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Turrets: make plasma turrets use weapons
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1 #ifndef TUR_HK_H
2 #define TUR_HK_H
3
4 CLASS(HunterKiller, Turret)
5 /* spawnflags */ ATTRIB(HunterKiller, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER | TUR_FLAG_RECIEVETARGETS);
6 /* mins       */ ATTRIB(HunterKiller, mins, vector, '-32 -32 0');
7 /* maxs       */ ATTRIB(HunterKiller, maxs, vector, '32 32 64');
8 /* modelname  */ ATTRIB(HunterKiller, mdl, string, "base.md3");
9 /* model      */ ATTRIB(HunterKiller, model, string, strzone(strcat("models/turrets/", this.mdl)));
10 /* head_model */ ATTRIB(HunterKiller, head_model, string, strzone(strcat("models/turrets/", "hk.md3")));
11 /* netname    */ ATTRIB(HunterKiller, netname, string, "hk");
12 /* fullname   */ ATTRIB(HunterKiller, turret_name, string, _("Hunter-Killer Turret"));
13 ENDCLASS(HunterKiller)
14
15 REGISTER_TURRET(HK, NEW(HunterKiller));
16
17 #endif
18
19 #ifdef IMPLEMENTATION
20 #ifdef SVQC
21 float autocvar_g_turrets_unit_hk_shot_speed;
22 float autocvar_g_turrets_unit_hk_shot_speed_accel;
23 float autocvar_g_turrets_unit_hk_shot_speed_accel2;
24 float autocvar_g_turrets_unit_hk_shot_speed_decel;
25 float autocvar_g_turrets_unit_hk_shot_speed_max;
26 float autocvar_g_turrets_unit_hk_shot_speed_turnrate;
27
28 //#define TURRET_DEBUG_HK
29
30 #ifdef TURRET_DEBUG_HK
31 .float atime;
32 #endif
33
34 float hk_is_valid_target(entity e_target)
35 {SELFPARAM();
36     if (e_target == world)
37         return 0;
38
39     // If only this was used more..
40     if (e_target.flags & FL_NOTARGET)
41         return 0;
42
43     // Cant touch this
44     if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
45         return 0;
46
47     // player
48     if (IS_CLIENT(e_target))
49     {
50         if (self.owner.target_select_playerbias < 0)
51             return 0;
52
53         if (e_target.deadflag != DEAD_NO)
54             return 0;
55     }
56
57     // Missile
58     if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
59         return 0;
60
61     // Team check
62     if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
63         return 0;
64
65     return 1;
66 }
67
68 void turret_hk_missile_think()
69 {SELFPARAM();
70     vector vu, vd, vf, vl, vr, ve;  // Vector (direction)
71     float  fu, fd, ff, fl, fr, fe;  // Fraction to solid
72     vector olddir,wishdir,newdir;   // Final direction
73     float lt_for;   // Length of Trace FORwrad
74     float lt_seek;  // Length of Trace SEEK (left, right, up down)
75     float pt_seek;  // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
76     vector pre_pos;
77     float myspeed;
78     entity e;
79     float ad,edist;
80
81     self.nextthink = time + self.ticrate;
82
83     //if (self.cnt < time)
84     //  turret_hk_missile_explode();
85
86     if (self.enemy.deadflag != DEAD_NO)
87         self.enemy = world;
88
89     // Pick the closest valid target.
90     if (!self.enemy)
91     {
92         e = findradius(self.origin, 5000);
93         while (e)
94         {
95             if (hk_is_valid_target(e))
96             {
97                 if (!self.enemy)
98                     self.enemy = e;
99                 else
100                     if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
101                         self.enemy = e;
102             }
103             e = e.chain;
104         }
105     }
106
107     self.angles = vectoangles(self.velocity);
108     self.angles_x = self.angles_x * -1;
109     makevectors(self.angles);
110     self.angles_x = self.angles_x * -1;
111
112     if (self.enemy)
113     {
114         edist = vlen(self.origin - self.enemy.origin);
115         // Close enougth to do decent damage?
116         if ( edist <= (self.owner.shot_radius * 0.25) )
117         {
118             turret_projectile_explode();
119             return;
120         }
121
122         // Get data on enemy position
123         pre_pos = self.enemy.origin +
124                   self.enemy.velocity *
125                   min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
126
127         traceline(self.origin, pre_pos,true,self.enemy);
128         ve = normalize(pre_pos - self.origin);
129         fe = trace_fraction;
130
131     }
132     else
133     {
134     edist = 0;
135     ve = '0 0 0';
136         fe = 0;
137     }
138
139     if ((fe != 1) || (self.enemy == world) || (edist > 1000))
140     {
141         myspeed = vlen(self.velocity);
142
143         lt_for  = myspeed * 3;
144         lt_seek = myspeed * 2.95;
145
146         // Trace forward
147         traceline(self.origin, self.origin + v_forward * lt_for,false,self);
148         vf = trace_endpos;
149         ff = trace_fraction;
150
151         // Find angular offset
152         ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
153
154         // To close to something, Slow down!
155         if ( ((ff < 0.7) || (ad > 4)) && (myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) )
156             myspeed = max(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_decel), (autocvar_g_turrets_unit_hk_shot_speed));
157
158         // Failry clear, accelerate.
159         if ( (ff > 0.7) && (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) )
160             myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel), (autocvar_g_turrets_unit_hk_shot_speed_max));
161
162         // Setup trace pitch
163         pt_seek = 1 - ff;
164         pt_seek = bound(0.15,pt_seek,0.8);
165         if (ff < 0.5) pt_seek = 1;
166
167         // Trace left
168         traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,false,self);
169         vl = trace_endpos;
170         fl = trace_fraction;
171
172         // Trace right
173         traceline(self.origin,  self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
174         vr = trace_endpos;
175         fr = trace_fraction;
176
177         // Trace up
178         traceline(self.origin,  self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
179         vu = trace_endpos;
180         fu = trace_fraction;
181
182         // Trace down
183         traceline(self.origin,  self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
184         vd = trace_endpos;
185         fd = trace_fraction;
186
187         vl = normalize(vl - self.origin);
188         vr = normalize(vr - self.origin);
189         vu = normalize(vu - self.origin);
190         vd = normalize(vd - self.origin);
191
192         // Panic tresh passed, find a single direction and turn as hard as we can
193         if (pt_seek == 1)
194         {
195             wishdir = v_right;
196             if (fl > fr) wishdir = -1 * v_right;
197             if (fu > fl) wishdir = v_up;
198             if (fd > fu) wishdir = -1 * v_up;
199         }
200         else
201         {
202             // Normalize our trace vectors to make a smooth path
203             wishdir = normalize( (vl * fl) + (vr * fr) +  (vu * fu) +  (vd * fd) );
204         }
205
206         if (self.enemy)
207         {
208             if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
209             wishdir = (wishdir * (1 - fe)) + (ve * fe);
210         }
211     }
212     else
213     {
214         // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
215         myspeed = vlen(self.velocity);
216         if (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max))
217             myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
218
219         wishdir = ve;
220     }
221
222     if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time))
223         myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
224
225     // Ranoutagazfish?
226     if (self.cnt < time)
227     {
228         self.cnt = time + 0.25;
229         self.nextthink = 0;
230         self.movetype            = MOVETYPE_BOUNCE;
231         return;
232     }
233
234     // Calculate new heading
235     olddir = normalize(self.velocity);
236     newdir = normalize(olddir + wishdir * (autocvar_g_turrets_unit_hk_shot_speed_turnrate));
237
238     // Set heading & speed
239     self.velocity = newdir * myspeed;
240
241     // Align model with new heading
242     self.angles = vectoangles(self.velocity);
243
244
245 #ifdef TURRET_DEBUG_HK
246     //if(self.atime < time) {
247     if ((fe <= 0.99)||(edist > 1000))
248     {
249         te_lightning2(world,self.origin, self.origin + vr * lt_seek);
250         te_lightning2(world,self.origin, self.origin + vl * lt_seek);
251         te_lightning2(world,self.origin, self.origin + vu * lt_seek);
252         te_lightning2(world,self.origin, self.origin + vd * lt_seek);
253         te_lightning2(world,self.origin, vf);
254     }
255     else
256     {
257         te_lightning2(world,self.origin, self.enemy.origin);
258     }
259     bprint("Speed: ", ftos(rint(myspeed)), "\n");
260     bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
261     bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
262     self.atime = time + 0.2;
263     //}
264 #endif
265
266     UpdateCSQCProjectile(self);
267 }
268
269 float turret_hk_addtarget(entity e_target,entity e_sender)
270 {SELFPARAM();
271     if (e_target)
272     {
273         if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
274         {
275             self.enemy = e_target;
276             return 1;
277         }
278     }
279
280     return 0;
281 }
282
283 void spawnfunc_turret_hk() { SELFPARAM(); if(!turret_initialize(TUR_HK.m_id)) remove(self); }
284
285         METHOD(HunterKiller, tr_attack, void(HunterKiller thistur))
286         {
287             entity missile;
288
289             missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
290             te_explosion (missile.origin);
291
292             missile.think                       = turret_hk_missile_think;
293             missile.nextthink           = time + 0.25;
294             missile.movetype             = MOVETYPE_BOUNCEMISSILE;
295             missile.velocity             = self.tur_shotdir_updated * (self.shot_speed * 0.75);
296             missile.angles                 = vectoangles(missile.velocity);
297             missile.cnt                   = time + 30;
298             missile.ticrate               = max(autocvar_sys_ticrate, 0.05);
299             missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
300
301             if (self.tur_head.frame == 0)
302                 self.tur_head.frame = self.tur_head.frame + 1;
303         }
304         METHOD(HunterKiller, tr_think, bool(HunterKiller thistur))
305         {
306             if (self.tur_head.frame != 0)
307                 self.tur_head.frame = self.tur_head.frame + 1;
308
309             if (self.tur_head.frame > 5)
310                 self.tur_head.frame = 0;
311
312             return true;
313         }
314         METHOD(HunterKiller, tr_death, bool(HunterKiller thistur))
315         {
316             return true;
317         }
318         METHOD(HunterKiller, tr_setup, bool(HunterKiller thistur))
319         {
320             self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
321             self.aim_flags = TFL_AIM_SIMPLE;
322             self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
323             self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCHECK  | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
324             self.shoot_flags = TFL_SHOOT_CLEARTARGET;
325             self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
326
327             self.turret_addtarget = turret_hk_addtarget;
328
329             return true;
330         }
331         METHOD(HunterKiller, tr_precache, bool(HunterKiller thistur))
332         {
333             return true;
334         }
335
336 #endif // SVQC
337 #ifdef CSQC
338         METHOD(HunterKiller, tr_setup, bool(HunterKiller thistur))
339         {
340             return true;
341         }
342         METHOD(HunterKiller, tr_precache, bool(HunterKiller thistur))
343         {
344             return true;
345         }
346
347 #endif // CSQC
348 #endif // REGISTER_TURRET