#ifndef TURRET_WALKER_H #define TURRET_WALKER_H //#define WALKER_FANCYPATHING #include "walker_weapon.qc" CLASS(WalkerTurret, Turret) /* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE); /* mins */ ATTRIB(WalkerTurret, mins, vector, '-70 -70 0'); /* maxs */ ATTRIB(WalkerTurret, maxs, vector, '70 70 95'); /* modelname */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3"); /* model */ ATTRIB(WalkerTurret, model, string, strzone(strcat("models/turrets/", this.mdl))); /* head_model */ ATTRIB(WalkerTurret, head_model, string, strzone(strcat("models/turrets/", "walker_head_minigun.md3"))); /* netname */ ATTRIB(WalkerTurret, netname, string, "walker"); /* fullname */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret")); ATTRIB(WalkerTurret, m_weapon, Weapon, WEP_WALKER); ENDCLASS(WalkerTurret) REGISTER_TURRET(WALKER, NEW(WalkerTurret)); #endif #ifdef IMPLEMENTATION #include "walker_weapon.qc" #ifdef SVQC float autocvar_g_turrets_unit_walker_melee_damage; float autocvar_g_turrets_unit_walker_melee_force; float autocvar_g_turrets_unit_walker_melee_range; float autocvar_g_turrets_unit_walker_rocket_damage; float autocvar_g_turrets_unit_walker_rocket_radius; float autocvar_g_turrets_unit_walker_rocket_force; float autocvar_g_turrets_unit_walker_rocket_speed; float autocvar_g_turrets_unit_walker_rocket_range; float autocvar_g_turrets_unit_walker_rocket_range_min; float autocvar_g_turrets_unit_walker_rocket_refire; float autocvar_g_turrets_unit_walker_rocket_turnrate; float autocvar_g_turrets_unit_walker_speed_stop; float autocvar_g_turrets_unit_walker_speed_walk; float autocvar_g_turrets_unit_walker_speed_run; float autocvar_g_turrets_unit_walker_speed_jump; float autocvar_g_turrets_unit_walker_speed_swim; float autocvar_g_turrets_unit_walker_speed_roam; float autocvar_g_turrets_unit_walker_turn; float autocvar_g_turrets_unit_walker_turn_walk; float autocvar_g_turrets_unit_walker_turn_strafe; float autocvar_g_turrets_unit_walker_turn_swim; float autocvar_g_turrets_unit_walker_turn_run; const int ANIM_NO = 0; const int ANIM_TURN = 1; const int ANIM_WALK = 2; const int ANIM_RUN = 3; const int ANIM_STRAFE_L = 4; const int ANIM_STRAFE_R = 5; const int ANIM_JUMP = 6; const int ANIM_LAND = 7; const int ANIM_PAIN = 8; const int ANIM_MELEE = 9; const int ANIM_SWIM = 10; const int ANIM_ROAM = 11; .float animflag; .float idletime; #define WALKER_PATH(s,e) pathlib_astar(s,e) float walker_firecheck() {SELFPARAM(); if (self.animflag == ANIM_MELEE) return 0; return turret_firecheck(); } void walker_melee_do_dmg() {SELFPARAM(); vector where; entity e; makevectors(self.angles); where = self.origin + v_forward * 128; e = findradius(where,32); while (e) { if (turret_validate_target(self, e, self.target_validate_flags)) if (e != self && e.owner != self) 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)); e = e.chain; } } void walker_setnoanim() {SELFPARAM(); turrets_setframe(ANIM_NO, false); self.animflag = self.frame; } void walker_rocket_explode() {SELFPARAM(); 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); remove (self); } void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce) {SELFPARAM(); self.health = self.health - damage; self.velocity = self.velocity + vforce; if (self.health <= 0) W_PrepareExplosionByDamage(self.owner, walker_rocket_explode); } #define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self) void walker_rocket_loop(); void walker_rocket_think() {SELFPARAM(); vector newdir; float edist; float itime; float m_speed; self.nextthink = time; edist = vlen(self.enemy.origin - self.origin); // Simulate crude guidance if (self.cnt < time) { if (edist < 1000) self.tur_shotorg = randomvec() * min(edist, 64); else self.tur_shotorg = randomvec() * min(edist, 256); self.cnt = time + 0.5; } if (edist < 128) self.tur_shotorg = '0 0 0'; if (self.max_health < time) { self.think = walker_rocket_explode; self.nextthink = time; return; } if (self.shot_dmg != 1337 && random() < 0.01) { walker_rocket_loop(); return; } m_speed = vlen(self.velocity); // Enemy dead? just keep on the current heading then. if (self.enemy == world || self.enemy.deadflag != DEAD_NO) self.enemy = world; if (self.enemy) { itime = max(edist / m_speed, 1); newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg); } else newdir = normalize(self.velocity); WALKER_ROCKET_MOVE; } void walker_rocket_loop3() {SELFPARAM(); vector newdir; self.nextthink = time; if (self.max_health < time) { self.think = walker_rocket_explode; return; } if (vlen(self.origin - self.tur_shotorg) < 100 ) { self.think = walker_rocket_think; return; } newdir = steerlib_pull(self.tur_shotorg); WALKER_ROCKET_MOVE; self.angles = vectoangles(self.velocity); } void walker_rocket_loop2() {SELFPARAM(); vector newdir; self.nextthink = time; if (self.max_health < time) { self.think = walker_rocket_explode; return; } if (vlen(self.origin - self.tur_shotorg) < 100 ) { self.tur_shotorg = self.origin - '0 0 200'; self.think = walker_rocket_loop3; return; } newdir = steerlib_pull(self.tur_shotorg); WALKER_ROCKET_MOVE; } void walker_rocket_loop() {SELFPARAM(); self.nextthink = time; self.tur_shotorg = self.origin + '0 0 300'; self.think = walker_rocket_loop2; self.shot_dmg = 1337; } void walker_fire_rocket(vector org) {SELFPARAM(); entity rocket; fixedmakevectors(self.angles); te_explosion (org); rocket = spawn (); setorigin(rocket, org); sound (self, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM); setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot rocket.classname = "walker_rocket"; rocket.owner = self; rocket.bot_dodge = true; rocket.bot_dodgerating = 50; rocket.takedamage = DAMAGE_YES; rocket.damageforcescale = 2; rocket.health = 25; rocket.tur_shotorg = randomvec() * 512; rocket.cnt = time + 1; rocket.enemy = self.enemy; if (random() < 0.01) rocket.think = walker_rocket_loop; else rocket.think = walker_rocket_think; rocket.event_damage = walker_rocket_damage; rocket.nextthink = time; rocket.movetype = MOVETYPE_FLY; rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed); rocket.angles = vectoangles(rocket.velocity); rocket.touch = walker_rocket_explode; rocket.flags = FL_PROJECTILE; rocket.solid = SOLID_BBOX; rocket.max_health = time + 9; rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT; CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound } .vector enemy_last_loc; .float enemy_last_time; void walker_move_to(vector _target, float _dist) {SELFPARAM(); switch (self.waterlevel) { case WATERLEVEL_NONE: if (_dist > 500) self.animflag = ANIM_RUN; else self.animflag = ANIM_WALK; case WATERLEVEL_WETFEET: case WATERLEVEL_SWIMMING: if (self.animflag != ANIM_SWIM) self.animflag = ANIM_WALK; else self.animflag = ANIM_SWIM; break; case WATERLEVEL_SUBMERGED: self.animflag = ANIM_SWIM; } self.moveto = _target; self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95); if(self.enemy) { self.enemy_last_loc = _target; self.enemy_last_time = time; } } void walker_move_path() {SELFPARAM(); #ifdef WALKER_FANCYPATHING // Are we close enougth to a path node to switch to the next? if (vlen(self.origin - self.pathcurrent.origin) < 64) if (self.pathcurrent.path_next == world) { // Path endpoint reached pathlib_deletepath(self.pathcurrent.owner); self.pathcurrent = world; if (self.pathgoal) { if (self.pathgoal.use) self.pathgoal.use(); if (self.pathgoal.enemy) { self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin); self.pathgoal = self.pathgoal.enemy; } } else self.pathgoal = world; } else self.pathcurrent = self.pathcurrent.path_next; self.moveto = self.pathcurrent.origin; self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95); walker_move_to(self.moveto, 0); #else if (vlen(self.origin - self.pathcurrent.origin) < 64) self.pathcurrent = self.pathcurrent.enemy; if(!self.pathcurrent) return; self.moveto = self.pathcurrent.origin; self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95); walker_move_to(self.moveto, 0); #endif } void spawnfunc_turret_walker() { SELFPARAM(); if(!turret_initialize(TUR_WALKER)) remove(self); } METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur)) { fixedmakevectors(self.angles); if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent) walker_move_path(); else if (self.enemy == world) { if(self.pathcurrent) walker_move_path(); else { if(self.enemy_last_time != 0) { if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10) self.enemy_last_time = 0; else walker_move_to(self.enemy_last_loc, 0); } else { if(self.animflag != ANIM_NO) { traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self); if(trace_fraction != 1.0) self.tur_head.idletime = -1337; else { traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self); if(trace_fraction == 1.0) self.tur_head.idletime = -1337; } if(self.tur_head.idletime == -1337) { self.moveto = self.origin + randomvec() * 256; self.tur_head.idletime = 0; } self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1; self.moveto_z = self.origin_z + 64; walker_move_to(self.moveto, 0); } if(self.idletime < time) { if(random() < 0.5 || !(self.spawnflags & TSL_ROAM)) { self.idletime = time + 1 + random() * 5; self.moveto = self.origin; self.animflag = ANIM_NO; } else { self.animflag = ANIM_WALK; self.idletime = time + 4 + random() * 2; self.moveto = self.origin + randomvec() * 256; self.tur_head.moveto = self.moveto; self.tur_head.idletime = 0; } } } } } else { if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE) { vector wish_angle; wish_angle = angleofs(self, self.enemy); if (self.animflag != ANIM_SWIM) if (fabs(wish_angle_y) < 15) { self.moveto = self.enemy.origin; self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95); self.animflag = ANIM_MELEE; } } else if (self.tur_head.attack_finished_single < time) { if(self.tur_head.shot_volly) { self.animflag = ANIM_NO; self.tur_head.shot_volly = self.tur_head.shot_volly -1; if(self.tur_head.shot_volly == 0) self.tur_head.attack_finished_single = time + (autocvar_g_turrets_unit_walker_rocket_refire); else self.tur_head.attack_finished_single = time + 0.2; if(self.tur_head.shot_volly > 1) walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01"))); else walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02"))); } else { if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min)) if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range)) self.tur_head.shot_volly = 4; } } else { if (self.animflag != ANIM_MELEE) walker_move_to(self.enemy.origin, self.tur_dist_enemy); } } { vector real_angle; float turny = 0, turnx = 0; float vz; real_angle = vectoangles(self.steerto) - self.angles; vz = self.velocity_z; switch (self.animflag) { case ANIM_NO: movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop)); break; case ANIM_TURN: turny = (autocvar_g_turrets_unit_walker_turn); movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop)); break; case ANIM_WALK: turny = (autocvar_g_turrets_unit_walker_turn_walk); movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6); break; case ANIM_RUN: turny = (autocvar_g_turrets_unit_walker_turn_run); movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6); break; case ANIM_STRAFE_L: turny = (autocvar_g_turrets_unit_walker_turn_strafe); movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8); break; case ANIM_STRAFE_R: turny = (autocvar_g_turrets_unit_walker_turn_strafe); movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8); break; case ANIM_JUMP: self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump); break; case ANIM_LAND: break; case ANIM_PAIN: if(self.frame != ANIM_PAIN) defer(0.25, walker_setnoanim); break; case ANIM_MELEE: if(self.frame != ANIM_MELEE) { defer(0.41, walker_setnoanim); defer(0.21, walker_melee_do_dmg); } movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop)); break; case ANIM_SWIM: turny = (autocvar_g_turrets_unit_walker_turn_swim); turnx = (autocvar_g_turrets_unit_walker_turn_swim); self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10); movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3); vz = self.velocity_z + sin(time * 4) * 8; break; case ANIM_ROAM: turny = (autocvar_g_turrets_unit_walker_turn_walk); movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5); break; } if(turny) { turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny ); self.angles_y += turny; } if(turnx) { turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx ); self.angles_x += turnx; } self.velocity_z = vz; } if(self.origin != self.oldorigin) self.SendFlags |= TNSF_MOVE; self.oldorigin = self.origin; turrets_setframe(self.animflag, false); } METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it)) { #ifdef WALKER_FANCYPATHING if (it.pathcurrent) pathlib_deletepath(it.pathcurrent.owner); #endif it.pathcurrent = NULL; } METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it)) { it.ticrate = 0.05; entity e; // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn. if(it.movetype == MOVETYPE_WALK) { if(it.pos1) setorigin(it, it.pos1); if(it.pos2) it.angles = it.pos2; } it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE; it.aim_flags = TFL_AIM_LEAD; it.turret_flags |= TUR_FLAG_HITSCAN; it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS; it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS; it.iscreature = true; it.teleportable = TELEPORT_NORMAL; it.damagedbycontents = true; it.solid = SOLID_SLIDEBOX; it.takedamage = DAMAGE_AIM; if(it.movetype != MOVETYPE_WALK) { setorigin(it, it.origin); tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it); setorigin(it, trace_endpos + '0 0 4'); it.pos1 = it.origin; it.pos2 = it.angles; } it.movetype = MOVETYPE_WALK; it.idle_aim = '0 0 0'; it.turret_firecheckfunc = walker_firecheck; if (it.target != "") { e = find(world, targetname, it.target); if (!e) { LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n"); it.target = ""; } if (e.classname != "turret_checkpoint") LOG_TRACE("Warning: not a turrret path\n"); else { #ifdef WALKER_FANCYPATHING it.pathcurrent = WALKER_PATH(it.origin, e.origin); it.pathgoal = e; #else it.pathcurrent = e; #endif } } } #endif // SVQC #ifdef CSQC #include "../../../client/movelib.qh" void walker_draw() {SELFPARAM(); float dt; dt = time - self.move_time; self.move_time = time; if(dt <= 0) return; fixedmakevectors(self.angles); movelib_groundalign4point(300, 100, 0.25, 45); setorigin(self, self.origin + self.velocity * dt); self.tur_head.angles += dt * self.tur_head.move_avelocity; self.angles_y = self.move_angles_y; if (self.health < 127) if(random() < 0.15) te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16); } METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it)) { it.gravity = 1; it.movetype = MOVETYPE_BOUNCE; it.move_movetype = MOVETYPE_BOUNCE; it.move_origin = it.origin; it.move_time = time; it.draw = walker_draw; } #endif // CSQC #endif