvHSUPlayParticleEvent("JetpackEffect", theEnemyEntity->edict(), theVecMidEnemy); // calculate dir and dist to enemy Vector theVecDirToEnemy = theVecMidEnemy - theVecMid; Vector theAddition = theVecMid + theVecDirToEnemy; Vector theVecLOS = theVecDirToEnemy.Normalize(); // Update our goal angles to direction to enemy Vector theVecDirToEnemyAngles; VectorAngles(theVecDirToEnemy, theVecDirToEnemyAngles); // Set goal quaternion this->mGoalQuat = Quat(theVecDirToEnemyAngles); // Is the turret looking at the target yet? float theRadians = (this->GetVerticalFOV()/180.0f)*3.1415f; float theCosVerticalFOV = cos(theRadians); Vector theCurrentAngles; this->mCurQuat.GetAngles(theCurrentAngles); UTIL_MakeAimVectors(theCurrentAngles); if(DotProduct(theVecLOS, gpGlobals->v_forward) > theCosVerticalFOV) { // If enemy is visible bool theEnemyVisible = FBoxVisible(this->pev, this->m_hEnemy->pev, theVecMidEnemy) || !this->GetRequiresLOS(); if(theEnemyVisible && this->m_hEnemy->IsAlive()) { // If it's time to attack if((this->mTimeOfNextAttack == -1) || (gpGlobals->time >= this->mTimeOfNextAttack)) { // Shoot and play shoot animation Shoot(theVecMid, theVecDirToEnemy, theEnemyEntity->pev->velocity); this->PlayAnimationAtIndex(this->GetActiveAnimation()); // Set time for next attack this->SetNextAttack(); } // spin the barrel when acquired but not firing else if(this->GetBaseClassAnimatesTurret()) { this->pev->sequence = 2; ResetSequenceInfo(); } } } // Set next active think this->pev->nextthink = gpGlobals->time + kTurretThinkInterval; } // else we have no enemy, go back to search think else { SetThink(&AvHTurret::SearchThink); this->pev->nextthink = gpGlobals->time + kTurretThinkInterval; } this->TurretUpdate(); PROFILE_END(kAvHTurretActiveThink) } bool AvHTurret::GetBaseClassAnimatesTurret() const { return true; } void AvHTurret::SearchThink(void) { PROFILE_START() if(this->GetBaseClassAnimatesTurret()) { this->pev->sequence = 2; ResetSequenceInfo(); StudioFrameAdvance(); } this->pev->nextthink = gpGlobals->time + kTurretThinkInterval; this->Ping(); // If we have a target and we're still healthy if(this->m_hEnemy != NULL) { if(!this->m_hEnemy->IsAlive() ) { this->m_hEnemy = NULL;// Dead enemy forces a search for new one } } // Acquire Target this->UpdateEnemy(); // If we've found a target, spin up the barrel and start to attack if(this->m_hEnemy != NULL) { //this->m_flSpinUpTime = 0; SetThink(&AvHTurret::ActiveThink); } // else // { // // generic hunt for new victims // this->m_vecGoalAngles.y = (this->m_vecGoalAngles.y + 0.1*this->m_fTurnRate); // if(this->m_vecGoalAngles.y >= 360) // { // m_vecGoalAngles.y -= 360; // } // } this->TurretUpdate(); PROFILE_END(kTurretSearchThink) } void AvHTurret::TurretUpdate() { this->MoveTurret(); } void AvHTurret::SetNextAttack() { this->mTimeOfNextAttack = gpGlobals->time + this->GetRateOfFire(); } int AvHTurret::MoveTurret(void) { ASSERT(this->m_fTurnRate > 0); // We have an enemy, track towards goal angles if(this->m_hEnemy != NULL) { float theRate = this->m_fTurnRate*kTurretThinkInterval; this->mCurQuat = ConstantRateLerp(this->mCurQuat, this->mGoalQuat, theRate); } // generic hunt for new victims else { // Create transformation quat that will rotate current quat float axis[3] = { 0.0f, 0.0f, 1.0f}; Quat rot(kTurretSearchScalar, axis); this->mCurQuat = rot*this->mCurQuat; // Reset height } Vector theAngles; this->mCurQuat.GetAngles(theAngles); //SetBoneController(0, m_vecCurAngles.y - pev->angles.y ); SetBoneController(0, theAngles.y - pev->angles.y ); SetBoneController(1, -theAngles.x); return 0; } void AvHTurret::CheckEnabledState() { this->SetEnabledState(true, true); } void AvHTurret::SetHasBeenBuilt() { AvHBuildable::SetHasBeenBuilt(); this->CheckEnabledState(); } void AvHTurret::SetEnabledState(bool inState, bool inForce) { if(!GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING)) { if((inState != this->mEnabled) || inForce) { this->mEnabled = inState; if(this->GetBaseClassAnimatesTurret()) { int theEnabledAnimation = this->GetSetEnabledAnimation(); if(theEnabledAnimation >= 0) { float theSpeed = this->mEnabled ? 1.0f : -1.0f; this->PlayAnimationAtIndex(theEnabledAnimation, true, theSpeed); } } if(!this->mEnabled) { this->m_hEnemy = NULL; SetThink(NULL); } else { float theTimeToAnimate = max(gpGlobals->time + kTurretThinkInterval, this->GetTimeAnimationDone()); SetThink(&AvHTurret::SearchThink); this->pev->nextthink = theTimeToAnimate; } } } } float AvHTurret::GetRateOfFire() const { float theVariance = RANDOM_FLOAT(0, 0.2); float theBaseROF = BALANCE_VAR(kTurretBaseRateOfFire); return theBaseROF + theVariance; } void AvHTurret::Setup() { this->pev->nextthink = gpGlobals->time + 1; this->pev->frame = 0; this->pev->takedamage = DAMAGE_AIM; this->mNextPingTime = 0; this->m_flFieldOfView = VIEW_FIELD_FULL; this->m_fTurnRate = BALANCE_VAR(kTurretTrackingRate); // This is the visual difference between model origin and gun barrel, it's needed to orient the barrel and hit targets properly this->pev->view_ofs.z = 48; SetBits(this->pev->flags, FL_MONSTER); this->SetBoneController(0, 0); this->SetBoneController(1, 0); this->mEnabled = false; } void AvHTurret::Spawn() { AvHBaseBuildable::Spawn(); this->Setup(); }