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[divverent/nexuiz.git] / data / qcsrc / server / tturrets / units / turret_unit_hk.qc
1 //#define TURRET_DEBUG_HK\r
2 \r
3 #ifdef TURRET_DEBUG_HK\r
4 .float atime;\r
5 #endif\r
6 \r
7 void spawnfunc_turret_hk();\r
8 void turret_hk_dinit();\r
9 void turret_hk_attack();\r
10 void turret_hk_missile_explode();\r
11 void turret_hk_missile_think();\r
12 void turret_hk_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);\r
13 float turret_hk_addtarget(entity e_target,entity e_sender);\r
14 //void turret_hk_missile_touch();\r
15 \r
16 float hk_maxspeed;\r
17 float hk_minspeed;\r
18 float hk_accel;\r
19 float hk_accel2;\r
20 float hk_decel;\r
21 \r
22 float turret_hk_addtarget(entity e_target,entity e_sender)\r
23 {\r
24     if (e_target)\r
25     {\r
26        if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)\r
27         {\r
28             self.enemy = e_target;\r
29             return 1;\r
30         }\r
31     }\r
32 \r
33     return 0;\r
34 }\r
35 \r
36 float hk_is_valid_target(entity e_target)\r
37 {\r
38     if (e_target == world)\r
39         return 0;\r
40 \r
41     // If only this was used more..\r
42     if (e_target.flags & FL_NOTARGET)\r
43         return 0;\r
44 \r
45     // Cant touch this\r
46     if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))\r
47         return 0;\r
48 \r
49     // player\r
50     if ((e_target.flags & FL_CLIENT) && (self.owner.target_select_playerbias < 0))\r
51         return 0;\r
52 \r
53     if ((e_target.flags & FL_CLIENT) && (e_target.deadflag != DEAD_NO))\r
54         return 0;\r
55 \r
56     // Missile\r
57     if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))\r
58         return 0;\r
59 \r
60     // Team check\r
61     if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))\r
62         return 0;\r
63 \r
64     return 1;\r
65 }\r
66 \r
67 void turret_hk_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
68 {\r
69     if (attacker.team == self.team)\r
70         damage *= 0.5;\r
71 \r
72     self.velocity += force;\r
73 \r
74     self.health -= damage;\r
75 \r
76     if (self.health <= 0)\r
77         turret_hk_missile_explode();\r
78 }\r
79 \r
80 void turret_hk_attack()\r
81 {\r
82     local entity missile;\r
83     //local entity flash2;\r
84 \r
85     sound (self, CHAN_BODY, "weapons/rocket_fire.wav", 1, ATTN_NORM);\r
86 \r
87     missile                    = spawn ();\r
88     missile.solid            = SOLID_BBOX;\r
89     setmodel (missile, "models/turrets/hunter2.md3"); // precision set below\r
90     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot\r
91     sound    (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);\r
92     setorigin(missile, self.tur_shotorg_updated);\r
93 \r
94     missile.scale            = 1;\r
95     missile.classname        = "hk_missile";\r
96     missile.owner            = self;\r
97     missile.bot_dodge        = TRUE;\r
98     missile.bot_dodgerating  = self.shot_dmg;\r
99     missile.takedamage       = DAMAGE_YES;\r
100     missile.damageforcescale = 2;\r
101     missile.health           = 35;\r
102     missile.think            = turret_hk_missile_think;\r
103     missile.event_damage     = turret_hk_missile_damage;\r
104     missile.nextthink        = time + 0.25;\r
105     missile.movetype         = MOVETYPE_BOUNCEMISSILE;\r
106     missile.effects          = EF_LOWPRECISION;\r
107     missile.velocity         = self.tur_shotdir_updated * (self.shot_speed * 0.75);\r
108     missile.angles           = vectoangles(missile.velocity);\r
109     missile.touch            = turret_hk_missile_explode; //turret_hk_missile_touch;\r
110     missile.flags            = FL_PROJECTILE;\r
111     missile.enemy            = self.enemy;\r
112     missile.team             = self.team;\r
113     missile.cnt              = time + 30;\r
114 \r
115     te_explosion (missile.origin);\r
116 \r
117     if(self.tur_head.frame == 0)\r
118         self.tur_head.frame = self.tur_head.frame + 1;\r
119 \r
120 }\r
121 \r
122 /*\r
123 void turret_hk_missile_touch()\r
124 {\r
125     if(other == self.enemy)\r
126         turret_hk_missile_explode();\r
127     else\r
128     {\r
129         if(self.cnt < time)\r
130         {\r
131             self.cnt = time + 0.25;\r
132             self.health = self.health - 5;\r
133             if(self.health <= 0)\r
134                 turret_hk_missile_explode();\r
135 \r
136         }\r
137     }\r
138 }\r
139 */\r
140 \r
141 void turret_hk_missile_think()\r
142 {\r
143     vector vu, vd, vf, vl, vr, ve;  // Vector (direction)\r
144     float  fu, fd, ff, fl, fr, fe;  // Fraction to solid\r
145     vector olddir,wishdir,newdir;   // Final direction\r
146     float lt_for;   // Length of Trace FORwrad\r
147     float lt_seek;  // Length of Trace SEEK (left, right, up down)\r
148     float pt_seek;  // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)\r
149     vector pre_pos;\r
150     float myspeed;\r
151     entity e;\r
152     float ad;\r
153 \r
154     // 25fps\r
155     self.nextthink = time + 0.04;\r
156 \r
157     //if (self.cnt < time)\r
158     //    turret_hk_missile_explode();\r
159 \r
160     if (self.enemy.deadflag != DEAD_NO)\r
161         self.enemy = world;\r
162 \r
163     // Pick the closest valid target.\r
164     if (!self.enemy)\r
165     {\r
166         e = findradius(self.origin, 5000);\r
167         while (e)\r
168         {\r
169             if (hk_is_valid_target(e))\r
170             {\r
171                 if (!self.enemy)\r
172                     self.enemy = e;\r
173                 else\r
174                     if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))\r
175                         self.enemy = e;\r
176             }\r
177             e = e.chain;\r
178         }\r
179     }\r
180 \r
181     self.angles = vectoangles(self.velocity);\r
182     self.angles_x = self.angles_x * -1;\r
183     makevectors(self.angles);\r
184     self.angles_x = self.angles_x * -1;\r
185 \r
186     if (self.enemy)\r
187     {\r
188         // Get data on enemy position\r
189         pre_pos = self.enemy.origin +\r
190                   self.enemy.velocity *\r
191                   min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);\r
192 \r
193         traceline(self.origin, pre_pos,TRUE,self.enemy);\r
194         ve = normalize(pre_pos - self.origin);\r
195         fe = trace_fraction;\r
196 \r
197         // Close enougth to do decent damage?\r
198         if ( vlen(self.origin - self.enemy.origin) <= (self.owner.shot_radius * 0.25) )\r
199         {\r
200             turret_hk_missile_explode();\r
201             return;\r
202         }\r
203     }\r
204     else\r
205     {\r
206         fe = 0;\r
207     }\r
208 \r
209     if ((fe != 1) || (self.enemy == world))\r
210     {\r
211         myspeed = vlen(self.velocity);\r
212 \r
213         lt_for  = myspeed * 2;\r
214         lt_seek = myspeed * 1.5;\r
215 \r
216         // Trace forward\r
217         traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);\r
218         vf = trace_endpos;\r
219         ff = trace_fraction;\r
220 \r
221         // Find angular offset\r
222         ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);\r
223 \r
224         //Calculate new speed\r
225 \r
226         // To close to something, Slow down!\r
227         if ( ((ff < 0.7) || (ad > 5)) && (myspeed > hk_minspeed) )\r
228             myspeed = max(myspeed * hk_decel,hk_minspeed);\r
229 \r
230         // Failry clear, accelerate.\r
231         if ( (ff > 0.7) && (myspeed < hk_maxspeed) )\r
232             myspeed = min(myspeed * hk_accel,hk_maxspeed);\r
233 \r
234         // Setup trace pitch\r
235         pt_seek = 1 - ff;\r
236         pt_seek = bound(0.125,pt_seek,0.8);\r
237         if (ff < 0.5) pt_seek = 1;\r
238 \r
239         // Trace left\r
240         traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);\r
241         vl = trace_endpos;\r
242         fl = trace_fraction;\r
243 \r
244         // Trace right\r
245         traceline(self.origin,  self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
246         vr = trace_endpos;\r
247         fr = trace_fraction;\r
248 \r
249         // Trace up\r
250         traceline(self.origin,  self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
251         vu = trace_endpos;\r
252         fu = trace_fraction;\r
253 \r
254         // Trace down\r
255         traceline(self.origin,  self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
256         vd = trace_endpos;\r
257         fd = trace_fraction;\r
258 \r
259         vl = normalize(vl - self.origin);\r
260         vr = normalize(vr - self.origin);\r
261         vu = normalize(vu - self.origin);\r
262         vd = normalize(vd - self.origin);\r
263 \r
264         // Panic tresh passed, find a single direction and turn as hard as we can\r
265         if (pt_seek == 1)\r
266         {\r
267             wishdir = v_right;\r
268             if (fl > fr) wishdir = -1 * v_right;\r
269             if (fu > fl) wishdir = v_up;\r
270             if (fd > fu) wishdir = -1 * v_up;\r
271         }\r
272         else\r
273         {\r
274             // Normalize our trace vectors to make a smooth path\r
275             wishdir = normalize( (vl * fl) + (vr * fr) +  (vu * fu) +  (vd * fd) );\r
276         }\r
277 \r
278         if (self.enemy)\r
279         {\r
280             if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target\r
281             wishdir = (wishdir * (1 - fe)) + (ve * fe);\r
282         }\r
283     }\r
284     else\r
285     {\r
286         // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.\r
287         myspeed = vlen(self.velocity);\r
288         if (myspeed < hk_maxspeed)\r
289             myspeed = min(myspeed * hk_accel2,hk_maxspeed);\r
290 \r
291         wishdir = ve;\r
292         //wishdir = normalize(self.enemy.origin - (self.enemy.origin + self.enemy.velocity));\r
293     }\r
294 \r
295     if((myspeed > hk_minspeed) && (self.cnt > time))\r
296         myspeed = min(myspeed * hk_accel2,hk_maxspeed);\r
297 \r
298     // Ranoutagazfish?\r
299     if(self.cnt < time)\r
300     {\r
301         self.cnt = time + 0.25;\r
302         self.nextthink = 0;\r
303         self.movetype         = MOVETYPE_BOUNCE;\r
304         sound    (self, CHAN_BODY, "", 0.4, ATTN_NORM);\r
305         return;\r
306     }\r
307 \r
308     // Calculate new heading\r
309     olddir = normalize(self.velocity);\r
310 \r
311     newdir = normalize(olddir + wishdir * cvar("g_turrets_unit_hk_std_shot_speed_turnrate"));\r
312 \r
313     //fu = (1 / hk_maxspeed) * myspeed;\r
314     //fd = fu - (0.75 - 0.25);\r
315     //newdir = normalize(olddir + wishdir * fd);\r
316 \r
317     // Set heading & speed\r
318     self.velocity = newdir * myspeed;\r
319 \r
320     // Align model with new heading\r
321     self.angles = vectoangles(self.velocity);\r
322 \r
323 \r
324 #ifdef TURRET_DEBUG_HK\r
325     //if(self.atime < time) {\r
326     if (fe <= 0.99)\r
327     {\r
328         te_lightning2(world,self.origin, self.origin + vr * lt_seek);\r
329         te_lightning2(world,self.origin, self.origin + vl * lt_seek);\r
330         te_lightning2(world,self.origin, self.origin + vu * lt_seek);\r
331         te_lightning2(world,self.origin, self.origin + vd * lt_seek);\r
332         te_lightning2(world,self.origin, vf);\r
333     }\r
334     else\r
335     {\r
336         te_lightning2(world,self.origin, self.enemy.origin);\r
337     }\r
338     bprint("Speed: ", ftos(rint(myspeed)), "\n");\r
339     bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");\r
340     bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");\r
341     self.atime = time + 0.2;\r
342     //}\r
343 #endif\r
344 }\r
345 \r
346 void turret_hk_missile_explode()\r
347 {\r
348     vector org2;\r
349     float d;\r
350 \r
351     if ((other == self.owner)||(other == self.owner.tur_head))\r
352         return;\r
353 \r
354     //vector    org2;\r
355     sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);\r
356     org2 = findbetterlocation (self.origin, 16);\r
357 \r
358     // LordHavoc: TE_TEI_BIGEXPLOSION\r
359     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
360     WriteByte (MSG_BROADCAST, 78);\r
361     WriteCoord (MSG_BROADCAST, org2_x);\r
362     WriteCoord (MSG_BROADCAST, org2_y);\r
363     WriteCoord (MSG_BROADCAST, org2_z);\r
364 \r
365     self.event_damage = SUB_Null;\r
366     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET);\r
367 \r
368 #ifdef TURRET_DEBUG\r
369     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
370     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
371 #endif\r
372 \r
373     // Target dead, get another is still targeting the same.\r
374     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
375         self.owner.enemy = world;\r
376 \r
377     remove (self);\r
378 }\r
379 \r
380 void turret_hk_postthink()\r
381 {\r
382     if(cvar("g_turrets_reloadcvars"))\r
383     {\r
384         hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");\r
385         hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");\r
386         hk_accel    = cvar("g_turrets_unit_hk_std_shot_speed_accel");\r
387         hk_accel2   = cvar("g_turrets_unit_hk_std_shot_speed_accel2");\r
388         hk_decel    = cvar("g_turrets_unit_hk_std_shot_speed_decel");\r
389     }\r
390 \r
391     if(self.tur_head.frame != 0)\r
392         self.tur_head.frame = self.tur_head.frame + 1;\r
393 \r
394     if(self.tur_head.frame > 5)\r
395         self.tur_head.frame = 0;\r
396 \r
397 }\r
398 \r
399 void turret_hk_dinit()\r
400 {\r
401     if (self.netname == "")      self.netname  = "Hunter-killer turret";\r
402 \r
403     hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");\r
404     hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");\r
405     hk_accel    = cvar("g_turrets_unit_hk_std_shot_speed_accel");\r
406     hk_accel2   = cvar("g_turrets_unit_hk_std_shot_speed_accel2");\r
407     hk_decel    = cvar("g_turrets_unit_hk_std_shot_speed_decel");\r
408 \r
409     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;\r
410 \r
411     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
412 \r
413     self.aim_flags = TFL_AIM_SIMPLE;\r
414 \r
415     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;\r
416 \r
417     self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCECK  | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;\r
418 \r
419     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;\r
420 \r
421     self.shoot_flags = TFL_SHOOT_CLEARTARGET;\r
422 \r
423 \r
424     precache_model ( "models/turrets/hunter2.md3");\r
425 \r
426     precache_model ("models/turrets/base.md3");\r
427     precache_model ("models/turrets/hk.md3");\r
428 \r
429     if (turret_stdproc_init("hk_std") == 0)\r
430     {\r
431         remove(self);\r
432         return;\r
433     }\r
434 \r
435     self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;\r
436 \r
437     setmodel(self,"models/turrets/base.md3");\r
438     setmodel(self.tur_head,"models/turrets/hk.md3");\r
439 \r
440     if(!turret_tag_setup(0))\r
441         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
442 \r
443     // Our fire routine\r
444     self.turret_firefunc  = turret_hk_attack;\r
445 \r
446     // re-color badge & handle recoil effect\r
447     self.turret_postthink = turret_hk_postthink;\r
448 \r
449     // What to do when reciveing foreign target data\r
450     self.turret_addtarget = turret_hk_addtarget;\r
451 }\r
452 \r
453 /*\r
454 * Turret that fires Hunter-killer missiles.\r
455 * Missiles seek their target and try to avoid obstacles. If target dies early, they\r
456 * pick a new one on their own.\r
457 */\r
458 \r
459 /*QUAKED turret_hk (0 .5 .8) ?\r
460 hunter-killer missiles.\r
461 */\r
462 \r
463 void spawnfunc_turret_hk()\r
464 {\r
465     self.think = turret_hk_dinit;\r
466     self.nextthink = time + 0.5;\r
467 }\r
468 \r
469 \r