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add a cvar for HLAC shots
[divverent/nexuiz.git] / data / qcsrc / server / w_seeker.qc
1 //.float speed; = switchweapon\r
2 //.float proxytime; = autoswitch\r
3 //.float tl; = wait\r
4 \r
5 void Seeker_Missile_Explode ()\r
6 {\r
7     vector      org2;\r
8     float b;\r
9     org2 = findbetterlocation (self.origin, 12);\r
10     te_explosion (org2);\r
11 \r
12     b = crandom();\r
13     if (b<-0.7)\r
14         sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);\r
15     else if (b<0.4)\r
16         sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);\r
17     else if (b<1)\r
18         sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);\r
19 \r
20     self.event_damage = SUB_Null;\r
21     RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other);\r
22 \r
23     remove (self);\r
24 }\r
25 \r
26 void Seeker_Missile_Touch()\r
27 {\r
28     if (other == self.owner)\r
29         return;\r
30 \r
31     Seeker_Missile_Explode();\r
32 }\r
33 \r
34 void Seeker_Missile_Think()\r
35 {\r
36     entity e;\r
37     vector desireddir, olddir, newdir;\r
38     float turnrate;\r
39     float dist;\r
40 \r
41     if (time > self.cnt)\r
42         Seeker_Missile_Explode();\r
43 \r
44     if (!self.switchweapon)\r
45         self.switchweapon = cvar("g_balance_seeker_missile_speed");\r
46 \r
47     if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))\r
48         self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");\r
49 \r
50     if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))\r
51         self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");\r
52 \r
53     if (self.enemy != world)\r
54     {\r
55         e               = self.enemy;\r
56         turnrate        = cvar("g_balance_seeker_missile_turnrate");                // how fast to turn\r
57         desireddir      = normalize(e.origin - self.origin);\r
58         olddir          = normalize(self.velocity);                                         // get my current direction\r
59         dist            = vlen(e.origin - self.origin);\r
60 \r
61         // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )\r
62         if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))\r
63         {\r
64             // Is it a better idea (shorter distance) to trace to the target itself?\r
65             if ( vlen(self.origin + olddir * self.wait) < dist)\r
66                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);\r
67             else\r
68                 traceline(self.origin, self.enemy.origin, FALSE, self);\r
69 \r
70             // Setup adaptive tracelength\r
71             self.wait = vlen(self.origin - trace_endpos);\r
72             if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");\r
73             if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");\r
74 \r
75             // Calc how important it is that we turn and add this to the desierd (enemy) dir.\r
76             desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);\r
77         }\r
78 \r
79         //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy\r
80         newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy\r
81 \r
82         self.velocity = newdir * self.switchweapon;                                         // make me fly in the new direction at my flight speed\r
83     }\r
84 \r
85     // Proxy\r
86     if (cvar("g_balance_seeker_missile_proxy"))\r
87     {\r
88         if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))\r
89         {\r
90             if (self.autoswitch == 0)\r
91             {\r
92                 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");\r
93             }\r
94             else\r
95             {\r
96                 if (self.autoswitch <= time)\r
97                 {\r
98                     Seeker_Missile_Explode();\r
99                     self.autoswitch = 0;\r
100                 }\r
101             }\r
102         }\r
103         else\r
104         {\r
105             if (self.autoswitch != 0)\r
106                 self.autoswitch = 0;\r
107         }\r
108     }\r
109     ///////////////\r
110 \r
111     if (self.enemy.deadflag != DEAD_NO)\r
112     {\r
113         self.enemy = world;\r
114         self.cnt = time + 1 + (random() * 4);\r
115         self.nextthink = self.cnt;\r
116         return;\r
117     }\r
118 \r
119     self.angles = vectoangles(self.velocity);                   // turn model in the new flight direction\r
120     self.nextthink = time + 0.05;\r
121 \r
122 }\r
123 \r
124 \r
125 \r
126 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
127 {\r
128 \r
129     float d;\r
130     d = damage;\r
131 \r
132     if (self.owner == attacker)\r
133         d = d * 0.25;\r
134 \r
135     self.health = self.health - d;\r
136 \r
137     if (self.health <= 0)\r
138         Seeker_Missile_Explode();\r
139 }\r
140 \r
141 #define EF_ROCKET                               16777216\r
142 void Seeker_Missile_Animate()\r
143 {\r
144     self.frame = self.frame +1;\r
145     self.nextthink = time + 0.05;\r
146 \r
147     if(self.frame == 5)\r
148     {   self.think           = Seeker_Missile_Think;\r
149         self.nextthink       = time + cvar("g_balance_seeker_missile_activate_delay");\r
150         self.effects         = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;\r
151 \r
152         if (cvar("g_balance_seeker_guided_proxy"))\r
153             self.movetype    = MOVETYPE_BOUNCEMISSILE;\r
154         else\r
155             self.movetype    = MOVETYPE_FLYMISSILE;\r
156 \r
157     }\r
158 }\r
159 \r
160 void Seeker_Fire_Missile(vector f_org)\r
161 {\r
162     local entity missile;\r
163 \r
164     if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
165         self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");\r
166 \r
167     makevectors(self.v_angle);\r
168     W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");\r
169     pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);\r
170 \r
171     //self.detornator         = FALSE;\r
172 \r
173     missile                 = spawn();\r
174     missile.owner           = self;\r
175     missile.classname       = "seeker_missile";\r
176     missile.bot_dodge       = TRUE;\r
177     missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");\r
178 \r
179     missile.think           = Seeker_Missile_Animate;\r
180 \r
181     //if (!cvar("g_balance_seeker_missile_proxy"))\r
182     missile.touch           = Seeker_Missile_Touch;\r
183 \r
184     missile.event_damage    = Seeker_Missile_Damage;\r
185     missile.nextthink       = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");\r
186     missile.cnt             = time + cvar("g_balance_seeker_missile_lifetime");\r
187     missile.enemy           = self.enemy;\r
188     missile.switchweapon           = cvar("g_balance_seeker_missile_speed");\r
189     missile.effects         = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;\r
190     missile.solid           = SOLID_BBOX;\r
191     missile.scale           = 2;\r
192     missile.takedamage          = DAMAGE_YES;\r
193     missile.damageforcescale    = 4;\r
194     missile.health              = 5;\r
195         missile.projectiledeathtype = WEP_SEEKER;\r
196 \r
197     setorigin (missile, w_shotorg);\r
198     setmodel  (missile, "models/tagrocket.md3");\r
199     setsize (missile, '0 0 0', '0 0 0');\r
200 \r
201 \r
202     missile.movetype    = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;\r
203 \r
204     missile.flags       = FL_PROJECTILE;\r
205 \r
206     missile.velocity    = (w_shotdir + '0 0 0.45') * missile.switchweapon;\r
207     W_SetupProjectileVelocity(missile);\r
208 \r
209     missile.switchweapon = vlen(missile.velocity);\r
210     missile.angles = vectoangles (missile.velocity);\r
211 \r
212 }\r
213 \r
214 void Seeker_Vollycontroler_Think()\r
215 {\r
216     entity oldself,oldenemy;\r
217     self.cnt = self.cnt - 1;\r
218     if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1))\r
219     {\r
220         remove(self);\r
221         return;\r
222 \r
223     }\r
224 \r
225     self.nextthink = time + cvar("g_balance_seeker_missile_delay");\r
226 \r
227     oldself = self;\r
228     self = self.owner;\r
229 \r
230     oldenemy = self.enemy;\r
231     self.enemy = oldself.enemy;\r
232 \r
233         Seeker_Fire_Missile('56 13 -15' + 7 * randomvec());\r
234 \r
235 \r
236 \r
237     self.enemy = oldenemy;\r
238     self = oldself;\r
239 }\r
240 \r
241 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
242 {\r
243     self.health = self.health - damage;\r
244     if (self.health <= 0)\r
245         self.think ();\r
246 }\r
247 \r
248 void Seeker_Tag_Explode ()\r
249 {\r
250     vector      org2;\r
251     float b;\r
252 \r
253     //if(other==self.owner)\r
254     //    return;\r
255 \r
256     org2 = findbetterlocation (self.origin, 12);\r
257     te_explosion (org2);\r
258 \r
259     b = crandom();\r
260     if (b<-0.7)\r
261         sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);\r
262     else if (b<0.4)\r
263         sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);\r
264     else if (b<1)\r
265         sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);\r
266 \r
267     remove (self);\r
268 }\r
269 \r
270 void Seeker_Tag_Think()\r
271 {\r
272     remove(self);\r
273     return;\r
274 }\r
275 \r
276 void Seeker_Tag_Touch()\r
277 {\r
278     vector dir;\r
279     vector org2;\r
280 \r
281         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
282         {\r
283                 remove(self);\r
284                 return;\r
285         }\r
286 \r
287     if (other == self.owner)\r
288         return;\r
289 \r
290     dir     = normalize (self.owner.origin - self.origin);\r
291     org2    = findbetterlocation (self.origin, 8);\r
292 \r
293     te_knightspike(org2);\r
294 \r
295     self.event_damage = SUB_Null;\r
296     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", 1, ATTN_NORM);\r
297 \r
298     if (other.classname == "player")\r
299     {\r
300 \r
301         entity e;\r
302         e           = spawn();\r
303         e.cnt       = cvar("g_balance_seeker_missile_count");\r
304         e.owner     = self.owner;\r
305         e.enemy     = other;\r
306         e.think     = Seeker_Vollycontroler_Think;\r
307         e.nextthink = time;\r
308 \r
309         //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");\r
310         //sprint(other,"^1You are targeted!\n");\r
311 \r
312         // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");\r
313         // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");\r
314     }\r
315 \r
316     remove(self);\r
317     return;\r
318 }\r
319 \r
320 \r
321 \r
322 void Seeker_Fire_Tag()\r
323 {\r
324     local entity missile;\r
325     if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
326         self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");\r
327 \r
328     W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");\r
329 \r
330     missile                 = spawn();\r
331     missile.owner           = self;\r
332     missile.classname       = "seeker_tag";\r
333     missile.bot_dodge       = TRUE;\r
334     missile.bot_dodgerating = 50;\r
335     missile.touch           = Seeker_Tag_Touch;\r
336     missile.think           = Seeker_Tag_Think;\r
337     missile.nextthink       = time + 15;\r
338     missile.movetype        = MOVETYPE_FLY;\r
339     missile.solid           = SOLID_BBOX;\r
340     missile.owner           = self;\r
341 \r
342     missile.takedamage       = DAMAGE_YES;\r
343     missile.event_damage    = Seeker_Tag_Explode;\r
344     missile.health          = 5;\r
345 \r
346     setmodel (missile, "models/laser.mdl");\r
347     setorigin (missile, w_shotorg);\r
348 \r
349     missile.effects     = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;\r
350     missile.flags       = FL_PROJECTILE;\r
351 \r
352     missile.velocity    = w_shotdir  * cvar("g_balance_seeker_tag_speed");\r
353     missile.movetype    = MOVETYPE_BOUNCEMISSILE;\r
354     W_SetupProjectileVelocity(missile);\r
355     missile.angles = vectoangles (missile.velocity);\r
356 }\r
357 \r
358 \r
359 void Seeker_Flac_Explode ()\r
360 {\r
361     vector      org2;\r
362     float b;\r
363     org2 = findbetterlocation (self.origin, 12);\r
364     te_explosion (org2);\r
365 \r
366     b = crandom();\r
367     if (b<-0.7)\r
368         sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);\r
369     else if (b<0.4)\r
370         sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);\r
371     else if (b<1)\r
372         sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);\r
373 \r
374     self.event_damage = SUB_Null;\r
375 \r
376     RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other);\r
377 \r
378     remove (self);\r
379 }\r
380 \r
381 void Seeker_Flac_Touch()\r
382 {\r
383     if (other == self.owner)\r
384         return;\r
385 \r
386     Seeker_Flac_Explode();\r
387 }\r
388 \r
389 void Seeker_Fire_Flac()\r
390 {\r
391         local entity missile;\r
392 \r
393         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
394                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");\r
395 \r
396     W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");\r
397 \r
398         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);\r
399 \r
400         missile = spawn ();\r
401         missile.owner = missile.realowner = self;\r
402         missile.classname = "missile";\r
403         missile.bot_dodge = TRUE;\r
404         missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");\r
405         missile.touch = Seeker_Flac_Explode;\r
406         missile.use = Seeker_Flac_Explode;\r
407         missile.think = Seeker_Flac_Explode;\r
408         missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");\r
409         missile.solid = SOLID_BBOX;\r
410         missile.scale = 0.4; // BUG: the model is too big\r
411         missile.projectiledeathtype = WEP_SEEKER;\r
412         setorigin (missile, w_shotorg);\r
413         setmodel (missile, "models/hagarmissile.mdl"); // precision set below\r
414         setsize (missile, '0 0 0', '0 0 0');\r
415         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;\r
416 \r
417         missile.effects = EF_LOWPRECISION;\r
418         missile.modelflags = MF_GRENADE;\r
419 \r
420         missile.movetype = MOVETYPE_FLY;\r
421         w_shotdir = w_shotdir + '0 0 0.3';\r
422         missile.velocity    = (w_shotdir  + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");\r
423 \r
424         W_SetupProjectileVelocity(missile);\r
425 \r
426         missile.angles = vectoangles (missile.velocity);\r
427         missile.flags = FL_PROJECTILE;\r
428 }\r
429 \r
430 void spawnfunc_weapon_seeker (void)\r
431 {\r
432         weapon_defaultspawnfunc(WEP_SEEKER);\r
433 }\r
434 \r
435 float w_seeker(float req)\r
436 {\r
437     if (req == WR_AIM)\r
438         self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);\r
439 \r
440     else if (req == WR_THINK)\r
441     {\r
442         if (self.BUTTON_ATCK)\r
443             if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))\r
444             {\r
445                 Seeker_Fire_Tag();\r
446                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);\r
447             }\r
448 \r
449         if (self.BUTTON_ATCK2)\r
450             if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))\r
451             {\r
452                 Seeker_Fire_Flac();\r
453                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);\r
454             }\r
455 \r
456     }\r
457     else if (req == WR_PRECACHE)\r
458     {\r
459         precache_model ("models/tagrocket.md3");\r
460         precache_model ("models/weapons/g_seeker.md3");\r
461         precache_model ("models/weapons/v_seeker.md3");\r
462         precache_model ("models/weapons/w_seeker.zym");\r
463         precache_sound ("weapons/hagar_fire.wav");\r
464         precache_sound ("weapons/hagexp1.wav");\r
465         precache_sound ("weapons/hagexp2.wav");\r
466         precache_sound ("weapons/hagexp3.wav");\r
467         precache_sound ("weapons/laserimpact.wav");\r
468     }\r
469     else if (req == WR_SETUP)\r
470         weapon_setup(WEP_SEEKER);\r
471     else if (req == WR_CHECKAMMO1)\r
472         return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo");\r
473     else if (req == WR_CHECKAMMO2)\r
474         return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");\r
475     else if (req == WR_SUICIDEMESSAGE)\r
476         w_deathtypestring = "played with tiny rockets";\r
477     else if (req == WR_KILLMESSAGE)\r
478         {\r
479                 if(w_deathtype & HITTYPE_SECONDARY)\r
480                         w_deathtypestring = "ran into #'s flac";\r
481                 else\r
482                         w_deathtypestring = "was tagged by";\r
483         }\r
484     return TRUE;\r
485 };\r
486 \r