1 //#define TURRET_DEBUG_HK
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3 #ifdef TURRET_DEBUG_HK
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7 void spawnfunc_turret_hk();
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8 void turret_hk_dinit();
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9 void turret_hk_attack();
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10 void turret_hk_missile_explode();
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11 void turret_hk_missile_think();
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12 void turret_hk_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
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13 float turret_hk_addtarget(entity e_target,entity e_sender);
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14 //void turret_hk_missile_touch();
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22 float turret_hk_addtarget(entity e_target,entity e_sender)
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26 if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
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28 self.enemy = e_target;
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36 float hk_is_valid_target(entity e_target)
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38 if (e_target == world)
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41 // If only this was used more..
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42 if (e_target.flags & FL_NOTARGET)
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46 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
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50 if (e_target.flags & FL_CLIENT)
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52 if (self.owner.target_select_playerbias < 0)
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55 if (e_target.deadflag != DEAD_NO)
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60 if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
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64 if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
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70 void turret_hk_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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72 if (attacker.team == self.team)
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75 self.velocity += force;
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77 self.health -= damage;
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79 if (self.health <= 0)
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80 turret_hk_missile_explode();
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83 void turret_hk_attack()
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85 local entity missile;
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86 //local entity flash2;
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88 sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);
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91 missile.solid = SOLID_BBOX;
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92 setmodel (missile, "models/turrets/hunter2.md3"); // precision set below
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93 setsize (missile, missile.mins,missile.maxs); // give it some size so it can be shot
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94 setorigin(missile, self.tur_shotorg_updated);
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97 missile.classname = "hk_missile";
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98 missile.owner = self;
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99 missile.bot_dodge = TRUE;
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100 missile.bot_dodgerating = self.shot_dmg;
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101 missile.takedamage = DAMAGE_YES;
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102 missile.damageforcescale = 4;
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103 missile.health = 10;
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104 missile.think = turret_hk_missile_think;
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105 missile.event_damage = turret_hk_missile_damage;
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106 missile.nextthink = time + 0.25;
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107 missile.movetype = MOVETYPE_BOUNCEMISSILE;
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108 missile.effects = EF_LOWPRECISION;
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109 missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
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110 missile.angles = vectoangles(missile.velocity);
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111 missile.touch = turret_hk_missile_explode; //turret_hk_missile_touch;
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112 missile.flags = FL_PROJECTILE;
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113 missile.enemy = self.enemy;
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114 missile.team = self.team;
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115 missile.cnt = time + 30;
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116 missile.ticrate = max(cvar("sys_ticrate"),0.05);
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118 CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET);
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120 te_explosion (missile.origin);
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122 if (self.tur_head.frame == 0)
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123 self.tur_head.frame = self.tur_head.frame + 1;
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128 void turret_hk_missile_touch()
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130 if(other == self.enemy)
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131 turret_hk_missile_explode();
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134 if(self.cnt < time)
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136 self.cnt = time + 0.25;
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137 self.health = self.health - 5;
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138 if(self.health <= 0)
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139 turret_hk_missile_explode();
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146 void turret_hk_missile_think()
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148 vector vu, vd, vf, vl, vr, ve; // Vector (direction)
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149 float fu, fd, ff, fl, fr, fe; // Fraction to solid
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150 vector olddir,wishdir,newdir; // Final direction
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151 float lt_for; // Length of Trace FORwrad
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152 float lt_seek; // Length of Trace SEEK (left, right, up down)
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153 float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
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159 self.nextthink = time + self.ticrate;
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161 //if (self.cnt < time)
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162 // turret_hk_missile_explode();
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164 if (self.enemy.deadflag != DEAD_NO)
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165 self.enemy = world;
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167 // Pick the closest valid target.
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170 e = findradius(self.origin, 5000);
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173 if (hk_is_valid_target(e))
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178 if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
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185 self.angles = vectoangles(self.velocity);
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186 self.angles_x = self.angles_x * -1;
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187 makevectors(self.angles);
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188 self.angles_x = self.angles_x * -1;
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192 edist = vlen(self.origin - self.enemy.origin);
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193 // Close enougth to do decent damage?
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194 if ( edist <= (self.owner.shot_radius * 0.25) )
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196 turret_hk_missile_explode();
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200 // Get data on enemy position
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201 pre_pos = self.enemy.origin +
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202 self.enemy.velocity *
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203 min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
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205 traceline(self.origin, pre_pos,TRUE,self.enemy);
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206 ve = normalize(pre_pos - self.origin);
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207 fe = trace_fraction;
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215 if ((fe != 1) || (self.enemy == world) || (edist > 1000))
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217 myspeed = vlen(self.velocity);
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219 lt_for = myspeed * 3;
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220 lt_seek = myspeed * 2.95;
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223 traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);
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225 ff = trace_fraction;
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227 // Find angular offset
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228 ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
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230 // To close to something, Slow down!
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231 if ( ((ff < 0.7) || (ad > 4)) && (myspeed > hk_minspeed) )
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232 myspeed = max(myspeed * hk_decel,hk_minspeed);
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234 // Failry clear, accelerate.
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235 if ( (ff > 0.7) && (myspeed < hk_maxspeed) )
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236 myspeed = min(myspeed * hk_accel,hk_maxspeed);
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238 // Setup trace pitch
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240 pt_seek = bound(0.15,pt_seek,0.8);
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241 if (ff < 0.5) pt_seek = 1;
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244 traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);
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246 fl = trace_fraction;
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249 traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
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251 fr = trace_fraction;
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254 traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
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256 fu = trace_fraction;
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259 traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
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261 fd = trace_fraction;
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263 vl = normalize(vl - self.origin);
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264 vr = normalize(vr - self.origin);
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265 vu = normalize(vu - self.origin);
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266 vd = normalize(vd - self.origin);
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268 // Panic tresh passed, find a single direction and turn as hard as we can
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272 if (fl > fr) wishdir = -1 * v_right;
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273 if (fu > fl) wishdir = v_up;
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274 if (fd > fu) wishdir = -1 * v_up;
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278 // Normalize our trace vectors to make a smooth path
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279 wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) );
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284 if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
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285 wishdir = (wishdir * (1 - fe)) + (ve * fe);
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290 // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
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291 myspeed = vlen(self.velocity);
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292 if (myspeed < hk_maxspeed)
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293 myspeed = min(myspeed * hk_accel2,hk_maxspeed);
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296 //wishdir = normalize(self.enemy.origin - (self.enemy.origin + self.enemy.velocity));
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299 if ((myspeed > hk_minspeed) && (self.cnt > time))
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300 myspeed = min(myspeed * hk_accel2,hk_maxspeed);
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303 if (self.cnt < time)
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305 self.cnt = time + 0.25;
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306 self.nextthink = 0;
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307 self.movetype = MOVETYPE_BOUNCE;
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308 sound (self, CHAN_VOICE, "", 0.4 * VOL_BASE, ATTN_NORM);
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312 // Calculate new heading
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313 olddir = normalize(self.velocity);
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315 newdir = normalize(olddir + wishdir * cvar("g_turrets_unit_hk_std_shot_speed_turnrate"));
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317 //fu = (1 / hk_maxspeed) * myspeed;
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318 //fd = fu - (0.75 - 0.25);
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319 //newdir = normalize(olddir + wishdir * fd);
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321 // Set heading & speed
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322 self.velocity = newdir * myspeed;
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324 // Align model with new heading
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325 self.angles = vectoangles(self.velocity);
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328 #ifdef TURRET_DEBUG_HK
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329 //if(self.atime < time) {
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330 if ((fe <= 0.99)||(edist > 1000))
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332 te_lightning2(world,self.origin, self.origin + vr * lt_seek);
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333 te_lightning2(world,self.origin, self.origin + vl * lt_seek);
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334 te_lightning2(world,self.origin, self.origin + vu * lt_seek);
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335 te_lightning2(world,self.origin, self.origin + vd * lt_seek);
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336 te_lightning2(world,self.origin, vf);
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340 te_lightning2(world,self.origin, self.enemy.origin);
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342 bprint("Speed: ", ftos(rint(myspeed)), "\n");
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343 bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
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344 bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
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345 self.atime = time + 0.2;
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349 UpdateCSQCProjectile(self);
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352 void turret_hk_missile_explode()
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357 if(self.event_damage != SUB_Null)
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359 self.event_damage = SUB_Null;
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360 self.think = turret_hk_missile_explode;
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361 self.nextthink = time;
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365 if ((other == self.owner)||(other == self.owner.tur_head))
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369 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
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370 org2 = findbetterlocation (self.origin, 16);
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372 // LordHavoc: TE_TEI_BIGEXPLOSION
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373 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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374 WriteByte (MSG_BROADCAST, 78);
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375 WriteCoord (MSG_BROADCAST, org2_x);
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376 WriteCoord (MSG_BROADCAST, org2_y);
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377 WriteCoord (MSG_BROADCAST, org2_z);
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379 self.event_damage = SUB_Null;
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380 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);
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382 #ifdef TURRET_DEBUG
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383 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
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384 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
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387 // Target dead, get another is still targeting the same.
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388 if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
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389 self.owner.enemy = world;
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394 void turret_hk_postthink()
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396 if (cvar("g_turrets_reloadcvars"))
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398 hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
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399 hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
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400 hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
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401 hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
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402 hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
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405 if (self.tur_head.frame != 0)
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406 self.tur_head.frame = self.tur_head.frame + 1;
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408 if (self.tur_head.frame > 5)
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409 self.tur_head.frame = 0;
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413 void turret_hk_dinit()
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415 if (self.netname == "") self.netname = "Hunter-killer turret";
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417 hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
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418 hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
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419 hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
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420 hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
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421 hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
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423 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;
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425 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
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427 self.aim_flags = TFL_AIM_SIMPLE;
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429 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
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431 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
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433 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
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435 self.shoot_flags = TFL_SHOOT_CLEARTARGET;
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437 if (turret_stdproc_init("hk_std") == 0)
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443 self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
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445 setmodel(self,"models/turrets/base.md3");
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446 setmodel(self.tur_head,"models/turrets/hk.md3");
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448 if (!turret_tag_setup(0))
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449 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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451 // Our fire routine
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452 self.turret_firefunc = turret_hk_attack;
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454 // re-color badge & handle recoil effect
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455 self.turret_postthink = turret_hk_postthink;
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457 // What to do when reciveing foreign target data
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458 self.turret_addtarget = turret_hk_addtarget;
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462 * Turret that fires Hunter-killer missiles.
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463 * Missiles seek their target and try to avoid obstacles. If target dies early, they
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464 * pick a new one on their own.
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467 /*QUAKED turret_hk (0 .5 .8) ?
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468 hunter-killer missiles.
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471 void spawnfunc_turret_hk()
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473 //precache_model ( "models/turrets/hunter2.md3");
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474 //precache_model ("models/turrets/base.md3");
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475 //precache_model ("models/turrets/hk.md3");
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477 self.think = turret_hk_dinit;
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478 self.nextthink = time + 0.5;
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