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make all assignments to SendEntity go through Net_LinkEntity; this makes fteqcc detec...
[divverent/nexuiz.git] / data / qcsrc / server / tturrets / units / 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)\r
51     {\r
52         if (self.owner.target_select_playerbias < 0)\r
53             return 0;\r
54 \r
55         if (e_target.deadflag != DEAD_NO)\r
56             return 0;\r
57     }\r
58 \r
59     // Missile\r
60     if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))\r
61         return 0;\r
62 \r
63     // Team check\r
64     if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))\r
65         return 0;\r
66 \r
67     return 1;\r
68 }\r
69 \r
70 void turret_hk_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
71 {\r
72     if (attacker.team == self.team)\r
73         damage *= 0.5;\r
74 \r
75     self.velocity += force;\r
76 \r
77     self.health -= damage;\r
78 \r
79     if (self.health <= 0)\r
80         turret_hk_missile_explode();\r
81 }\r
82 \r
83 void turret_hk_attack()\r
84 {\r
85     local entity missile;\r
86     //local entity flash2;\r
87 \r
88     sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);\r
89 \r
90     missile                    = spawn ();\r
91     missile.solid            = SOLID_BBOX;\r
92     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot\r
93     setorigin(missile, self.tur_shotorg_updated);\r
94 \r
95     missile.scale            = 1;\r
96     missile.classname        = "hk_missile";\r
97     missile.owner            = self;\r
98     missile.bot_dodge        = TRUE;\r
99     missile.bot_dodgerating  = self.shot_dmg;\r
100     missile.takedamage       = DAMAGE_YES;\r
101     missile.damageforcescale = 4;\r
102     missile.health           = 10;\r
103     missile.think            = turret_hk_missile_think;\r
104     missile.event_damage     = turret_hk_missile_damage;\r
105     missile.nextthink        = time + 0.25;\r
106     missile.movetype         = MOVETYPE_BOUNCEMISSILE;\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     missile.ticrate          = max(cvar("sys_ticrate"),0.05);\r
115 \r
116         CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, fly sound\r
117 \r
118     te_explosion (missile.origin);\r
119 \r
120     if (self.tur_head.frame == 0)\r
121         self.tur_head.frame = self.tur_head.frame + 1;\r
122 \r
123 }\r
124 \r
125 /*\r
126 void turret_hk_missile_touch()\r
127 {\r
128     if(other == self.enemy)\r
129         turret_hk_missile_explode();\r
130     else\r
131     {\r
132         if(self.cnt < time)\r
133         {\r
134             self.cnt = time + 0.25;\r
135             self.health = self.health - 5;\r
136             if(self.health <= 0)\r
137                 turret_hk_missile_explode();\r
138 \r
139         }\r
140     }\r
141 }\r
142 */\r
143 \r
144 void turret_hk_missile_think()\r
145 {\r
146     vector vu, vd, vf, vl, vr, ve;  // Vector (direction)\r
147     float  fu, fd, ff, fl, fr, fe;  // Fraction to solid\r
148     vector olddir,wishdir,newdir;   // Final direction\r
149     float lt_for;   // Length of Trace FORwrad\r
150     float lt_seek;  // Length of Trace SEEK (left, right, up down)\r
151     float pt_seek;  // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)\r
152     vector pre_pos;\r
153     float myspeed;\r
154     entity e;\r
155     float ad,edist;\r
156 \r
157     self.nextthink = time + self.ticrate;\r
158 \r
159     //if (self.cnt < time)\r
160     //    turret_hk_missile_explode();\r
161 \r
162     if (self.enemy.deadflag != DEAD_NO)\r
163         self.enemy = world;\r
164 \r
165     // Pick the closest valid target.\r
166     if (!self.enemy)\r
167     {\r
168         e = findradius(self.origin, 5000);\r
169         while (e)\r
170         {\r
171             if (hk_is_valid_target(e))\r
172             {\r
173                 if (!self.enemy)\r
174                     self.enemy = e;\r
175                 else\r
176                     if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))\r
177                         self.enemy = e;\r
178             }\r
179             e = e.chain;\r
180         }\r
181     }\r
182 \r
183     self.angles = vectoangles(self.velocity);\r
184     self.angles_x = self.angles_x * -1;\r
185     makevectors(self.angles);\r
186     self.angles_x = self.angles_x * -1;\r
187 \r
188     if (self.enemy)\r
189     {\r
190         edist = vlen(self.origin - self.enemy.origin);\r
191         // Close enougth to do decent damage?\r
192         if ( edist <= (self.owner.shot_radius * 0.25) )\r
193         {\r
194             turret_hk_missile_explode();\r
195             return;\r
196         }\r
197 \r
198         // Get data on enemy position\r
199         pre_pos = self.enemy.origin +\r
200                   self.enemy.velocity *\r
201                   min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);\r
202 \r
203         traceline(self.origin, pre_pos,TRUE,self.enemy);\r
204         ve = normalize(pre_pos - self.origin);\r
205         fe = trace_fraction;\r
206 \r
207     }\r
208     else\r
209     {\r
210         fe = 0;\r
211     }\r
212 \r
213     if ((fe != 1) || (self.enemy == world) || (edist > 1000))\r
214     {\r
215         myspeed = vlen(self.velocity);\r
216 \r
217         lt_for  = myspeed * 3;\r
218         lt_seek = myspeed * 2.95;\r
219 \r
220         // Trace forward\r
221         traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);\r
222         vf = trace_endpos;\r
223         ff = trace_fraction;\r
224 \r
225         // Find angular offset\r
226         ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);\r
227 \r
228         // To close to something, Slow down!\r
229         if ( ((ff < 0.7) || (ad > 4)) && (myspeed > hk_minspeed) )\r
230             myspeed = max(myspeed * hk_decel,hk_minspeed);\r
231 \r
232         // Failry clear, accelerate.\r
233         if ( (ff > 0.7) && (myspeed < hk_maxspeed) )\r
234             myspeed = min(myspeed * hk_accel,hk_maxspeed);\r
235 \r
236         // Setup trace pitch\r
237         pt_seek = 1 - ff;\r
238         pt_seek = bound(0.15,pt_seek,0.8);\r
239         if (ff < 0.5) pt_seek = 1;\r
240 \r
241         // Trace left\r
242         traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);\r
243         vl = trace_endpos;\r
244         fl = trace_fraction;\r
245 \r
246         // Trace right\r
247         traceline(self.origin,  self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
248         vr = trace_endpos;\r
249         fr = trace_fraction;\r
250 \r
251         // Trace up\r
252         traceline(self.origin,  self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
253         vu = trace_endpos;\r
254         fu = trace_fraction;\r
255 \r
256         // Trace down\r
257         traceline(self.origin,  self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
258         vd = trace_endpos;\r
259         fd = trace_fraction;\r
260 \r
261         vl = normalize(vl - self.origin);\r
262         vr = normalize(vr - self.origin);\r
263         vu = normalize(vu - self.origin);\r
264         vd = normalize(vd - self.origin);\r
265 \r
266         // Panic tresh passed, find a single direction and turn as hard as we can\r
267         if (pt_seek == 1)\r
268         {\r
269             wishdir = v_right;\r
270             if (fl > fr) wishdir = -1 * v_right;\r
271             if (fu > fl) wishdir = v_up;\r
272             if (fd > fu) wishdir = -1 * v_up;\r
273         }\r
274         else\r
275         {\r
276             // Normalize our trace vectors to make a smooth path\r
277             wishdir = normalize( (vl * fl) + (vr * fr) +  (vu * fu) +  (vd * fd) );\r
278         }\r
279 \r
280         if (self.enemy)\r
281         {\r
282             if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target\r
283             wishdir = (wishdir * (1 - fe)) + (ve * fe);\r
284         }\r
285     }\r
286     else\r
287     {\r
288         // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.\r
289         myspeed = vlen(self.velocity);\r
290         if (myspeed < hk_maxspeed)\r
291             myspeed = min(myspeed * hk_accel2,hk_maxspeed);\r
292 \r
293         wishdir = ve;\r
294         //wishdir = normalize(self.enemy.origin - (self.enemy.origin + self.enemy.velocity));\r
295     }\r
296 \r
297     if ((myspeed > hk_minspeed) && (self.cnt > time))\r
298         myspeed = min(myspeed * hk_accel2,hk_maxspeed);\r
299 \r
300     // Ranoutagazfish?\r
301     if (self.cnt < time)\r
302     {\r
303         self.cnt = time + 0.25;\r
304         self.nextthink = 0;\r
305         self.movetype         = MOVETYPE_BOUNCE;\r
306         sound    (self, CHAN_VOICE, "", 0.4 * VOL_BASE, ATTN_NORM);\r
307         return;\r
308     }\r
309 \r
310     // Calculate new heading\r
311     olddir = normalize(self.velocity);\r
312 \r
313     newdir = normalize(olddir + wishdir * cvar("g_turrets_unit_hk_std_shot_speed_turnrate"));\r
314 \r
315     //fu = (1 / hk_maxspeed) * myspeed;\r
316     //fd = fu - (0.75 - 0.25);\r
317     //newdir = normalize(olddir + wishdir * fd);\r
318 \r
319     // Set heading & speed\r
320     self.velocity = newdir * myspeed;\r
321 \r
322     // Align model with new heading\r
323     self.angles = vectoangles(self.velocity);\r
324 \r
325 \r
326 #ifdef TURRET_DEBUG_HK\r
327     //if(self.atime < time) {\r
328     if ((fe <= 0.99)||(edist > 1000))\r
329     {\r
330         te_lightning2(world,self.origin, self.origin + vr * lt_seek);\r
331         te_lightning2(world,self.origin, self.origin + vl * lt_seek);\r
332         te_lightning2(world,self.origin, self.origin + vu * lt_seek);\r
333         te_lightning2(world,self.origin, self.origin + vd * lt_seek);\r
334         te_lightning2(world,self.origin, vf);\r
335     }\r
336     else\r
337     {\r
338         te_lightning2(world,self.origin, self.enemy.origin);\r
339     }\r
340     bprint("Speed: ", ftos(rint(myspeed)), "\n");\r
341     bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");\r
342     bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");\r
343     self.atime = time + 0.2;\r
344     //}\r
345 #endif\r
346 \r
347         UpdateCSQCProjectile(self);\r
348 }\r
349 \r
350 void turret_hk_missile_explode()\r
351 {\r
352     vector org2;\r
353     float d;\r
354 \r
355     if(self.event_damage != SUB_Null)\r
356     {\r
357         self.event_damage = SUB_Null;\r
358         self.think = turret_hk_missile_explode;\r
359         self.nextthink = time;\r
360         return;\r
361     }\r
362 \r
363     if ((other == self.owner)||(other == self.owner.tur_head))\r
364         return;\r
365 \r
366     //vector    org2;\r
367     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);\r
368     org2 = findbetterlocation (self.origin, 16);\r
369 \r
370     // LordHavoc: TE_TEI_BIGEXPLOSION\r
371     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
372     WriteByte (MSG_BROADCAST, 78);\r
373     WriteCoord (MSG_BROADCAST, org2_x);\r
374     WriteCoord (MSG_BROADCAST, org2_y);\r
375     WriteCoord (MSG_BROADCAST, org2_z);\r
376 \r
377     self.event_damage = SUB_Null;\r
378     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
379 \r
380 #ifdef TURRET_DEBUG\r
381     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
382     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
383 #endif\r
384 \r
385     // Target dead, get another is still targeting the same.\r
386     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
387         self.owner.enemy = world;\r
388 \r
389     remove (self);\r
390 }\r
391 \r
392 void turret_hk_postthink()\r
393 {\r
394     if (cvar("g_turrets_reloadcvars"))\r
395     {\r
396         hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");\r
397         hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");\r
398         hk_accel    = cvar("g_turrets_unit_hk_std_shot_speed_accel");\r
399         hk_accel2   = cvar("g_turrets_unit_hk_std_shot_speed_accel2");\r
400         hk_decel    = cvar("g_turrets_unit_hk_std_shot_speed_decel");\r
401     }\r
402 \r
403     if (self.tur_head.frame != 0)\r
404         self.tur_head.frame = self.tur_head.frame + 1;\r
405 \r
406     if (self.tur_head.frame > 5)\r
407         self.tur_head.frame = 0;\r
408 \r
409 }\r
410 \r
411 void turret_hk_dinit()\r
412 {\r
413     if (self.netname == "")      self.netname  = "Hunter-killer turret";\r
414 \r
415     hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");\r
416     hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");\r
417     hk_accel    = cvar("g_turrets_unit_hk_std_shot_speed_accel");\r
418     hk_accel2   = cvar("g_turrets_unit_hk_std_shot_speed_accel2");\r
419     hk_decel    = cvar("g_turrets_unit_hk_std_shot_speed_decel");\r
420 \r
421     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;\r
422 \r
423     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
424 \r
425     self.aim_flags = TFL_AIM_SIMPLE;\r
426 \r
427     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;\r
428 \r
429     self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCECK  | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;\r
430 \r
431     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;\r
432 \r
433     self.shoot_flags = TFL_SHOOT_CLEARTARGET;\r
434 \r
435     if (turret_stdproc_init("hk_std") == 0)\r
436     {\r
437         remove(self);\r
438         return;\r
439     }\r
440 \r
441     self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;\r
442 \r
443     setmodel(self,"models/turrets/base.md3");\r
444     setmodel(self.tur_head,"models/turrets/hk.md3");\r
445 \r
446     if (!turret_tag_setup(0))\r
447         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
448 \r
449     // Our fire routine\r
450     self.turret_firefunc  = turret_hk_attack;\r
451 \r
452     // re-color badge & handle recoil effect\r
453     self.turret_postthink = turret_hk_postthink;\r
454 \r
455     // What to do when reciveing foreign target data\r
456     self.turret_addtarget = turret_hk_addtarget;\r
457 }\r
458 \r
459 /*\r
460 * Turret that fires Hunter-killer missiles.\r
461 * Missiles seek their target and try to avoid obstacles. If target dies early, they\r
462 * pick a new one on their own.\r
463 */\r
464 \r
465 /*QUAKED turret_hk (0 .5 .8) ?\r
466 hunter-killer missiles.\r
467 */\r
468 \r
469 void spawnfunc_turret_hk()\r
470 {\r
471     //precache_model ( "models/turrets/hunter2.md3");\r
472     //precache_model ("models/turrets/base.md3");\r
473     //precache_model ("models/turrets/hk.md3");\r
474 \r
475     self.think = turret_hk_dinit;\r
476     self.nextthink = time + 0.5;\r
477 }\r
478 \r
479 \r