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