]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/turrets/unit/hk.qc
effectinfo: regenerate effectinfo.txt
[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 #else
13 #ifdef SVQC
14 float autocvar_g_turrets_unit_hk_shot_speed;
15 float autocvar_g_turrets_unit_hk_shot_speed_accel;
16 float autocvar_g_turrets_unit_hk_shot_speed_accel2;
17 float autocvar_g_turrets_unit_hk_shot_speed_decel;
18 float autocvar_g_turrets_unit_hk_shot_speed_max;
19 float autocvar_g_turrets_unit_hk_shot_speed_turnrate;
20
21 //#define TURRET_DEBUG_HK
22
23 #ifdef TURRET_DEBUG_HK
24 .float atime;
25 #endif
26
27 float hk_is_valid_target(entity e_target)
28 {SELFPARAM();
29     if (e_target == world)
30         return 0;
31
32     // If only this was used more..
33     if (e_target.flags & FL_NOTARGET)
34         return 0;
35
36     // Cant touch this
37     if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
38         return 0;
39
40     // player
41     if (IS_CLIENT(e_target))
42     {
43         if (self.owner.target_select_playerbias < 0)
44             return 0;
45
46         if (e_target.deadflag != DEAD_NO)
47             return 0;
48     }
49
50     // Missile
51     if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
52         return 0;
53
54     // Team check
55     if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
56         return 0;
57
58     return 1;
59 }
60
61 void turret_hk_missile_think()
62 {SELFPARAM();
63     vector vu, vd, vf, vl, vr, ve;  // Vector (direction)
64     float  fu, fd, ff, fl, fr, fe;  // Fraction to solid
65     vector olddir,wishdir,newdir;   // Final direction
66     float lt_for;   // Length of Trace FORwrad
67     float lt_seek;  // Length of Trace SEEK (left, right, up down)
68     float pt_seek;  // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
69     vector pre_pos;
70     float myspeed;
71     entity e;
72     float ad,edist;
73
74     self.nextthink = time + self.ticrate;
75
76     //if (self.cnt < time)
77     //  turret_hk_missile_explode();
78
79     if (self.enemy.deadflag != DEAD_NO)
80         self.enemy = world;
81
82     // Pick the closest valid target.
83     if (!self.enemy)
84     {
85         e = findradius(self.origin, 5000);
86         while (e)
87         {
88             if (hk_is_valid_target(e))
89             {
90                 if (!self.enemy)
91                     self.enemy = e;
92                 else
93                     if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
94                         self.enemy = e;
95             }
96             e = e.chain;
97         }
98     }
99
100     self.angles = vectoangles(self.velocity);
101     self.angles_x = self.angles_x * -1;
102     makevectors(self.angles);
103     self.angles_x = self.angles_x * -1;
104
105     if (self.enemy)
106     {
107         edist = vlen(self.origin - self.enemy.origin);
108         // Close enougth to do decent damage?
109         if ( edist <= (self.owner.shot_radius * 0.25) )
110         {
111             turret_projectile_explode();
112             return;
113         }
114
115         // Get data on enemy position
116         pre_pos = self.enemy.origin +
117                   self.enemy.velocity *
118                   min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
119
120         traceline(self.origin, pre_pos,true,self.enemy);
121         ve = normalize(pre_pos - self.origin);
122         fe = trace_fraction;
123
124     }
125     else
126     {
127     edist = 0;
128     ve = '0 0 0';
129         fe = 0;
130     }
131
132     if ((fe != 1) || (self.enemy == world) || (edist > 1000))
133     {
134         myspeed = vlen(self.velocity);
135
136         lt_for  = myspeed * 3;
137         lt_seek = myspeed * 2.95;
138
139         // Trace forward
140         traceline(self.origin, self.origin + v_forward * lt_for,false,self);
141         vf = trace_endpos;
142         ff = trace_fraction;
143
144         // Find angular offset
145         ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
146
147         // To close to something, Slow down!
148         if ( ((ff < 0.7) || (ad > 4)) && (myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) )
149             myspeed = max(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_decel), (autocvar_g_turrets_unit_hk_shot_speed));
150
151         // Failry clear, accelerate.
152         if ( (ff > 0.7) && (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) )
153             myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel), (autocvar_g_turrets_unit_hk_shot_speed_max));
154
155         // Setup trace pitch
156         pt_seek = 1 - ff;
157         pt_seek = bound(0.15,pt_seek,0.8);
158         if (ff < 0.5) pt_seek = 1;
159
160         // Trace left
161         traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,false,self);
162         vl = trace_endpos;
163         fl = trace_fraction;
164
165         // Trace right
166         traceline(self.origin,  self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
167         vr = trace_endpos;
168         fr = trace_fraction;
169
170         // Trace up
171         traceline(self.origin,  self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
172         vu = trace_endpos;
173         fu = trace_fraction;
174
175         // Trace down
176         traceline(self.origin,  self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
177         vd = trace_endpos;
178         fd = trace_fraction;
179
180         vl = normalize(vl - self.origin);
181         vr = normalize(vr - self.origin);
182         vu = normalize(vu - self.origin);
183         vd = normalize(vd - self.origin);
184
185         // Panic tresh passed, find a single direction and turn as hard as we can
186         if (pt_seek == 1)
187         {
188             wishdir = v_right;
189             if (fl > fr) wishdir = -1 * v_right;
190             if (fu > fl) wishdir = v_up;
191             if (fd > fu) wishdir = -1 * v_up;
192         }
193         else
194         {
195             // Normalize our trace vectors to make a smooth path
196             wishdir = normalize( (vl * fl) + (vr * fr) +  (vu * fu) +  (vd * fd) );
197         }
198
199         if (self.enemy)
200         {
201             if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
202             wishdir = (wishdir * (1 - fe)) + (ve * fe);
203         }
204     }
205     else
206     {
207         // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
208         myspeed = vlen(self.velocity);
209         if (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max))
210             myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
211
212         wishdir = ve;
213     }
214
215     if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time))
216         myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
217
218     // Ranoutagazfish?
219     if (self.cnt < time)
220     {
221         self.cnt = time + 0.25;
222         self.nextthink = 0;
223         self.movetype            = MOVETYPE_BOUNCE;
224         return;
225     }
226
227     // Calculate new heading
228     olddir = normalize(self.velocity);
229     newdir = normalize(olddir + wishdir * (autocvar_g_turrets_unit_hk_shot_speed_turnrate));
230
231     // Set heading & speed
232     self.velocity = newdir * myspeed;
233
234     // Align model with new heading
235     self.angles = vectoangles(self.velocity);
236
237
238 #ifdef TURRET_DEBUG_HK
239     //if(self.atime < time) {
240     if ((fe <= 0.99)||(edist > 1000))
241     {
242         te_lightning2(world,self.origin, self.origin + vr * lt_seek);
243         te_lightning2(world,self.origin, self.origin + vl * lt_seek);
244         te_lightning2(world,self.origin, self.origin + vu * lt_seek);
245         te_lightning2(world,self.origin, self.origin + vd * lt_seek);
246         te_lightning2(world,self.origin, vf);
247     }
248     else
249     {
250         te_lightning2(world,self.origin, self.enemy.origin);
251     }
252     bprint("Speed: ", ftos(rint(myspeed)), "\n");
253     bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
254     bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
255     self.atime = time + 0.2;
256     //}
257 #endif
258
259     UpdateCSQCProjectile(self);
260 }
261
262 float turret_hk_addtarget(entity e_target,entity e_sender)
263 {SELFPARAM();
264     if (e_target)
265     {
266         if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
267         {
268             self.enemy = e_target;
269             return 1;
270         }
271     }
272
273     return 0;
274 }
275
276 void spawnfunc_turret_hk() { SELFPARAM(); if(!turret_initialize(TUR_HK)) remove(self); }
277
278 float t_hk(float req)
279 {SELFPARAM();
280     switch(req)
281     {
282         case TR_ATTACK:
283         {
284             entity missile;
285
286             missile = turret_projectile(W_Sound("rocket_fire"), 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
287             te_explosion (missile.origin);
288
289             missile.think                       = turret_hk_missile_think;
290             missile.nextthink           = time + 0.25;
291             missile.movetype             = MOVETYPE_BOUNCEMISSILE;
292             missile.velocity             = self.tur_shotdir_updated * (self.shot_speed * 0.75);
293             missile.angles                 = vectoangles(missile.velocity);
294             missile.cnt                   = time + 30;
295             missile.ticrate               = max(autocvar_sys_ticrate, 0.05);
296             missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
297
298             if (self.tur_head.frame == 0)
299                 self.tur_head.frame = self.tur_head.frame + 1;
300
301             return true;
302         }
303         case TR_THINK:
304         {
305             if (self.tur_head.frame != 0)
306                 self.tur_head.frame = self.tur_head.frame + 1;
307
308             if (self.tur_head.frame > 5)
309                 self.tur_head.frame = 0;
310
311             return true;
312         }
313         case TR_DEATH:
314         {
315             return true;
316         }
317         case TR_SETUP:
318         {
319             self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
320             self.aim_flags = TFL_AIM_SIMPLE;
321             self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
322             self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCHECK  | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
323             self.shoot_flags = TFL_SHOOT_CLEARTARGET;
324             self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
325
326             self.turret_addtarget = turret_hk_addtarget;
327
328             return true;
329         }
330         case TR_PRECACHE:
331         {
332             return true;
333         }
334     }
335
336     return true;
337 }
338
339 #endif // SVQC
340 #ifdef CSQC
341 float t_hk(float req)
342 {
343     switch(req)
344     {
345         case TR_SETUP:
346         {
347             return true;
348         }
349         case TR_PRECACHE:
350         {
351             return true;
352         }
353     }
354
355     return true;
356 }
357
358 #endif // CSQC
359 #endif // REGISTER_TURRET