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Clean up turrets system a bit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / unit / hk.qc
1 #ifdef REGISTER_TURRET
2 REGISTER_TURRET(
3 /* TUR_##id   */ HK,
4 /* function   */ t_hk,
5 /* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER | TUR_FLAG_RECIEVETARGETS,
6 /* mins,maxs  */ '-32 -32 0', '32 32 64',
7 /* model          */ "base.md3",
8 /* head_model */ "hk.md3",
9 /* netname        */ "hk",
10 /* fullname   */ _("Hunter-Killer Turret")
11 );
12
13 #define HK_SETTINGS(turret) \
14         TUR_ADD_CVAR(turret, shot_speed) \
15         TUR_ADD_CVAR(turret, shot_speed_accel) \
16         TUR_ADD_CVAR(turret, shot_speed_accel2) \
17         TUR_ADD_CVAR(turret, shot_speed_decel) \
18         TUR_ADD_CVAR(turret, shot_speed_max) \
19         TUR_ADD_CVAR(turret, shot_speed_turnrate) 
20
21
22 #ifdef SVQC
23 HK_SETTINGS(hk)
24 #endif // SVQC
25 #else
26 #ifdef SVQC
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 {
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 {
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 > TUR_CVAR(hk, shot_speed)) )
156                         myspeed = max(myspeed * TUR_CVAR(hk, shot_speed_decel), TUR_CVAR(hk, shot_speed));
157
158                 // Failry clear, accelerate.
159                 if ( (ff > 0.7) && (myspeed < TUR_CVAR(hk, shot_speed_max)) )
160                         myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel), TUR_CVAR(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 < TUR_CVAR(hk, shot_speed_max))
217                         myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel2),TUR_CVAR(hk, shot_speed_max));
218
219                 wishdir = ve;
220         }
221
222         if ((myspeed > TUR_CVAR(hk, shot_speed)) && (self.cnt > time))
223                 myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel2),TUR_CVAR(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 * TUR_CVAR(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 {
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() { if not(turret_initialize(TUR_HK)) remove(self); }
284
285 float t_hk(float req)
286 {
287         switch(req)
288         {
289                 case TR_ATTACK:
290                 {
291                         entity missile;
292
293                         missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
294                         te_explosion (missile.origin);
295
296                         missile.think                   = turret_hk_missile_think;
297                         missile.nextthink               = time + 0.25;
298                         missile.movetype                 = MOVETYPE_BOUNCEMISSILE;
299                         missile.velocity                 = self.tur_shotdir_updated * (self.shot_speed * 0.75);
300                         missile.angles             = vectoangles(missile.velocity);
301                         missile.cnt                       = time + 30;
302                         missile.ticrate           = max(autocvar_sys_ticrate, 0.05);
303                         missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
304
305                         if (self.tur_head.frame == 0)
306                                 self.tur_head.frame = self.tur_head.frame + 1;
307
308                         return TRUE;
309                 }
310                 case TR_THINK:
311                 {
312                         if (self.tur_head.frame != 0)
313                                 self.tur_head.frame = self.tur_head.frame + 1;
314
315                         if (self.tur_head.frame > 5)
316                                 self.tur_head.frame = 0;
317
318                         return TRUE;
319                 }
320                 case TR_DEATH:
321                 {
322                         return TRUE;
323                 }
324                 case TR_SETUP:
325                 {
326                         self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
327                         self.aim_flags = TFL_AIM_SIMPLE;
328                         self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
329                         self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCHECK  | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
330                         self.shoot_flags = TFL_SHOOT_CLEARTARGET;
331                         self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
332
333                         self.turret_addtarget = turret_hk_addtarget;
334
335                         return TRUE;
336                 }
337                 case TR_PRECACHE:
338                 {
339                         precache_model ("models/turrets/base.md3");
340                         precache_model ("models/turrets/hk.md3");
341                         return TRUE;
342                 }
343                 case TR_CONFIG:
344                 {
345                         TUR_CONFIG_SETTINGS(HK_SETTINGS(hk))
346                         return TRUE;
347                 }
348         }
349
350         return TRUE;
351 }
352
353 #endif // SVQC
354 #ifdef CSQC
355 float t_hk(float req)
356 {
357         switch(req)
358         {
359                 case TR_SETUP:
360                 {
361                         return TRUE;
362                 }
363                 case TR_PRECACHE:
364                 {
365                         precache_model ("models/turrets/base.md3");
366                         precache_model ("models/turrets/hk.md3");
367                         return TRUE;
368                 }
369         }
370
371         return TRUE;
372 }
373
374 #endif // CSQC
375 #endif // REGISTER_TURRET