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1 #ifndef TURRET_HK_WEAPON_H
2 #define TURRET_HK_WEAPON_H
3
4 CLASS(HunterKillerAttack, PortoLaunch)
5 /* flags     */ ATTRIB(HunterKillerAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
6 /* impulse   */ ATTRIB(HunterKillerAttack, impulse, int, 9);
7 /* refname   */ ATTRIB(HunterKillerAttack, netname, string, "turret_hk");
8 /* wepname   */ ATTRIB(HunterKillerAttack, message, string, _("Hunter-Killer"));
9 ENDCLASS(HunterKillerAttack)
10 REGISTER_WEAPON(HK, NEW(HunterKillerAttack));
11
12 #endif
13
14 #ifdef IMPLEMENTATION
15
16 #ifdef SVQC
17
18 float autocvar_g_turrets_unit_hk_shot_speed;
19 float autocvar_g_turrets_unit_hk_shot_speed_accel;
20 float autocvar_g_turrets_unit_hk_shot_speed_accel2;
21 float autocvar_g_turrets_unit_hk_shot_speed_decel;
22 float autocvar_g_turrets_unit_hk_shot_speed_max;
23 float autocvar_g_turrets_unit_hk_shot_speed_turnrate;
24
25 void turret_hk_missile_think();
26 METHOD(HunterKillerAttack, wr_think, bool(entity thiswep, bool fire1, bool fire2))
27 {
28         SELFPARAM();
29         bool isPlayer = IS_PLAYER(self);
30         if (fire1)
31         if (!isPlayer || weapon_prepareattack(false, WEP_CVAR_PRI(electro, refire))) {
32                 if (isPlayer) {
33             turret_initparams(self);
34             W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
35             self.tur_shotdir_updated = w_shotdir;
36             self.tur_shotorg = w_shotorg;
37             self.tur_head = self;
38             weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
39         }
40         entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
41         te_explosion (missile.origin);
42
43         missile.think = turret_hk_missile_think;
44         missile.nextthink = time + 0.25;
45         missile.movetype = MOVETYPE_BOUNCEMISSILE;
46         missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
47         missile.angles = vectoangles(missile.velocity);
48         missile.cnt = time + 30;
49         missile.ticrate = max(autocvar_sys_ticrate, 0.05);
50         missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
51
52         if (!isPlayer)
53         if (self.tur_head.frame == 0)
54             self.tur_head.frame = self.tur_head.frame + 1;
55         }
56         return true;
57 }
58
59 bool hk_is_valid_target(entity e_target);
60 void turret_hk_missile_think()
61 {SELFPARAM();
62     vector vu, vd, vf, vl, vr, ve;  // Vector (direction)
63     float  fu, fd, ff, fl, fr, fe;  // Fraction to solid
64     vector olddir,wishdir,newdir;   // Final direction
65     float lt_for;   // Length of Trace FORwrad
66     float lt_seek;  // Length of Trace SEEK (left, right, up down)
67     float pt_seek;  // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
68     vector pre_pos;
69     float myspeed;
70     entity e;
71     float ad,edist;
72
73     self.nextthink = time + self.ticrate;
74
75     //if (self.cnt < time)
76     //  turret_hk_missile_explode();
77
78     if (self.enemy.deadflag != DEAD_NO)
79         self.enemy = world;
80
81     // Pick the closest valid target.
82     if (!self.enemy)
83     {
84         e = findradius(self.origin, 5000);
85         while (e)
86         {
87             if (hk_is_valid_target(e))
88             {
89                 if (!self.enemy)
90                     self.enemy = e;
91                 else
92                     if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
93                         self.enemy = e;
94             }
95             e = e.chain;
96         }
97     }
98
99     self.angles = vectoangles(self.velocity);
100     self.angles_x = self.angles_x * -1;
101     makevectors(self.angles);
102     self.angles_x = self.angles_x * -1;
103
104     if (self.enemy)
105     {
106         edist = vlen(self.origin - self.enemy.origin);
107         // Close enougth to do decent damage?
108         if ( edist <= (self.owner.shot_radius * 0.25) )
109         {
110             turret_projectile_explode();
111             return;
112         }
113
114         // Get data on enemy position
115         pre_pos = self.enemy.origin +
116                   self.enemy.velocity *
117                   min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
118
119         traceline(self.origin, pre_pos,true,self.enemy);
120         ve = normalize(pre_pos - self.origin);
121         fe = trace_fraction;
122
123     }
124     else
125     {
126     edist = 0;
127     ve = '0 0 0';
128         fe = 0;
129     }
130
131     if ((fe != 1) || (self.enemy == world) || (edist > 1000))
132     {
133         myspeed = vlen(self.velocity);
134
135         lt_for  = myspeed * 3;
136         lt_seek = myspeed * 2.95;
137
138         // Trace forward
139         traceline(self.origin, self.origin + v_forward * lt_for,false,self);
140         vf = trace_endpos;
141         ff = trace_fraction;
142
143         // Find angular offset
144         ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
145
146         // To close to something, Slow down!
147         if ( ((ff < 0.7) || (ad > 4)) && (myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) )
148             myspeed = max(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_decel), (autocvar_g_turrets_unit_hk_shot_speed));
149
150         // Failry clear, accelerate.
151         if ( (ff > 0.7) && (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) )
152             myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel), (autocvar_g_turrets_unit_hk_shot_speed_max));
153
154         // Setup trace pitch
155         pt_seek = 1 - ff;
156         pt_seek = bound(0.15,pt_seek,0.8);
157         if (ff < 0.5) pt_seek = 1;
158
159         // Trace left
160         traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,false,self);
161         vl = trace_endpos;
162         fl = trace_fraction;
163
164         // Trace right
165         traceline(self.origin,  self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
166         vr = trace_endpos;
167         fr = trace_fraction;
168
169         // Trace up
170         traceline(self.origin,  self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
171         vu = trace_endpos;
172         fu = trace_fraction;
173
174         // Trace down
175         traceline(self.origin,  self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
176         vd = trace_endpos;
177         fd = trace_fraction;
178
179         vl = normalize(vl - self.origin);
180         vr = normalize(vr - self.origin);
181         vu = normalize(vu - self.origin);
182         vd = normalize(vd - self.origin);
183
184         // Panic tresh passed, find a single direction and turn as hard as we can
185         if (pt_seek == 1)
186         {
187             wishdir = v_right;
188             if (fl > fr) wishdir = -1 * v_right;
189             if (fu > fl) wishdir = v_up;
190             if (fd > fu) wishdir = -1 * v_up;
191         }
192         else
193         {
194             // Normalize our trace vectors to make a smooth path
195             wishdir = normalize( (vl * fl) + (vr * fr) +  (vu * fu) +  (vd * fd) );
196         }
197
198         if (self.enemy)
199         {
200             if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
201             wishdir = (wishdir * (1 - fe)) + (ve * fe);
202         }
203     }
204     else
205     {
206         // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
207         myspeed = vlen(self.velocity);
208         if (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max))
209             myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
210
211         wishdir = ve;
212     }
213
214     if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time))
215         myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
216
217     // Ranoutagazfish?
218     if (self.cnt < time)
219     {
220         self.cnt = time + 0.25;
221         self.nextthink = 0;
222         self.movetype            = MOVETYPE_BOUNCE;
223         return;
224     }
225
226     // Calculate new heading
227     olddir = normalize(self.velocity);
228     newdir = normalize(olddir + wishdir * (autocvar_g_turrets_unit_hk_shot_speed_turnrate));
229
230     // Set heading & speed
231     self.velocity = newdir * myspeed;
232
233     // Align model with new heading
234     self.angles = vectoangles(self.velocity);
235
236
237 #ifdef TURRET_DEBUG_HK
238     //if(self.atime < time) {
239     if ((fe <= 0.99)||(edist > 1000))
240     {
241         te_lightning2(world,self.origin, self.origin + vr * lt_seek);
242         te_lightning2(world,self.origin, self.origin + vl * lt_seek);
243         te_lightning2(world,self.origin, self.origin + vu * lt_seek);
244         te_lightning2(world,self.origin, self.origin + vd * lt_seek);
245         te_lightning2(world,self.origin, vf);
246     }
247     else
248     {
249         te_lightning2(world,self.origin, self.enemy.origin);
250     }
251     bprint("Speed: ", ftos(rint(myspeed)), "\n");
252     bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
253     bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
254     self.atime = time + 0.2;
255     //}
256 #endif
257
258     UpdateCSQCProjectile(self);
259 }
260
261 bool hk_is_valid_target(entity e_target)
262 {SELFPARAM();
263     if (e_target == world)
264         return 0;
265
266     // If only this was used more..
267     if (e_target.flags & FL_NOTARGET)
268         return 0;
269
270     // Cant touch this
271     if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
272         return 0;
273
274     // player
275     if (IS_CLIENT(e_target))
276     {
277         if (self.owner.target_select_playerbias < 0)
278             return 0;
279
280         if (e_target.deadflag != DEAD_NO)
281             return 0;
282     }
283
284     // Missile
285     if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
286         return 0;
287
288     // Team check
289     if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
290         return 0;
291
292     return 1;
293 }
294
295 #endif
296
297 #endif