hl2_src-leak-2017/src/game/client/portal/c_npc_portal_turret_floor.cpp

168 lines
4.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "beam_shared.h"
#include "prop_portal_shared.h"
#define FLOOR_TURRET_PORTAL_EYE_ATTACHMENT 1
#define FLOOR_TURRET_PORTAL_LASER_ATTACHMENT 2
#define FLOOR_TURRET_PORTAL_LASER_RANGE 8192
#define FLOOR_TURRET_PORTAL_END_POINT_PULSE_SCALE 4.0f
class C_NPC_Portal_FloorTurret : public C_AI_BaseNPC
{
public:
DECLARE_CLASS( C_NPC_Portal_FloorTurret, C_AI_BaseNPC );
DECLARE_CLIENTCLASS();
virtual ~C_NPC_Portal_FloorTurret( void );
virtual void Spawn( void );
virtual void ClientThink( void );
bool IsLaserOn( void ) { return m_pBeam != NULL; }
void LaserOff( void );
void LaserOn( void );
float LaserEndPointSize( void );
private:
CBeam *m_pBeam;
bool m_bOutOfAmmo;
bool m_bLaserOn;
int m_sLaserHaloSprite;
float m_fPulseOffset;
float m_bBeamFlickerOff;
float m_fBeamFlickerTime;
};
IMPLEMENT_CLIENTCLASS_DT( C_NPC_Portal_FloorTurret, DT_NPC_Portal_FloorTurret, CNPC_Portal_FloorTurret )
RecvPropBool( RECVINFO( m_bOutOfAmmo ) ),
RecvPropBool( RECVINFO( m_bLaserOn ) ),
RecvPropInt( RECVINFO( m_sLaserHaloSprite ) ),
END_RECV_TABLE()
C_NPC_Portal_FloorTurret::~C_NPC_Portal_FloorTurret( void )
{
LaserOff();
if( m_pBeam )
m_pBeam->Remove();
}
void C_NPC_Portal_FloorTurret::Spawn( void )
{
SetThink( &C_NPC_Portal_FloorTurret::ClientThink );
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_pBeam = NULL;
m_fPulseOffset = RandomFloat( 0.0f, 2.0f * M_PI );
m_bBeamFlickerOff = false;
m_fBeamFlickerTime = 0.0f;
BaseClass::Spawn();
}
void C_NPC_Portal_FloorTurret::ClientThink( void )
{
if ( m_bOutOfAmmo && m_fBeamFlickerTime < gpGlobals->curtime )
{
m_fBeamFlickerTime = gpGlobals->curtime + RandomFloat( 0.05f, 0.3f );
m_bBeamFlickerOff = !m_bBeamFlickerOff;
}
if ( m_bLaserOn && !m_bBeamFlickerOff )
LaserOn();
else
LaserOff();
}
void C_NPC_Portal_FloorTurret::LaserOff( void )
{
if( m_pBeam )
{
m_pBeam->AddEffects( EF_NODRAW );
}
}
void C_NPC_Portal_FloorTurret::LaserOn( void )
{
if ( !IsBoneAccessAllowed() )
{
LaserOff();
return;
}
Vector vecMuzzle;
QAngle angMuzzleDir;
GetAttachment( FLOOR_TURRET_PORTAL_LASER_ATTACHMENT, vecMuzzle, angMuzzleDir );
Vector vecEye;
QAngle angEyeDir;
GetAttachment( FLOOR_TURRET_PORTAL_EYE_ATTACHMENT, vecEye, angEyeDir );
Vector vecMuzzleDir;
AngleVectors( angEyeDir, &vecMuzzleDir );
if (!m_pBeam)
{
m_pBeam = CBeam::BeamCreate( "effects/redlaser1.vmt", 0.2 );
m_pBeam->SetColor( 255, 32, 32 );
m_pBeam->SetBrightness( 255 );
m_pBeam->SetNoise( 0 );
m_pBeam->SetWidth( IsX360() ? ( 1.5f ) : ( 0.75f ) ); // On low end TVs these lasers are very hard to see at a distance
m_pBeam->SetEndWidth( 0 );
m_pBeam->SetScrollRate( 0 );
m_pBeam->SetFadeLength( 0 );
m_pBeam->SetHaloTexture( m_sLaserHaloSprite );
m_pBeam->SetHaloScale( 4.0f );
m_pBeam->SetCollisionGroup( COLLISION_GROUP_NONE );
m_pBeam->PointsInit( vecMuzzle + vecMuzzleDir, vecMuzzle );
m_pBeam->SetBeamFlag( FBEAM_REVERSED );
m_pBeam->SetStartEntity( this );
}
else
{
m_pBeam->RemoveEffects( EF_NODRAW );
}
// Trace to find an endpoint
Vector vEndPoint;
float fEndFraction;
Ray_t rayPath;
rayPath.Init( vecMuzzle, vecMuzzle + vecMuzzleDir * FLOOR_TURRET_PORTAL_LASER_RANGE );
CTraceFilterSkipClassname traceFilter( this, "prop_energy_ball", COLLISION_GROUP_NONE );
if ( UTIL_Portal_TraceRay_Beam( rayPath, MASK_SHOT, &traceFilter, &fEndFraction ) )
vEndPoint = vecMuzzle + vecMuzzleDir * FLOOR_TURRET_PORTAL_LASER_RANGE; // Trace went through portal and endpoint is unknown
else
vEndPoint = vecMuzzle + vecMuzzleDir * FLOOR_TURRET_PORTAL_LASER_RANGE * fEndFraction; // Trace hit a wall
// The beam is backwards, sort of. The endpoint is the sniper. This is
// so that the beam can be tapered to very thin where it emits from the turret.
m_pBeam->PointsInit( vEndPoint, vecMuzzle );
m_pBeam->SetHaloScale( LaserEndPointSize() );
}
float C_NPC_Portal_FloorTurret::LaserEndPointSize( void )
{
return ( ( MAX( 0.0f, sinf( gpGlobals->curtime * M_PI + m_fPulseOffset ) ) ) * FLOOR_TURRET_PORTAL_END_POINT_PULSE_SCALE + 3.0f ) * ( IsX360() ? ( 3.0f ) : ( 1.5f ) );
}