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Updated pathlib.qc
[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", 1, ATTN_NORM);\r
89 \r
90     missile                    = spawn ();\r
91     missile.solid            = SOLID_BBOX;\r
92     setmodel (missile, "models/turrets/hunter2.md3"); // precision set below\r
93     setsize (missile, missile.mins,missile.maxs); // give it some size so it can be shot\r
94     sound    (missile, CHAN_PROJECTILE, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);\r
95     setorigin(missile, self.tur_shotorg_updated);\r
96 \r
97     missile.scale            = 1;\r
98     missile.classname        = "hk_missile";\r
99     missile.owner            = self;\r
100     missile.bot_dodge        = TRUE;\r
101     missile.bot_dodgerating  = self.shot_dmg;\r
102     missile.takedamage       = DAMAGE_YES;\r
103     missile.damageforcescale = 4;\r
104     missile.health           = 10;\r
105     missile.think            = turret_hk_missile_think;\r
106     missile.event_damage     = turret_hk_missile_damage;\r
107     missile.nextthink        = time + 0.25;\r
108     missile.movetype         = MOVETYPE_BOUNCEMISSILE;\r
109     missile.effects          = EF_LOWPRECISION;\r
110     missile.velocity         = self.tur_shotdir_updated * (self.shot_speed * 0.75);\r
111     missile.angles           = vectoangles(missile.velocity);\r
112     missile.touch            = turret_hk_missile_explode; //turret_hk_missile_touch;\r
113     missile.flags            = FL_PROJECTILE;\r
114     missile.enemy            = self.enemy;\r
115     missile.team             = self.team;\r
116     missile.cnt              = time + 30;\r
117     missile.ticrate          = max(cvar("sys_ticrate"),0.05);\r
118 \r
119     te_explosion (missile.origin);\r
120 \r
121     if (self.tur_head.frame == 0)\r
122         self.tur_head.frame = self.tur_head.frame + 1;\r
123 \r
124 }\r
125 \r
126 /*\r
127 void turret_hk_missile_touch()\r
128 {\r
129     if(other == self.enemy)\r
130         turret_hk_missile_explode();\r
131     else\r
132     {\r
133         if(self.cnt < time)\r
134         {\r
135             self.cnt = time + 0.25;\r
136             self.health = self.health - 5;\r
137             if(self.health <= 0)\r
138                 turret_hk_missile_explode();\r
139 \r
140         }\r
141     }\r
142 }\r
143 */\r
144 \r
145 void turret_hk_missile_think()\r
146 {\r
147     vector vu, vd, vf, vl, vr, ve;  // Vector (direction)\r
148     float  fu, fd, ff, fl, fr, fe;  // Fraction to solid\r
149     vector olddir,wishdir,newdir;   // Final direction\r
150     float lt_for;   // Length of Trace FORwrad\r
151     float lt_seek;  // Length of Trace SEEK (left, right, up down)\r
152     float pt_seek;  // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)\r
153     vector pre_pos;\r
154     float myspeed;\r
155     entity e;\r
156     float ad,edist;\r
157 \r
158     self.nextthink = time + self.ticrate;\r
159 \r
160     //if (self.cnt < time)\r
161     //    turret_hk_missile_explode();\r
162 \r
163     if (self.enemy.deadflag != DEAD_NO)\r
164         self.enemy = world;\r
165 \r
166     // Pick the closest valid target.\r
167     if (!self.enemy)\r
168     {\r
169         e = findradius(self.origin, 5000);\r
170         while (e)\r
171         {\r
172             if (hk_is_valid_target(e))\r
173             {\r
174                 if (!self.enemy)\r
175                     self.enemy = e;\r
176                 else\r
177                     if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))\r
178                         self.enemy = e;\r
179             }\r
180             e = e.chain;\r
181         }\r
182     }\r
183 \r
184     self.angles = vectoangles(self.velocity);\r
185     self.angles_x = self.angles_x * -1;\r
186     makevectors(self.angles);\r
187     self.angles_x = self.angles_x * -1;\r
188 \r
189     if (self.enemy)\r
190     {\r
191         edist = vlen(self.origin - self.enemy.origin);\r
192         // Close enougth to do decent damage?\r
193         if ( edist <= (self.owner.shot_radius * 0.25) )\r
194         {\r
195             turret_hk_missile_explode();\r
196             return;\r
197         }\r
198 \r
199         // Get data on enemy position\r
200         pre_pos = self.enemy.origin +\r
201                   self.enemy.velocity *\r
202                   min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);\r
203 \r
204         traceline(self.origin, pre_pos,TRUE,self.enemy);\r
205         ve = normalize(pre_pos - self.origin);\r
206         fe = trace_fraction;\r
207 \r
208     }\r
209     else\r
210     {\r
211         fe = 0;\r
212     }\r
213 \r
214     if ((fe != 1) || (self.enemy == world) || (edist > 1000))\r
215     {\r
216         myspeed = vlen(self.velocity);\r
217 \r
218         lt_for  = myspeed * 3;\r
219         lt_seek = myspeed * 2.95;\r
220 \r
221         // Trace forward\r
222         traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);\r
223         vf = trace_endpos;\r
224         ff = trace_fraction;\r
225 \r
226         // Find angular offset\r
227         ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);\r
228 \r
229         // To close to something, Slow down!\r
230         if ( ((ff < 0.7) || (ad > 4)) && (myspeed > hk_minspeed) )\r
231             myspeed = max(myspeed * hk_decel,hk_minspeed);\r
232 \r
233         // Failry clear, accelerate.\r
234         if ( (ff > 0.7) && (myspeed < hk_maxspeed) )\r
235             myspeed = min(myspeed * hk_accel,hk_maxspeed);\r
236 \r
237         // Setup trace pitch\r
238         pt_seek = 1 - ff;\r
239         pt_seek = bound(0.15,pt_seek,0.8);\r
240         if (ff < 0.5) pt_seek = 1;\r
241 \r
242         // Trace left\r
243         traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);\r
244         vl = trace_endpos;\r
245         fl = trace_fraction;\r
246 \r
247         // Trace right\r
248         traceline(self.origin,  self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
249         vr = trace_endpos;\r
250         fr = trace_fraction;\r
251 \r
252         // Trace up\r
253         traceline(self.origin,  self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
254         vu = trace_endpos;\r
255         fu = trace_fraction;\r
256 \r
257         // Trace down\r
258         traceline(self.origin,  self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);\r
259         vd = trace_endpos;\r
260         fd = trace_fraction;\r
261 \r
262         vl = normalize(vl - self.origin);\r
263         vr = normalize(vr - self.origin);\r
264         vu = normalize(vu - self.origin);\r
265         vd = normalize(vd - self.origin);\r
266 \r
267         // Panic tresh passed, find a single direction and turn as hard as we can\r
268         if (pt_seek == 1)\r
269         {\r
270             wishdir = v_right;\r
271             if (fl > fr) wishdir = -1 * v_right;\r
272             if (fu > fl) wishdir = v_up;\r
273             if (fd > fu) wishdir = -1 * v_up;\r
274         }\r
275         else\r
276         {\r
277             // Normalize our trace vectors to make a smooth path\r
278             wishdir = normalize( (vl * fl) + (vr * fr) +  (vu * fu) +  (vd * fd) );\r
279         }\r
280 \r
281         if (self.enemy)\r
282         {\r
283             if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target\r
284             wishdir = (wishdir * (1 - fe)) + (ve * fe);\r
285         }\r
286     }\r
287     else\r
288     {\r
289         // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.\r
290         myspeed = vlen(self.velocity);\r
291         if (myspeed < hk_maxspeed)\r
292             myspeed = min(myspeed * hk_accel2,hk_maxspeed);\r
293 \r
294         wishdir = ve;\r
295         //wishdir = normalize(self.enemy.origin - (self.enemy.origin + self.enemy.velocity));\r
296     }\r
297 \r
298     if ((myspeed > hk_minspeed) && (self.cnt > time))\r
299         myspeed = min(myspeed * hk_accel2,hk_maxspeed);\r
300 \r
301     // Ranoutagazfish?\r
302     if (self.cnt < time)\r
303     {\r
304         self.cnt = time + 0.25;\r
305         self.nextthink = 0;\r
306         self.movetype         = MOVETYPE_BOUNCE;\r
307         sound    (self, CHAN_VOICE, "", 0.4, ATTN_NORM);\r
308         return;\r
309     }\r
310 \r
311     // Calculate new heading\r
312     olddir = normalize(self.velocity);\r
313 \r
314     newdir = normalize(olddir + wishdir * cvar("g_turrets_unit_hk_std_shot_speed_turnrate"));\r
315 \r
316     //fu = (1 / hk_maxspeed) * myspeed;\r
317     //fd = fu - (0.75 - 0.25);\r
318     //newdir = normalize(olddir + wishdir * fd);\r
319 \r
320     // Set heading & speed\r
321     self.velocity = newdir * myspeed;\r
322 \r
323     // Align model with new heading\r
324     self.angles = vectoangles(self.velocity);\r
325 \r
326 \r
327 #ifdef TURRET_DEBUG_HK\r
328     //if(self.atime < time) {\r
329     if ((fe <= 0.99)||(edist > 1000))\r
330     {\r
331         te_lightning2(world,self.origin, self.origin + vr * lt_seek);\r
332         te_lightning2(world,self.origin, self.origin + vl * lt_seek);\r
333         te_lightning2(world,self.origin, self.origin + vu * lt_seek);\r
334         te_lightning2(world,self.origin, self.origin + vd * lt_seek);\r
335         te_lightning2(world,self.origin, vf);\r
336     }\r
337     else\r
338     {\r
339         te_lightning2(world,self.origin, self.enemy.origin);\r
340     }\r
341     bprint("Speed: ", ftos(rint(myspeed)), "\n");\r
342     bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");\r
343     bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");\r
344     self.atime = time + 0.2;\r
345     //}\r
346 #endif\r
347 }\r
348 \r
349 void turret_hk_missile_explode()\r
350 {\r
351     vector org2;\r
352     float d;\r
353 \r
354     if(self.event_damage != SUB_Null)\r
355     {\r
356         self.event_damage = SUB_Null;\r
357         self.think = turret_hk_missile_explode;\r
358         self.nextthink = time;\r
359         return;\r
360     }\r
361 \r
362     if ((other == self.owner)||(other == self.owner.tur_head))\r
363         return;\r
364 \r
365     //vector    org2;\r
366     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", 1, ATTN_NORM);\r
367     org2 = findbetterlocation (self.origin, 16);\r
368 \r
369     // LordHavoc: TE_TEI_BIGEXPLOSION\r
370     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
371     WriteByte (MSG_BROADCAST, 78);\r
372     WriteCoord (MSG_BROADCAST, org2_x);\r
373     WriteCoord (MSG_BROADCAST, org2_y);\r
374     WriteCoord (MSG_BROADCAST, org2_z);\r
375 \r
376     self.event_damage = SUB_Null;\r
377     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
378 \r
379 #ifdef TURRET_DEBUG\r
380     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
381     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
382 #endif\r
383 \r
384     // Target dead, get another is still targeting the same.\r
385     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
386         self.owner.enemy = world;\r
387 \r
388     remove (self);\r
389 }\r
390 \r
391 void turret_hk_postthink()\r
392 {\r
393     if (cvar("g_turrets_reloadcvars"))\r
394     {\r
395         hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");\r
396         hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");\r
397         hk_accel    = cvar("g_turrets_unit_hk_std_shot_speed_accel");\r
398         hk_accel2   = cvar("g_turrets_unit_hk_std_shot_speed_accel2");\r
399         hk_decel    = cvar("g_turrets_unit_hk_std_shot_speed_decel");\r
400     }\r
401 \r
402     if (self.tur_head.frame != 0)\r
403         self.tur_head.frame = self.tur_head.frame + 1;\r
404 \r
405     if (self.tur_head.frame > 5)\r
406         self.tur_head.frame = 0;\r
407 \r
408 }\r
409 \r
410 void turret_hk_dinit()\r
411 {\r
412     if (self.netname == "")      self.netname  = "Hunter-killer turret";\r
413 \r
414     hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");\r
415     hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");\r
416     hk_accel    = cvar("g_turrets_unit_hk_std_shot_speed_accel");\r
417     hk_accel2   = cvar("g_turrets_unit_hk_std_shot_speed_accel2");\r
418     hk_decel    = cvar("g_turrets_unit_hk_std_shot_speed_decel");\r
419 \r
420     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;\r
421 \r
422     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
423 \r
424     self.aim_flags = TFL_AIM_SIMPLE;\r
425 \r
426     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;\r
427 \r
428     self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCECK  | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;\r
429 \r
430     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;\r
431 \r
432     self.shoot_flags = TFL_SHOOT_CLEARTARGET;\r
433 \r
434     if (turret_stdproc_init("hk_std") == 0)\r
435     {\r
436         remove(self);\r
437         return;\r
438     }\r
439 \r
440     self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;\r
441 \r
442     setmodel(self,"models/turrets/base.md3");\r
443     setmodel(self.tur_head,"models/turrets/hk.md3");\r
444 \r
445     if (!turret_tag_setup(0))\r
446         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
447 \r
448     // Our fire routine\r
449     self.turret_firefunc  = turret_hk_attack;\r
450 \r
451     // re-color badge & handle recoil effect\r
452     self.turret_postthink = turret_hk_postthink;\r
453 \r
454     // What to do when reciveing foreign target data\r
455     self.turret_addtarget = turret_hk_addtarget;\r
456 }\r
457 \r
458 /*\r
459 * Turret that fires Hunter-killer missiles.\r
460 * Missiles seek their target and try to avoid obstacles. If target dies early, they\r
461 * pick a new one on their own.\r
462 */\r
463 \r
464 /*QUAKED turret_hk (0 .5 .8) ?\r
465 hunter-killer missiles.\r
466 */\r
467 \r
468 void spawnfunc_turret_hk()\r
469 {\r
470     //precache_model ( "models/turrets/hunter2.md3");\r
471     //precache_model ("models/turrets/base.md3");\r
472     //precache_model ("models/turrets/hk.md3");\r
473 \r
474     self.think = turret_hk_dinit;\r
475     self.nextthink = time + 0.5;\r
476 }\r
477 \r
478 \r