1 //#define TURRET_DEBUG_HK
7 void spawnfunc_turret_hk();
8 void turret_hk_dinit();
9 void turret_hk_attack();
10 void turret_hk_missile_explode();
11 void turret_hk_missile_think();
12 void turret_hk_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
13 float turret_hk_addtarget(entity e_target,entity e_sender);
14 //void turret_hk_missile_touch();
22 float turret_hk_addtarget(entity e_target,entity e_sender)
26 if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
28 self.enemy = e_target;
36 float hk_is_valid_target(entity e_target)
38 if (e_target == world)
41 // If only this was used more..
42 if (e_target.flags & FL_NOTARGET)
46 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
50 if (e_target.flags & FL_CLIENT)
52 if (self.owner.target_select_playerbias < 0)
55 if (e_target.deadflag != DEAD_NO)
60 if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
64 if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
70 void turret_hk_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
72 if (attacker.team == self.team)
75 self.velocity += force;
77 self.health -= damage;
80 turret_hk_missile_explode();
83 void turret_hk_attack()
86 //local entity flash2;
88 sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);
91 missile.solid = SOLID_BBOX;
92 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
93 setorigin(missile, self.tur_shotorg);
96 missile.classname = "hk_missile";
98 missile.bot_dodge = TRUE;
99 missile.bot_dodgerating = self.shot_dmg;
100 missile.takedamage = DAMAGE_YES;
101 missile.damageforcescale = 4;
103 missile.think = turret_hk_missile_think;
104 missile.event_damage = turret_hk_missile_damage;
105 missile.nextthink = time + 0.25;
106 missile.movetype = MOVETYPE_BOUNCEMISSILE;
107 missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
108 missile.angles = vectoangles(missile.velocity);
109 missile.touch = turret_hk_missile_explode; //turret_hk_missile_touch;
110 missile.flags = FL_PROJECTILE;
111 missile.enemy = self.enemy;
112 missile.team = self.team;
113 missile.cnt = time + 30;
114 missile.ticrate = max(cvar("sys_ticrate"),0.05);
116 CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, fly sound
118 te_explosion (missile.origin);
120 if (self.tur_head.frame == 0)
121 self.tur_head.frame = self.tur_head.frame + 1;
126 void turret_hk_missile_touch()
128 if(other == self.enemy)
129 turret_hk_missile_explode();
134 self.cnt = time + 0.25;
135 self.health = self.health - 5;
137 turret_hk_missile_explode();
144 void turret_hk_missile_think()
146 vector vu, vd, vf, vl, vr, ve; // Vector (direction)
147 float fu, fd, ff, fl, fr, fe; // Fraction to solid
148 vector olddir,wishdir,newdir; // Final direction
149 float lt_for; // Length of Trace FORwrad
150 float lt_seek; // Length of Trace SEEK (left, right, up down)
151 float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
157 self.nextthink = time + self.ticrate;
159 //if (self.cnt < time)
160 // turret_hk_missile_explode();
162 if (self.enemy.deadflag != DEAD_NO)
165 // Pick the closest valid target.
168 e = findradius(self.origin, 5000);
171 if (hk_is_valid_target(e))
176 if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
183 self.angles = vectoangles(self.velocity);
184 self.angles_x = self.angles_x * -1;
185 makevectors(self.angles);
186 self.angles_x = self.angles_x * -1;
190 edist = vlen(self.origin - self.enemy.origin);
191 // Close enougth to do decent damage?
192 if ( edist <= (self.owner.shot_radius * 0.25) )
194 turret_hk_missile_explode();
198 // Get data on enemy position
199 pre_pos = self.enemy.origin +
200 self.enemy.velocity *
201 min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
203 traceline(self.origin, pre_pos,TRUE,self.enemy);
204 ve = normalize(pre_pos - self.origin);
213 if ((fe != 1) || (self.enemy == world) || (edist > 1000))
215 myspeed = vlen(self.velocity);
217 lt_for = myspeed * 3;
218 lt_seek = myspeed * 2.95;
221 traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);
225 // Find angular offset
226 ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
228 // To close to something, Slow down!
229 if ( ((ff < 0.7) || (ad > 4)) && (myspeed > hk_minspeed) )
230 myspeed = max(myspeed * hk_decel,hk_minspeed);
232 // Failry clear, accelerate.
233 if ( (ff > 0.7) && (myspeed < hk_maxspeed) )
234 myspeed = min(myspeed * hk_accel,hk_maxspeed);
238 pt_seek = bound(0.15,pt_seek,0.8);
239 if (ff < 0.5) pt_seek = 1;
242 traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);
247 traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
252 traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
257 traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
261 vl = normalize(vl - self.origin);
262 vr = normalize(vr - self.origin);
263 vu = normalize(vu - self.origin);
264 vd = normalize(vd - self.origin);
266 // Panic tresh passed, find a single direction and turn as hard as we can
270 if (fl > fr) wishdir = -1 * v_right;
271 if (fu > fl) wishdir = v_up;
272 if (fd > fu) wishdir = -1 * v_up;
276 // Normalize our trace vectors to make a smooth path
277 wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) );
282 if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
283 wishdir = (wishdir * (1 - fe)) + (ve * fe);
288 // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
289 myspeed = vlen(self.velocity);
290 if (myspeed < hk_maxspeed)
291 myspeed = min(myspeed * hk_accel2,hk_maxspeed);
294 //wishdir = normalize(self.enemy.origin - (self.enemy.origin + self.enemy.velocity));
297 if ((myspeed > hk_minspeed) && (self.cnt > time))
298 myspeed = min(myspeed * hk_accel2,hk_maxspeed);
303 self.cnt = time + 0.25;
305 self.movetype = MOVETYPE_BOUNCE;
306 sound (self, CHAN_VOICE, "", 0.4 * VOL_BASE, ATTN_NORM);
310 // Calculate new heading
311 olddir = normalize(self.velocity);
313 newdir = normalize(olddir + wishdir * cvar("g_turrets_unit_hk_std_shot_speed_turnrate"));
315 //fu = (1 / hk_maxspeed) * myspeed;
316 //fd = fu - (0.75 - 0.25);
317 //newdir = normalize(olddir + wishdir * fd);
319 // Set heading & speed
320 self.velocity = newdir * myspeed;
322 // Align model with new heading
323 self.angles = vectoangles(self.velocity);
326 #ifdef TURRET_DEBUG_HK
327 //if(self.atime < time) {
328 if ((fe <= 0.99)||(edist > 1000))
330 te_lightning2(world,self.origin, self.origin + vr * lt_seek);
331 te_lightning2(world,self.origin, self.origin + vl * lt_seek);
332 te_lightning2(world,self.origin, self.origin + vu * lt_seek);
333 te_lightning2(world,self.origin, self.origin + vd * lt_seek);
334 te_lightning2(world,self.origin, vf);
338 te_lightning2(world,self.origin, self.enemy.origin);
340 bprint("Speed: ", ftos(rint(myspeed)), "\n");
341 bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
342 bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
343 self.atime = time + 0.2;
347 UpdateCSQCProjectile(self);
350 void turret_hk_missile_explode()
355 if(self.event_damage != SUB_Null)
357 self.event_damage = SUB_Null;
358 self.think = turret_hk_missile_explode;
359 self.nextthink = time;
363 if ((other == self.owner)||(other == self.owner.tur_head))
366 //w_deathtypestring = "got hunted to extinction";
368 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
369 org2 = findbetterlocation (self.origin, 16);
371 // LordHavoc: TE_TEI_BIGEXPLOSION
372 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
373 WriteByte (MSG_BROADCAST, 78);
374 WriteCoord (MSG_BROADCAST, org2_x);
375 WriteCoord (MSG_BROADCAST, org2_y);
376 WriteCoord (MSG_BROADCAST, org2_z);
378 self.event_damage = SUB_Null;
379 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world, 0);
382 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
383 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
386 // Target dead, get another is still targeting the same.
387 if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
388 self.owner.enemy = world;
393 void turret_hk_postthink()
395 if (cvar("g_turrets_reloadcvars"))
397 hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
398 hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
399 hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
400 hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
401 hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
404 if (self.tur_head.frame != 0)
405 self.tur_head.frame = self.tur_head.frame + 1;
407 if (self.tur_head.frame > 5)
408 self.tur_head.frame = 0;
412 void turret_hk_dinit()
414 if (self.netname == "") self.netname = "Hunter-killer turret";
416 hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
417 hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
418 hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
419 hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
420 hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
422 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;
424 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
426 self.aim_flags = TFL_AIM_SIMPLE;
428 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
430 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
432 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
434 self.shoot_flags = TFL_SHOOT_CLEARTARGET;
436 if (turret_stdproc_init("hk_std",0) == 0)
442 self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
444 setmodel(self,"models/turrets/base.md3");
445 setmodel(self.tur_head,"models/turrets/hk.md3");
447 if (!turret_tag_setup())
448 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
451 self.turret_firefunc = turret_hk_attack;
453 // re-color badge & handle recoil effect
454 self.turret_postthink = turret_hk_postthink;
456 // What to do when reciveing foreign target data
457 self.turret_addtarget = turret_hk_addtarget;
461 * Turret that fires Hunter-killer missiles.
462 * Missiles seek their target and try to avoid obstacles. If target dies early, they
463 * pick a new one on their own.
466 /*QUAKED turret_hk (0 .5 .8) ?
467 hunter-killer missiles.
470 void spawnfunc_turret_hk()
472 //precache_model ( "models/turrets/hunter2.md3");
473 precache_model ("models/turrets/base.md3");
474 precache_model ("models/turrets/hk.md3");
476 self.think = turret_hk_dinit;
477 self.nextthink = time + 0.5;