1 #ifndef TURRET_WALKER_H
2 #define TURRET_WALKER_H
4 //#define WALKER_FANCYPATHING
6 #include "walker_weapon.qc"
8 CLASS(WalkerTurret, Turret)
9 /* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE);
10 /* mins */ ATTRIB(WalkerTurret, mins, vector, '-70 -70 0');
11 /* maxs */ ATTRIB(WalkerTurret, maxs, vector, '70 70 95');
12 /* modelname */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3");
13 /* model */ ATTRIB_STRZONE(WalkerTurret, model, string, strcat("models/turrets/", this.mdl));
14 /* head_model */ ATTRIB_STRZONE(WalkerTurret, head_model, string, strcat("models/turrets/", "walker_head_minigun.md3"));
15 /* netname */ ATTRIB(WalkerTurret, netname, string, "walker");
16 /* fullname */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret"));
17 ATTRIB(WalkerTurret, m_weapon, Weapon, WEP_WALKER);
18 ENDCLASS(WalkerTurret)
19 REGISTER_TURRET(WALKER, NEW(WalkerTurret));
25 #include "walker_weapon.qc"
29 float autocvar_g_turrets_unit_walker_melee_damage;
30 float autocvar_g_turrets_unit_walker_melee_force;
31 float autocvar_g_turrets_unit_walker_melee_range;
32 float autocvar_g_turrets_unit_walker_rocket_damage;
33 float autocvar_g_turrets_unit_walker_rocket_radius;
34 float autocvar_g_turrets_unit_walker_rocket_force;
35 float autocvar_g_turrets_unit_walker_rocket_speed;
36 float autocvar_g_turrets_unit_walker_rocket_range;
37 float autocvar_g_turrets_unit_walker_rocket_range_min;
38 float autocvar_g_turrets_unit_walker_rocket_refire;
39 float autocvar_g_turrets_unit_walker_rocket_turnrate;
40 float autocvar_g_turrets_unit_walker_speed_stop;
41 float autocvar_g_turrets_unit_walker_speed_walk;
42 float autocvar_g_turrets_unit_walker_speed_run;
43 float autocvar_g_turrets_unit_walker_speed_jump;
44 float autocvar_g_turrets_unit_walker_speed_swim;
45 float autocvar_g_turrets_unit_walker_speed_roam;
46 float autocvar_g_turrets_unit_walker_turn;
47 float autocvar_g_turrets_unit_walker_turn_walk;
48 float autocvar_g_turrets_unit_walker_turn_strafe;
49 float autocvar_g_turrets_unit_walker_turn_swim;
50 float autocvar_g_turrets_unit_walker_turn_run;
52 const int ANIM_NO = 0;
53 const int ANIM_TURN = 1;
54 const int ANIM_WALK = 2;
55 const int ANIM_RUN = 3;
56 const int ANIM_STRAFE_L = 4;
57 const int ANIM_STRAFE_R = 5;
58 const int ANIM_JUMP = 6;
59 const int ANIM_LAND = 7;
60 const int ANIM_PAIN = 8;
61 const int ANIM_MELEE = 9;
62 const int ANIM_SWIM = 10;
63 const int ANIM_ROAM = 11;
68 #define WALKER_PATH(s,e) pathlib_astar(s,e)
70 float walker_firecheck()
72 if (self.animflag == ANIM_MELEE)
75 return turret_firecheck();
78 void walker_melee_do_dmg()
83 makevectors(self.angles);
84 where = self.origin + v_forward * 128;
86 e = findradius(where,32);
89 if (turret_validate_target(self, e, self.target_validate_flags))
90 if (e != self && e.owner != self)
91 Damage(e, self, self, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE.m_id, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
97 void walker_setnoanim()
99 turrets_setframe(ANIM_NO, false);
100 self.animflag = self.frame;
102 void walker_rocket_explode()
104 RadiusDamage (self, self.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), self, world, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET.m_id, world);
108 void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
110 self.health = self.health - damage;
111 self.velocity = self.velocity + vforce;
113 if (self.health <= 0)
114 W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
117 #define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
118 void walker_rocket_loop();
119 void walker_rocket_think()
126 self.nextthink = time;
128 edist = vlen(self.enemy.origin - self.origin);
130 // Simulate crude guidance
134 self.tur_shotorg = randomvec() * min(edist, 64);
136 self.tur_shotorg = randomvec() * min(edist, 256);
138 self.cnt = time + 0.5;
142 self.tur_shotorg = '0 0 0';
144 if (self.max_health < time)
146 self.think = walker_rocket_explode;
147 self.nextthink = time;
151 if (self.shot_dmg != 1337 && random() < 0.01)
153 walker_rocket_loop();
157 m_speed = vlen(self.velocity);
159 // Enemy dead? just keep on the current heading then.
160 if (self.enemy == world || IS_DEAD(self.enemy))
165 itime = max(edist / m_speed, 1);
166 newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
169 newdir = normalize(self.velocity);
174 void walker_rocket_loop3()
177 self.nextthink = time;
179 if (self.max_health < time)
181 self.think = walker_rocket_explode;
185 if (vlen(self.origin - self.tur_shotorg) < 100 )
187 self.think = walker_rocket_think;
191 newdir = steerlib_pull(self.tur_shotorg);
194 self.angles = vectoangles(self.velocity);
197 void walker_rocket_loop2()
201 self.nextthink = time;
203 if (self.max_health < time)
205 self.think = walker_rocket_explode;
209 if (vlen(self.origin - self.tur_shotorg) < 100 )
211 self.tur_shotorg = self.origin - '0 0 200';
212 self.think = walker_rocket_loop3;
216 newdir = steerlib_pull(self.tur_shotorg);
220 void walker_rocket_loop()
222 self.nextthink = time;
223 self.tur_shotorg = self.origin + '0 0 300';
224 self.think = walker_rocket_loop2;
225 self.shot_dmg = 1337;
228 void walker_fire_rocket(vector org)
232 fixedmakevectors(self.angles);
236 rocket = new(walker_rocket);
237 setorigin(rocket, org);
239 sound (self, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
240 setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
243 rocket.bot_dodge = true;
244 rocket.bot_dodgerating = 50;
245 rocket.takedamage = DAMAGE_YES;
246 rocket.damageforcescale = 2;
248 rocket.tur_shotorg = randomvec() * 512;
249 rocket.cnt = time + 1;
250 rocket.enemy = self.enemy;
253 rocket.think = walker_rocket_loop;
255 rocket.think = walker_rocket_think;
257 rocket.event_damage = walker_rocket_damage;
259 rocket.nextthink = time;
260 rocket.movetype = MOVETYPE_FLY;
261 rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
262 rocket.angles = vectoangles(rocket.velocity);
263 rocket.touch = walker_rocket_explode;
264 rocket.flags = FL_PROJECTILE;
265 rocket.solid = SOLID_BBOX;
266 rocket.max_health = time + 9;
267 rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
269 CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
272 .vector enemy_last_loc;
273 .float enemy_last_time;
274 void walker_move_to(vector _target, float _dist)
276 switch (self.waterlevel)
278 case WATERLEVEL_NONE:
280 self.animflag = ANIM_RUN;
282 self.animflag = ANIM_WALK;
283 case WATERLEVEL_WETFEET:
284 case WATERLEVEL_SWIMMING:
285 if (self.animflag != ANIM_SWIM)
286 self.animflag = ANIM_WALK;
288 self.animflag = ANIM_SWIM;
290 case WATERLEVEL_SUBMERGED:
291 self.animflag = ANIM_SWIM;
294 self.moveto = _target;
295 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
299 self.enemy_last_loc = _target;
300 self.enemy_last_time = time;
304 void walker_move_path()
306 #ifdef WALKER_FANCYPATHING
307 // Are we close enougth to a path node to switch to the next?
308 if (vlen(self.origin - self.pathcurrent.origin) < 64)
309 if (self.pathcurrent.path_next == world)
311 // Path endpoint reached
312 pathlib_deletepath(self.pathcurrent.owner);
313 self.pathcurrent = world;
317 if (self.pathgoal.use)
320 if (self.pathgoal.enemy)
322 self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
323 self.pathgoal = self.pathgoal.enemy;
327 self.pathgoal = world;
330 self.pathcurrent = self.pathcurrent.path_next;
332 self.moveto = self.pathcurrent.origin;
333 self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
334 walker_move_to(self.moveto, 0);
337 if (vlen(self.origin - self.pathcurrent.origin) < 64)
338 self.pathcurrent = self.pathcurrent.enemy;
340 if(!self.pathcurrent)
343 self.moveto = self.pathcurrent.origin;
344 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
345 walker_move_to(self.moveto, 0);
349 spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
351 METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur))
353 fixedmakevectors(self.angles);
355 if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
357 else if (self.enemy == world)
363 if(self.enemy_last_time != 0)
365 if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
366 self.enemy_last_time = 0;
368 walker_move_to(self.enemy_last_loc, 0);
372 if(self.animflag != ANIM_NO)
374 traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
376 if(trace_fraction != 1.0)
377 self.tur_head.idletime = -1337;
380 traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
381 if(trace_fraction == 1.0)
382 self.tur_head.idletime = -1337;
385 if(self.tur_head.idletime == -1337)
387 self.moveto = self.origin + randomvec() * 256;
388 self.tur_head.idletime = 0;
391 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
392 self.moveto_z = self.origin_z + 64;
393 walker_move_to(self.moveto, 0);
396 if(self.idletime < time)
398 if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
400 self.idletime = time + 1 + random() * 5;
401 self.moveto = self.origin;
402 self.animflag = ANIM_NO;
406 self.animflag = ANIM_WALK;
407 self.idletime = time + 4 + random() * 2;
408 self.moveto = self.origin + randomvec() * 256;
409 self.tur_head.moveto = self.moveto;
410 self.tur_head.idletime = 0;
418 if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
422 wish_angle = angleofs(self, self.enemy);
423 if (self.animflag != ANIM_SWIM)
424 if (fabs(wish_angle_y) < 15)
426 self.moveto = self.enemy.origin;
427 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
428 self.animflag = ANIM_MELEE;
431 else if (self.tur_head.attack_finished_single[0] < time)
433 if(self.tur_head.shot_volly)
435 self.animflag = ANIM_NO;
437 self.tur_head.shot_volly = self.tur_head.shot_volly -1;
438 if(self.tur_head.shot_volly == 0)
439 self.tur_head.attack_finished_single[0] = time + (autocvar_g_turrets_unit_walker_rocket_refire);
441 self.tur_head.attack_finished_single[0] = time + 0.2;
443 if(self.tur_head.shot_volly > 1)
444 walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
446 walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
450 if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
451 if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
452 self.tur_head.shot_volly = 4;
457 if (self.animflag != ANIM_MELEE)
458 walker_move_to(self.enemy.origin, self.tur_dist_enemy);
464 float turny = 0, turnx = 0;
467 real_angle = vectoangles(self.steerto) - self.angles;
468 vz = self.velocity_z;
470 switch (self.animflag)
473 movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
477 turny = (autocvar_g_turrets_unit_walker_turn);
478 movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
482 turny = (autocvar_g_turrets_unit_walker_turn_walk);
483 movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
487 turny = (autocvar_g_turrets_unit_walker_turn_run);
488 movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
492 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
493 movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
497 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
498 movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
502 self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
509 if(self.frame != ANIM_PAIN)
510 defer(self, 0.25, walker_setnoanim);
515 if(self.frame != ANIM_MELEE)
517 defer(self, 0.41, walker_setnoanim);
518 defer(self, 0.21, walker_melee_do_dmg);
521 movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
525 turny = (autocvar_g_turrets_unit_walker_turn_swim);
526 turnx = (autocvar_g_turrets_unit_walker_turn_swim);
528 self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
529 movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
530 vz = self.velocity_z + sin(time * 4) * 8;
534 turny = (autocvar_g_turrets_unit_walker_turn_walk);
535 movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
541 turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
542 self.angles_y += turny;
547 turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
548 self.angles_x += turnx;
551 self.velocity_z = vz;
555 if(self.origin != self.oldorigin)
556 self.SendFlags |= TNSF_MOVE;
558 self.oldorigin = self.origin;
559 turrets_setframe(self.animflag, false);
561 METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it))
563 #ifdef WALKER_FANCYPATHING
565 pathlib_deletepath(it.pathcurrent.owner);
567 it.pathcurrent = NULL;
569 METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
575 // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
576 if(it.movetype == MOVETYPE_WALK)
579 setorigin(it, it.pos1);
584 it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
585 it.aim_flags = TFL_AIM_LEAD;
586 it.turret_flags |= TUR_FLAG_HITSCAN;
588 it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
589 it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
590 it.iscreature = true;
591 it.teleportable = TELEPORT_NORMAL;
592 it.damagedbycontents = true;
593 it.solid = SOLID_SLIDEBOX;
594 it.takedamage = DAMAGE_AIM;
595 if(it.movetype != MOVETYPE_WALK)
597 setorigin(it, it.origin);
598 tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
599 setorigin(it, trace_endpos + '0 0 4');
603 it.movetype = MOVETYPE_WALK;
604 it.idle_aim = '0 0 0';
605 it.turret_firecheckfunc = walker_firecheck;
609 e = find(world, targetname, it.target);
612 LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
616 if (e.classname != "turret_checkpoint")
617 LOG_TRACE("Warning: not a turrret path\n");
620 #ifdef WALKER_FANCYPATHING
621 it.pathcurrent = WALKER_PATH(it.origin, e.origin);
633 #include <common/physics/movelib.qh>
635 void walker_draw(entity this)
639 dt = time - self.move_time;
640 self.move_time = time;
644 fixedmakevectors(self.angles);
645 movelib_groundalign4point(300, 100, 0.25, 45);
646 setorigin(self, self.origin + self.velocity * dt);
647 self.tur_head.angles += dt * self.tur_head.move_avelocity;
648 self.angles_y = self.move_angles_y;
650 if (self.health < 127)
652 te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
655 METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
658 it.movetype = MOVETYPE_BOUNCE;
659 it.move_movetype = MOVETYPE_BOUNCE;
660 it.move_origin = it.origin;
662 it.draw = walker_draw;