4 CLASS(WalkerTurret, Turret)
5 /* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE);
6 /* mins */ ATTRIB(WalkerTurret, mins, vector, '-70 -70 0');
7 /* maxs */ ATTRIB(WalkerTurret, maxs, vector, '70 70 95');
8 /* modelname */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3");
9 /* model */ ATTRIB(WalkerTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
10 /* head_model */ ATTRIB(WalkerTurret, head_model, string, strzone(strcat("models/turrets/", "walker_head_minigun.md3")));
11 /* netname */ ATTRIB(WalkerTurret, netname, string, "walker");
12 /* fullname */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret"));
13 ENDCLASS(WalkerTurret)
15 REGISTER_TURRET(WALKER, NEW(WalkerTurret));
21 float autocvar_g_turrets_unit_walker_melee_damage;
22 float autocvar_g_turrets_unit_walker_melee_force;
23 float autocvar_g_turrets_unit_walker_melee_range;
24 float autocvar_g_turrets_unit_walker_rocket_damage;
25 float autocvar_g_turrets_unit_walker_rocket_radius;
26 float autocvar_g_turrets_unit_walker_rocket_force;
27 float autocvar_g_turrets_unit_walker_rocket_speed;
28 float autocvar_g_turrets_unit_walker_rocket_range;
29 float autocvar_g_turrets_unit_walker_rocket_range_min;
30 float autocvar_g_turrets_unit_walker_rocket_refire;
31 float autocvar_g_turrets_unit_walker_rocket_turnrate;
32 float autocvar_g_turrets_unit_walker_speed_stop;
33 float autocvar_g_turrets_unit_walker_speed_walk;
34 float autocvar_g_turrets_unit_walker_speed_run;
35 float autocvar_g_turrets_unit_walker_speed_jump;
36 float autocvar_g_turrets_unit_walker_speed_swim;
37 float autocvar_g_turrets_unit_walker_speed_roam;
38 float autocvar_g_turrets_unit_walker_turn;
39 float autocvar_g_turrets_unit_walker_turn_walk;
40 float autocvar_g_turrets_unit_walker_turn_strafe;
41 float autocvar_g_turrets_unit_walker_turn_swim;
42 float autocvar_g_turrets_unit_walker_turn_run;
48 #define ANIM_STRAFE_L 4
49 #define ANIM_STRAFE_R 5
60 #define WALKER_PATH(s,e) pathlib_astar(s,e)
62 float walker_firecheck()
64 if (self.animflag == ANIM_MELEE)
67 return turret_firecheck();
70 void walker_melee_do_dmg()
75 makevectors(self.angles);
76 where = self.origin + v_forward * 128;
78 e = findradius(where,32);
81 if (turret_validate_target(self, e, self.target_validate_flags))
82 if (e != self && e.owner != self)
83 Damage(e, self, self, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
89 void walker_setnoanim()
91 turrets_setframe(ANIM_NO, false);
92 self.animflag = self.frame;
94 void walker_rocket_explode()
96 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, world);
100 void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
102 self.health = self.health - damage;
103 self.velocity = self.velocity + vforce;
105 if (self.health <= 0)
106 W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
109 #define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
110 void walker_rocket_loop();
111 void walker_rocket_think()
118 self.nextthink = time;
120 edist = vlen(self.enemy.origin - self.origin);
122 // Simulate crude guidance
126 self.tur_shotorg = randomvec() * min(edist, 64);
128 self.tur_shotorg = randomvec() * min(edist, 256);
130 self.cnt = time + 0.5;
134 self.tur_shotorg = '0 0 0';
136 if (self.max_health < time)
138 self.think = walker_rocket_explode;
139 self.nextthink = time;
143 if (self.shot_dmg != 1337 && random() < 0.01)
145 walker_rocket_loop();
149 m_speed = vlen(self.velocity);
151 // Enemy dead? just keep on the current heading then.
152 if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
157 itime = max(edist / m_speed, 1);
158 newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
161 newdir = normalize(self.velocity);
166 void walker_rocket_loop3()
169 self.nextthink = time;
171 if (self.max_health < time)
173 self.think = walker_rocket_explode;
177 if (vlen(self.origin - self.tur_shotorg) < 100 )
179 self.think = walker_rocket_think;
183 newdir = steerlib_pull(self.tur_shotorg);
186 self.angles = vectoangles(self.velocity);
189 void walker_rocket_loop2()
193 self.nextthink = time;
195 if (self.max_health < time)
197 self.think = walker_rocket_explode;
201 if (vlen(self.origin - self.tur_shotorg) < 100 )
203 self.tur_shotorg = self.origin - '0 0 200';
204 self.think = walker_rocket_loop3;
208 newdir = steerlib_pull(self.tur_shotorg);
212 void walker_rocket_loop()
214 self.nextthink = time;
215 self.tur_shotorg = self.origin + '0 0 300';
216 self.think = walker_rocket_loop2;
217 self.shot_dmg = 1337;
220 void walker_fire_rocket(vector org)
224 fixedmakevectors(self.angles);
229 setorigin(rocket, org);
231 sound (self, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
232 setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
234 rocket.classname = "walker_rocket";
236 rocket.bot_dodge = true;
237 rocket.bot_dodgerating = 50;
238 rocket.takedamage = DAMAGE_YES;
239 rocket.damageforcescale = 2;
241 rocket.tur_shotorg = randomvec() * 512;
242 rocket.cnt = time + 1;
243 rocket.enemy = self.enemy;
246 rocket.think = walker_rocket_loop;
248 rocket.think = walker_rocket_think;
250 rocket.event_damage = walker_rocket_damage;
252 rocket.nextthink = time;
253 rocket.movetype = MOVETYPE_FLY;
254 rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
255 rocket.angles = vectoangles(rocket.velocity);
256 rocket.touch = walker_rocket_explode;
257 rocket.flags = FL_PROJECTILE;
258 rocket.solid = SOLID_BBOX;
259 rocket.max_health = time + 9;
260 rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
262 CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
265 .vector enemy_last_loc;
266 .float enemy_last_time;
267 void walker_move_to(vector _target, float _dist)
269 switch (self.waterlevel)
271 case WATERLEVEL_NONE:
273 self.animflag = ANIM_RUN;
275 self.animflag = ANIM_WALK;
276 case WATERLEVEL_WETFEET:
277 case WATERLEVEL_SWIMMING:
278 if (self.animflag != ANIM_SWIM)
279 self.animflag = ANIM_WALK;
281 self.animflag = ANIM_SWIM;
283 case WATERLEVEL_SUBMERGED:
284 self.animflag = ANIM_SWIM;
287 self.moveto = _target;
288 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
292 self.enemy_last_loc = _target;
293 self.enemy_last_time = time;
297 //#define WALKER_FANCYPATHING
299 void walker_move_path()
301 #ifdef WALKER_FANCYPATHING
302 // Are we close enougth to a path node to switch to the next?
303 if (vlen(self.origin - self.pathcurrent.origin) < 64)
304 if (self.pathcurrent.path_next == world)
306 // Path endpoint reached
307 pathlib_deletepath(self.pathcurrent.owner);
308 self.pathcurrent = world;
312 if (self.pathgoal.use)
315 if (self.pathgoal.enemy)
317 self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
318 self.pathgoal = self.pathgoal.enemy;
322 self.pathgoal = world;
325 self.pathcurrent = self.pathcurrent.path_next;
327 self.moveto = self.pathcurrent.origin;
328 self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
329 walker_move_to(self.moveto, 0);
332 if (vlen(self.origin - self.pathcurrent.origin) < 64)
333 self.pathcurrent = self.pathcurrent.enemy;
335 if(!self.pathcurrent)
338 self.moveto = self.pathcurrent.origin;
339 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
340 walker_move_to(self.moveto, 0);
344 void spawnfunc_turret_walker() { SELFPARAM(); if(!turret_initialize(TUR_WALKER.m_id)) remove(self); }
346 METHOD(WalkerTurret, tr_attack, void(WalkerTurret thistur))
348 sound (self, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
349 fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0);
350 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
352 METHOD(WalkerTurret, tr_think, bool(WalkerTurret thistur))
354 fixedmakevectors(self.angles);
356 if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
358 else if (self.enemy == world)
364 if(self.enemy_last_time != 0)
366 if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
367 self.enemy_last_time = 0;
369 walker_move_to(self.enemy_last_loc, 0);
373 if(self.animflag != ANIM_NO)
375 traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
377 if(trace_fraction != 1.0)
378 self.tur_head.idletime = -1337;
381 traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
382 if(trace_fraction == 1.0)
383 self.tur_head.idletime = -1337;
386 if(self.tur_head.idletime == -1337)
388 self.moveto = self.origin + randomvec() * 256;
389 self.tur_head.idletime = 0;
392 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
393 self.moveto_z = self.origin_z + 64;
394 walker_move_to(self.moveto, 0);
397 if(self.idletime < time)
399 if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
401 self.idletime = time + 1 + random() * 5;
402 self.moveto = self.origin;
403 self.animflag = ANIM_NO;
407 self.animflag = ANIM_WALK;
408 self.idletime = time + 4 + random() * 2;
409 self.moveto = self.origin + randomvec() * 256;
410 self.tur_head.moveto = self.moveto;
411 self.tur_head.idletime = 0;
419 if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
423 wish_angle = angleofs(self, self.enemy);
424 if (self.animflag != ANIM_SWIM)
425 if (fabs(wish_angle_y) < 15)
427 self.moveto = self.enemy.origin;
428 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
429 self.animflag = ANIM_MELEE;
432 else if (self.tur_head.attack_finished_single < time)
434 if(self.tur_head.shot_volly)
436 self.animflag = ANIM_NO;
438 self.tur_head.shot_volly = self.tur_head.shot_volly -1;
439 if(self.tur_head.shot_volly == 0)
440 self.tur_head.attack_finished_single = time + (autocvar_g_turrets_unit_walker_rocket_refire);
442 self.tur_head.attack_finished_single = time + 0.2;
444 if(self.tur_head.shot_volly > 1)
445 walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
447 walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
451 if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
452 if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
453 self.tur_head.shot_volly = 4;
458 if (self.animflag != ANIM_MELEE)
459 walker_move_to(self.enemy.origin, self.tur_dist_enemy);
465 float turny = 0, turnx = 0;
468 real_angle = vectoangles(self.steerto) - self.angles;
469 vz = self.velocity_z;
471 switch (self.animflag)
474 movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
478 turny = (autocvar_g_turrets_unit_walker_turn);
479 movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
483 turny = (autocvar_g_turrets_unit_walker_turn_walk);
484 movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
488 turny = (autocvar_g_turrets_unit_walker_turn_run);
489 movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
493 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
494 movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
498 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
499 movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
503 self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
510 if(self.frame != ANIM_PAIN)
511 defer(0.25, walker_setnoanim);
516 if(self.frame != ANIM_MELEE)
518 defer(0.41, walker_setnoanim);
519 defer(0.21, walker_melee_do_dmg);
522 movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
526 turny = (autocvar_g_turrets_unit_walker_turn_swim);
527 turnx = (autocvar_g_turrets_unit_walker_turn_swim);
529 self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
530 movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
531 vz = self.velocity_z + sin(time * 4) * 8;
535 turny = (autocvar_g_turrets_unit_walker_turn_walk);
536 movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
542 turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
543 self.angles_y += turny;
548 turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
549 self.angles_x += turnx;
552 self.velocity_z = vz;
556 if(self.origin != self.oldorigin)
557 self.SendFlags |= TNSF_MOVE;
559 self.oldorigin = self.origin;
560 turrets_setframe(self.animflag, false);
564 METHOD(WalkerTurret, tr_death, bool(WalkerTurret thistur))
566 #ifdef WALKER_FANCYPATHING
567 if (self.pathcurrent)
568 pathlib_deletepath(self.pathcurrent.owner);
570 self.pathcurrent = world;
574 METHOD(WalkerTurret, tr_setup, bool(WalkerTurret thistur))
580 // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
581 if(self.movetype == MOVETYPE_WALK)
584 setorigin(self, self.pos1);
586 self.angles = self.pos2;
589 self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
590 self.aim_flags = TFL_AIM_LEAD;
591 self.turret_flags |= TUR_FLAG_HITSCAN;
593 self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
594 self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
595 self.iscreature = true;
596 self.teleportable = TELEPORT_NORMAL;
597 self.damagedbycontents = true;
598 self.solid = SOLID_SLIDEBOX;
599 self.takedamage = DAMAGE_AIM;
600 if(self.movetype != MOVETYPE_WALK)
602 setorigin(self, self.origin);
603 tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
604 setorigin(self, trace_endpos + '0 0 4');
605 self.pos1 = self.origin;
606 self.pos2 = self.angles;
608 self.movetype = MOVETYPE_WALK;
609 self.idle_aim = '0 0 0';
610 self.turret_firecheckfunc = walker_firecheck;
612 if (self.target != "")
614 e = find(world, targetname, self.target);
617 LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
621 if (e.classname != "turret_checkpoint")
622 LOG_TRACE("Warning: not a turrret path\n");
625 #ifdef WALKER_FANCYPATHING
626 self.pathcurrent = WALKER_PATH(self.origin, e.origin);
629 self.pathcurrent = e;
636 METHOD(WalkerTurret, tr_precache, bool(WalkerTurret thistur))
644 #include "../../../client/movelib.qh"
650 dt = time - self.move_time;
651 self.move_time = time;
655 fixedmakevectors(self.angles);
656 movelib_groundalign4point(300, 100, 0.25, 45);
657 setorigin(self, self.origin + self.velocity * dt);
658 self.tur_head.angles += dt * self.tur_head.move_avelocity;
659 self.angles_y = self.move_angles_y;
661 if (self.health < 127)
663 te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
666 METHOD(WalkerTurret, tr_setup, bool(WalkerTurret thistur))
669 self.movetype = MOVETYPE_BOUNCE;
670 self.move_movetype = MOVETYPE_BOUNCE;
671 self.move_origin = self.origin;
672 self.move_time = time;
673 self.draw = walker_draw;
677 METHOD(WalkerTurret, tr_precache, bool(WalkerTurret thistur))
683 #endif // REGISTER_TURRET