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 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
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93 setorigin(missile, self.tur_shotorg_updated);
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96 missile.classname = "hk_missile";
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97 missile.owner = self;
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98 missile.bot_dodge = TRUE;
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99 missile.bot_dodgerating = self.shot_dmg;
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100 missile.takedamage = DAMAGE_YES;
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101 missile.damageforcescale = 4;
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102 missile.health = 10;
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103 missile.think = turret_hk_missile_think;
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104 missile.event_damage = turret_hk_missile_damage;
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105 missile.nextthink = time + 0.25;
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106 missile.movetype = MOVETYPE_BOUNCEMISSILE;
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107 missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
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108 missile.angles = vectoangles(missile.velocity);
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109 missile.touch = turret_hk_missile_explode; //turret_hk_missile_touch;
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110 missile.flags = FL_PROJECTILE;
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111 missile.enemy = self.enemy;
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112 missile.team = self.team;
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113 missile.cnt = time + 30;
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114 missile.ticrate = max(cvar("sys_ticrate"),0.05);
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116 CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, fly sound
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118 te_explosion (missile.origin);
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120 if (self.tur_head.frame == 0)
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121 self.tur_head.frame = self.tur_head.frame + 1;
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126 void turret_hk_missile_touch()
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128 if(other == self.enemy)
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129 turret_hk_missile_explode();
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132 if(self.cnt < time)
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134 self.cnt = time + 0.25;
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135 self.health = self.health - 5;
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136 if(self.health <= 0)
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137 turret_hk_missile_explode();
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144 void turret_hk_missile_think()
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146 vector vu, vd, vf, vl, vr, ve; // Vector (direction)
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147 float fu, fd, ff, fl, fr, fe; // Fraction to solid
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148 vector olddir,wishdir,newdir; // Final direction
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149 float lt_for; // Length of Trace FORwrad
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150 float lt_seek; // Length of Trace SEEK (left, right, up down)
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151 float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
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157 self.nextthink = time + self.ticrate;
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159 //if (self.cnt < time)
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160 // turret_hk_missile_explode();
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162 if (self.enemy.deadflag != DEAD_NO)
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163 self.enemy = world;
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165 // Pick the closest valid target.
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168 e = findradius(self.origin, 5000);
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171 if (hk_is_valid_target(e))
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176 if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
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183 self.angles = vectoangles(self.velocity);
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184 self.angles_x = self.angles_x * -1;
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185 makevectors(self.angles);
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186 self.angles_x = self.angles_x * -1;
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190 edist = vlen(self.origin - self.enemy.origin);
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191 // Close enougth to do decent damage?
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192 if ( edist <= (self.owner.shot_radius * 0.25) )
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194 turret_hk_missile_explode();
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198 // Get data on enemy position
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199 pre_pos = self.enemy.origin +
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200 self.enemy.velocity *
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201 min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
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203 traceline(self.origin, pre_pos,TRUE,self.enemy);
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204 ve = normalize(pre_pos - self.origin);
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205 fe = trace_fraction;
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213 if ((fe != 1) || (self.enemy == world) || (edist > 1000))
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215 myspeed = vlen(self.velocity);
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217 lt_for = myspeed * 3;
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218 lt_seek = myspeed * 2.95;
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221 traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);
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223 ff = trace_fraction;
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225 // Find angular offset
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226 ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
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228 // To close to something, Slow down!
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229 if ( ((ff < 0.7) || (ad > 4)) && (myspeed > hk_minspeed) )
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230 myspeed = max(myspeed * hk_decel,hk_minspeed);
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232 // Failry clear, accelerate.
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233 if ( (ff > 0.7) && (myspeed < hk_maxspeed) )
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234 myspeed = min(myspeed * hk_accel,hk_maxspeed);
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236 // Setup trace pitch
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238 pt_seek = bound(0.15,pt_seek,0.8);
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239 if (ff < 0.5) pt_seek = 1;
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242 traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);
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244 fl = trace_fraction;
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247 traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
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249 fr = trace_fraction;
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252 traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
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254 fu = trace_fraction;
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257 traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
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259 fd = trace_fraction;
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261 vl = normalize(vl - self.origin);
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262 vr = normalize(vr - self.origin);
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263 vu = normalize(vu - self.origin);
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264 vd = normalize(vd - self.origin);
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266 // Panic tresh passed, find a single direction and turn as hard as we can
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270 if (fl > fr) wishdir = -1 * v_right;
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271 if (fu > fl) wishdir = v_up;
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272 if (fd > fu) wishdir = -1 * v_up;
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276 // Normalize our trace vectors to make a smooth path
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277 wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) );
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282 if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
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283 wishdir = (wishdir * (1 - fe)) + (ve * fe);
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288 // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
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289 myspeed = vlen(self.velocity);
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290 if (myspeed < hk_maxspeed)
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291 myspeed = min(myspeed * hk_accel2,hk_maxspeed);
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294 //wishdir = normalize(self.enemy.origin - (self.enemy.origin + self.enemy.velocity));
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297 if ((myspeed > hk_minspeed) && (self.cnt > time))
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298 myspeed = min(myspeed * hk_accel2,hk_maxspeed);
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301 if (self.cnt < time)
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303 self.cnt = time + 0.25;
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304 self.nextthink = 0;
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305 self.movetype = MOVETYPE_BOUNCE;
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306 sound (self, CHAN_VOICE, "", 0.4 * VOL_BASE, ATTN_NORM);
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310 // Calculate new heading
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311 olddir = normalize(self.velocity);
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313 newdir = normalize(olddir + wishdir * cvar("g_turrets_unit_hk_std_shot_speed_turnrate"));
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315 //fu = (1 / hk_maxspeed) * myspeed;
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316 //fd = fu - (0.75 - 0.25);
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317 //newdir = normalize(olddir + wishdir * fd);
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319 // Set heading & speed
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320 self.velocity = newdir * myspeed;
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322 // Align model with new heading
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323 self.angles = vectoangles(self.velocity);
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326 #ifdef TURRET_DEBUG_HK
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327 //if(self.atime < time) {
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328 if ((fe <= 0.99)||(edist > 1000))
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330 te_lightning2(world,self.origin, self.origin + vr * lt_seek);
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331 te_lightning2(world,self.origin, self.origin + vl * lt_seek);
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332 te_lightning2(world,self.origin, self.origin + vu * lt_seek);
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333 te_lightning2(world,self.origin, self.origin + vd * lt_seek);
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334 te_lightning2(world,self.origin, vf);
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338 te_lightning2(world,self.origin, self.enemy.origin);
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340 bprint("Speed: ", ftos(rint(myspeed)), "\n");
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341 bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
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342 bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
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343 self.atime = time + 0.2;
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347 UpdateCSQCProjectile(self);
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350 void turret_hk_missile_explode()
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355 if(self.event_damage != SUB_Null)
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357 self.event_damage = SUB_Null;
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358 self.think = turret_hk_missile_explode;
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359 self.nextthink = time;
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363 if ((other == self.owner)||(other == self.owner.tur_head))
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367 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
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368 org2 = findbetterlocation (self.origin, 16);
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370 // LordHavoc: TE_TEI_BIGEXPLOSION
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371 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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372 WriteByte (MSG_BROADCAST, 78);
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373 WriteCoord (MSG_BROADCAST, org2_x);
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374 WriteCoord (MSG_BROADCAST, org2_y);
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375 WriteCoord (MSG_BROADCAST, org2_z);
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377 self.event_damage = SUB_Null;
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378 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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380 #ifdef TURRET_DEBUG
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381 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
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382 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
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385 // Target dead, get another is still targeting the same.
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386 if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
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387 self.owner.enemy = world;
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392 void turret_hk_postthink()
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394 if (cvar("g_turrets_reloadcvars"))
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396 hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
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397 hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
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398 hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
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399 hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
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400 hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
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403 if (self.tur_head.frame != 0)
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404 self.tur_head.frame = self.tur_head.frame + 1;
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406 if (self.tur_head.frame > 5)
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407 self.tur_head.frame = 0;
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411 void turret_hk_dinit()
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413 if (self.netname == "") self.netname = "Hunter-killer turret";
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415 hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
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416 hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
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417 hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
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418 hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
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419 hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
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421 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;
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423 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
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425 self.aim_flags = TFL_AIM_SIMPLE;
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427 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
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429 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
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431 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
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433 self.shoot_flags = TFL_SHOOT_CLEARTARGET;
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435 if (turret_stdproc_init("hk_std") == 0)
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441 self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
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443 setmodel(self,"models/turrets/base.md3");
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444 setmodel(self.tur_head,"models/turrets/hk.md3");
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446 if (!turret_tag_setup(0))
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447 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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449 // Our fire routine
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450 self.turret_firefunc = turret_hk_attack;
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452 // re-color badge & handle recoil effect
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453 self.turret_postthink = turret_hk_postthink;
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455 // What to do when reciveing foreign target data
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456 self.turret_addtarget = turret_hk_addtarget;
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460 * Turret that fires Hunter-killer missiles.
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461 * Missiles seek their target and try to avoid obstacles. If target dies early, they
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462 * pick a new one on their own.
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465 /*QUAKED turret_hk (0 .5 .8) ?
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466 hunter-killer missiles.
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469 void spawnfunc_turret_hk()
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471 //precache_model ( "models/turrets/hunter2.md3");
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472 //precache_model ("models/turrets/base.md3");
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473 //precache_model ("models/turrets/hk.md3");
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475 self.think = turret_hk_dinit;
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476 self.nextthink = time + 0.5;
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