⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 hl1_npc_turret.cpp

📁 hl2 source code. Do not use it illegal.
💻 CPP
📖 第 1 页 / 共 3 页
字号:
		{
			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();
}

//=========================================================
// SearchThink 
// 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 CNPC_BaseTurret::SearchThink(void)
{
	// ensure rethink
	SetTurretAnim(TURRET_ANIM_SPIN);
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1 );

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

	Ping( );

	CBaseEntity *pEnemy = GetEnemy();

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


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

		if ( pEnemy && !FVisible( pEnemy ) )
			 pEnemy = NULL;
	}

	// If we've found a target, spin up the barrel and start to attack
	if (pEnemy != NULL)
	{
		m_flLastSight = 0;
		m_flSpinUpTime = 0;
		SetThink(&CNPC_BaseTurret::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;
			m_flSpinUpTime = 0;
			SetThink(&CNPC_BaseTurret::Retire);
		}
		// should we stop the spin?
		else if ((m_flSpinUpTime) && (gpGlobals->curtime > 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();
	}

	SetEnemy( pEnemy );
}

//=========================================================
// AutoSearchThink - 
//=========================================================
void CNPC_BaseTurret::AutoSearchThink(void)
{
	// ensure rethink
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.3 );

	// If we have a target and we're still healthy

	CBaseEntity *pEnemy = GetEnemy();

	if (pEnemy != NULL)
	{
		if (!pEnemy->IsAlive() )
		{
			pEnemy = NULL;	
		}
	}

	// Acquire Target

	if (pEnemy == NULL)
	{
		GetSenses()->Look( TURRET_RANGE );
		pEnemy = BestEnemy();

		if ( pEnemy && !FVisible( pEnemy ) )
			 pEnemy = NULL;
	}

	if (pEnemy != NULL)
	{
		SetThink(&CNPC_BaseTurret::Deploy);
		CPASAttenuationFilter filter( this );
		enginesound->EmitSound( filter, entindex(), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM );
	}

	SetEnemy( pEnemy );
}

extern short g_sModelIndexSmoke;

//=========================================================
// 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 );

		switch( random->RandomInt(0,2) )
		{
		case 0: 
			enginesound->EmitSound( filter, entindex(), CHAN_BODY, "turret/tu_die.wav", TURRET_MACHINE_VOLUME, ATTN_NORM );
			break;
		case 1:
			enginesound->EmitSound( filter, entindex(), CHAN_BODY, "turret/tu_die2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM );
			break;
		case 2:
		default:
			enginesound->EmitSound( filter, entindex(), CHAN_BODY, "turret/tu_die3.wav", TURRET_MACHINE_VOLUME, ATTN_NORM );
			break;
		}
	
		enginesound->StopSound( entindex(), CHAN_STATIC, "turret/tu_active2.wav" );

		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( random->RandomFloat( GetAbsMins().x, GetAbsMaxs().x ),
			     random->RandomFloat( GetAbsMins().y, GetAbsMaxs().y ),
				 GetAbsOrigin().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 = Vector( random->RandomFloat( GetAbsMins().x, GetAbsMaxs().x ), random->RandomFloat( GetAbsMins().y, GetAbsMaxs().y ), random->RandomFloat( GetAbsMins().z, GetAbsMaxs().z ) );
		g_pEffects->Sparks( vecSrc );
	}

	if (IsSequenceFinished() && !MoveTurret() && m_flDamageTime + 5 < gpGlobals->curtime)
	{
		m_flPlaybackRate = 0;
		SetThink( NULL );
	}
}

//=========================================================
// Deploy - go active
//=========================================================
void CNPC_BaseTurret::Deploy(void)
{
	SetNextThink( gpGlobals->curtime + 0.1 );
	StudioFrameAdvance( );

	if (GetSequence() != TURRET_ANIM_DEPLOY)
	{
		m_iOn = 1;
		SetTurretAnim(TURRET_ANIM_DEPLOY);
		CPASAttenuationFilter filter( this );
		enginesound->EmitSound( filter, entindex(), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM );
		m_OnActivate.FireOutput(this, this);
	}

	if (IsSequenceFinished())
	{
		Vector curmins, curmaxs;
		curmins = WorldAlignMins();
		curmaxs = WorldAlignMaxs();

		curmaxs.z = m_iDeployHeight;
		curmins.z = -m_iDeployHeight;

		SetCollisionBounds( curmins, curmaxs );
		Relink();

		m_vecCurAngles.x = 0;

		QAngle angles = GetAbsAngles();

		if (m_iOrientation == TURRET_ORIENTATION_CEILING)
		{
			m_vecCurAngles.y = UTIL_AngleMod( angles.y + 180 );
		}
		else
		{
			m_vecCurAngles.y = UTIL_AngleMod( angles.y );
		}

		SetTurretAnim(TURRET_ANIM_SPIN);
		m_flPlaybackRate = 0;
		SetThink(&CNPC_BaseTurret::SearchThink);
	}

	m_flLastSight = gpGlobals->curtime + m_flMaxWait;
}

//=========================================================
// 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 );
			enginesound->EmitSound( filter, entindex(), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120 );
			m_OnDeactivate.FireOutput(this, this);
		}
		//else if (IsSequenceFinished()) 
		else if( GetSequence() == TURRET_ANIM_RETIRE && m_flCycle <= 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 );

			Relink();

			if (m_iAutoStart)
			{
				SetThink(&CNPC_BaseTurret::AutoSearchThink);	
				SetNextThink( gpGlobals->curtime + 0.1 );
			}
			else
			{
				SetThink( SUB_DoNothing );
			}
		}
	}
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}
}

//=========================================================
// Ping - make the pinging noise every second while searching
//=========================================================
void CNPC_BaseTurret::Ping(void)
{	
	if (m_flPingTime == 0)
		m_flPingTime = gpGlobals->curtime + 1;
	else if (m_flPingTime <= gpGlobals->curtime)
	{
		m_flPingTime = gpGlobals->curtime + 1;
		CPASAttenuationFilter filter( this );
		enginesound->EmitSound( filter, entindex(), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM );

		EyeOn( );
	}
	else if (m_eyeBrightness > 0)
	{
		EyeOff( );
	}
}

//=========================================================
// MoveTurret - handle turret rotation
// returns 1 if the turret moved.
//=========================================================
int CNPC_BaseTurret::MoveTurret(void)
{
	int bMoved = 0;
	
	if (m_vecCurAngles.x != m_vecGoalAngles.x)
	{
		float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ;

		m_vecCurAngles.x += 0.1 * m_fTurnRate * flDir;

		// if we started below the goal, and now we're past, peg to goal
		if (flDir == 1)
		{
			if (m_vecCurAngles.x > m_vecGoalAngles.x)
				m_vecCurAngles.x = m_vecGoalAngles.x;
		} 
		else
		{
			if (m_vecCurAngles.x < m_vecGoalAngles.x)
				m_vecCurAngles.x = m_vecGoalAngles.x;
		}

		if (m_iOrientation == TURRET_ORIENTATION_FLOOR)
			SetBoneController(1, m_vecCurAngles.x);
		else
			SetBoneController(1, -m_vecCurAngles.x);		

		bMoved = 1;
	}

	if (m_vecCurAngles.y != m_vecGoalAngles.y)
	{
		float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1 ;
		float flDist = fabs(m_vecGoalAngles.y - m_vecCurAngles.y);

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -