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add a new cheat "impulse 404"; some CSQC refactorings; distribute prandom seed as...
[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         self.event_damage = SUB_Null;\r
8         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
9 \r
10         remove (self);\r
11 }\r
12 \r
13 void Seeker_Missile_Touch()\r
14 {\r
15         PROJECTILE_TOUCH;\r
16 \r
17         Seeker_Missile_Explode();\r
18 }\r
19 \r
20 void Seeker_Missile_Think()\r
21 {\r
22         entity e;\r
23         vector desireddir, olddir, newdir, eorg;\r
24         float turnrate;\r
25         float dist;\r
26 \r
27         if (time > self.cnt)\r
28                 Seeker_Missile_Explode();\r
29 \r
30         if (!self.switchweapon)\r
31                 self.switchweapon = cvar("g_balance_seeker_missile_speed");\r
32 \r
33         if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))\r
34                 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");\r
35 \r
36         if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))\r
37                 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");\r
38 \r
39         if (self.enemy != world)\r
40                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)\r
41                         self.enemy = world;\r
42 \r
43         if (self.enemy != world)\r
44         {\r
45                 e               = self.enemy;\r
46                 eorg            = 0.5 * (e.absmin + e.absmax);\r
47                 turnrate        = cvar("g_balance_seeker_missile_turnrate");                // how fast to turn\r
48                 desireddir      = normalize(eorg - self.origin);\r
49                 olddir          = normalize(self.velocity);                                         // get my current direction\r
50                 dist            = vlen(eorg - self.origin);\r
51 \r
52                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )\r
53                 if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))\r
54                 {\r
55                         // Is it a better idea (shorter distance) to trace to the target itself?\r
56                         if ( vlen(self.origin + olddir * self.wait) < dist)\r
57                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);\r
58                         else\r
59                                 traceline(self.origin, eorg, FALSE, self);\r
60 \r
61                         // Setup adaptive tracelength\r
62                         self.wait = vlen(self.origin - trace_endpos);\r
63                         if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");\r
64                         if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");\r
65 \r
66                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.\r
67                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);\r
68                 }\r
69 \r
70                 //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy\r
71                 newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy\r
72 \r
73                 self.velocity = newdir * self.switchweapon;                                         // make me fly in the new direction at my flight speed\r
74         }\r
75 \r
76         // Proxy\r
77         if (cvar("g_balance_seeker_missile_proxy"))\r
78         {\r
79                 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))\r
80                 {\r
81                         if (self.autoswitch == 0)\r
82                         {\r
83                                 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");\r
84                         }\r
85                         else\r
86                         {\r
87                                 if (self.autoswitch <= time)\r
88                                 {\r
89                                         Seeker_Missile_Explode();\r
90                                         self.autoswitch = 0;\r
91                                 }\r
92                         }\r
93                 }\r
94                 else\r
95                 {\r
96                         if (self.autoswitch != 0)\r
97                                 self.autoswitch = 0;\r
98                 }\r
99         }\r
100         ///////////////\r
101 \r
102         if (self.enemy.deadflag != DEAD_NO)\r
103         {\r
104                 self.enemy = world;\r
105                 self.cnt = time + 1 + (random() * 4);\r
106                 self.nextthink = self.cnt;\r
107                 return;\r
108         }\r
109 \r
110         self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction\r
111         self.nextthink = time + 0.05;\r
112 \r
113         UpdateCSQCProjectile(self);\r
114 }\r
115 \r
116 \r
117 \r
118 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
119 {\r
120         float d;\r
121         d = damage;\r
122 \r
123         if (self.owner == attacker)\r
124                 d = d * 0.25;\r
125 \r
126         self.health = self.health - d;\r
127 \r
128         if (self.health <= 0)\r
129                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);\r
130 }\r
131 \r
132 void Seeker_Missile_Animate()\r
133 {\r
134         self.frame = self.frame +1;\r
135         self.nextthink = time + 0.05;\r
136 \r
137         if (self.enemy != world)\r
138                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)\r
139                         self.enemy = world;\r
140 \r
141         if(self.frame == 5)\r
142         {\r
143                 self.think           = Seeker_Missile_Think;\r
144                 self.nextthink       = time + cvar("g_balance_seeker_missile_activate_delay");\r
145 \r
146                 if (cvar("g_balance_seeker_guided_proxy"))\r
147                         self.movetype    = MOVETYPE_BOUNCEMISSILE;\r
148                 else\r
149                         self.movetype    = MOVETYPE_FLYMISSILE;\r
150         }\r
151 \r
152         UpdateCSQCProjectile(self);\r
153 }\r
154 \r
155 void Seeker_Fire_Missile(vector f_org)\r
156 {\r
157         local entity missile;\r
158 \r
159         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
160                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");\r
161 \r
162         makevectors(self.v_angle);\r
163         W_SetupShot (self, f_org, FALSE, 2, "weapons/seeker_fire.wav");\r
164         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);\r
165 \r
166         //self.detornator         = FALSE;\r
167 \r
168         missile                 = spawn();\r
169         missile.owner           = self;\r
170         missile.classname       = "seeker_missile";\r
171         missile.bot_dodge       = TRUE;\r
172         missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");\r
173 \r
174         missile.think           = Seeker_Missile_Animate;\r
175 \r
176         //if (!cvar("g_balance_seeker_missile_proxy"))\r
177         missile.touch           = Seeker_Missile_Touch;\r
178 \r
179         missile.event_damage    = Seeker_Missile_Damage;\r
180         missile.nextthink       = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");\r
181         missile.cnt             = time + cvar("g_balance_seeker_missile_lifetime");\r
182         missile.enemy           = self.enemy;\r
183         missile.switchweapon           = cvar("g_balance_seeker_missile_speed");\r
184         missile.solid           = SOLID_BBOX;\r
185         missile.scale           = 2;\r
186         missile.takedamage          = DAMAGE_YES;\r
187         missile.damageforcescale    = 4;\r
188         missile.health              = 5;\r
189         missile.projectiledeathtype = WEP_SEEKER;\r
190 \r
191         setorigin (missile, w_shotorg);\r
192         setsize (missile, '-2 -2 -2', '2 2 2');\r
193 \r
194 \r
195         missile.movetype    = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;\r
196 \r
197         missile.flags       = FL_PROJECTILE;\r
198 \r
199         missile.velocity    = (w_shotdir + '0 0 0.45') * missile.switchweapon;\r
200         W_SetupProjectileVelocity(missile);\r
201 \r
202         missile.switchweapon = vlen(missile.velocity);\r
203         missile.angles = vectoangles (missile.velocity);\r
204 \r
205         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);\r
206 }\r
207 \r
208 void Seeker_Vollycontroler_Think()\r
209 {\r
210         float c;\r
211         entity oldself,oldenemy;\r
212         self.cnt = self.cnt - 1;\r
213 \r
214         if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))\r
215         {\r
216                 remove(self);\r
217                 return;\r
218         }\r
219 \r
220         self.nextthink = time + cvar("g_balance_seeker_missile_delay");\r
221 \r
222         oldself = self;\r
223         self = self.owner;\r
224 \r
225         oldenemy = self.enemy;\r
226         self.enemy = oldself.enemy;\r
227 \r
228         c = mod(oldself.cnt, 4);\r
229         switch(c)\r
230         {\r
231                 case 0:\r
232                         Seeker_Fire_Missile('37.5 17 -22');\r
233                         break;\r
234                 case 1:\r
235                         Seeker_Fire_Missile('37.5 9.5 -22');\r
236                         break;\r
237                 case 2:\r
238                         Seeker_Fire_Missile('40 17 -29');\r
239                         break;\r
240                 case 3:\r
241                 default:\r
242                         Seeker_Fire_Missile('40 9.5 -29');\r
243                         break;\r
244         }\r
245 \r
246         self.enemy = oldenemy;\r
247         self = oldself;\r
248 }\r
249 \r
250 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
251 {\r
252         self.health = self.health - damage;\r
253         if (self.health <= 0)\r
254                 self.think ();\r
255 }\r
256 \r
257 void Seeker_Tag_Explode ()\r
258 {\r
259         //if(other==self.owner)\r
260         //    return;\r
261         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE);\r
262 \r
263         remove (self);\r
264 }\r
265 \r
266 void Seeker_Tag_Think()\r
267 {\r
268         remove(self);\r
269         return;\r
270 }\r
271 \r
272 void Seeker_Tag_Touch()\r
273 {\r
274         vector dir;\r
275         vector org2;\r
276 \r
277         dir     = normalize (self.owner.origin - self.origin);\r
278         org2    = findbetterlocation (self.origin, 8);\r
279 \r
280         te_knightspike(org2);\r
281 \r
282         self.event_damage = SUB_Null;\r
283         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT);\r
284 \r
285         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)\r
286         {\r
287                 entity e;\r
288                 e           = spawn();\r
289                 e.cnt       = cvar("g_balance_seeker_missile_count");\r
290                 e.owner     = self.owner;\r
291                 e.enemy     = other;\r
292                 e.think     = Seeker_Vollycontroler_Think;\r
293                 e.nextthink = time;\r
294 \r
295                 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");\r
296                 //sprint(other,"^1You are targeted!\n");\r
297 \r
298                 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");\r
299                 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");\r
300         }\r
301 \r
302         remove(self);\r
303         return;\r
304 }\r
305 \r
306 \r
307 \r
308 void Seeker_Fire_Tag()\r
309 {\r
310         local entity missile;\r
311         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
312                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");\r
313 \r
314         W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/tag_fire.wav");\r
315 \r
316         missile                 = spawn();\r
317         missile.owner           = self;\r
318         missile.classname       = "seeker_tag";\r
319         missile.bot_dodge       = TRUE;\r
320         missile.bot_dodgerating = 50;\r
321         missile.touch           = Seeker_Tag_Touch;\r
322         missile.think           = Seeker_Tag_Think;\r
323         missile.nextthink       = time + 15;\r
324         missile.movetype        = MOVETYPE_FLY;\r
325         missile.solid           = SOLID_BBOX;\r
326         missile.owner           = self;\r
327 \r
328         missile.takedamage       = DAMAGE_YES;\r
329         missile.event_damage    = Seeker_Tag_Explode;\r
330         missile.health          = 5;\r
331 \r
332         setorigin (missile, w_shotorg);\r
333 \r
334         missile.flags       = FL_PROJECTILE;\r
335 \r
336         missile.velocity    = w_shotdir  * cvar("g_balance_seeker_tag_speed");\r
337         missile.movetype    = MOVETYPE_BOUNCEMISSILE;\r
338         W_SetupProjectileVelocity(missile);\r
339         missile.angles = vectoangles (missile.velocity);\r
340 \r
341         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound\r
342 }\r
343 \r
344 \r
345 void Seeker_Flac_Explode ()\r
346 {\r
347         self.event_damage = SUB_Null;\r
348 \r
349         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
350 \r
351         remove (self);\r
352 }\r
353 \r
354 void Seeker_Flac_Touch()\r
355 {\r
356         PROJECTILE_TOUCH;\r
357 \r
358         Seeker_Flac_Explode();\r
359 }\r
360 \r
361 void Seeker_Fire_Flac()\r
362 {\r
363         local entity missile;\r
364         vector f_org;\r
365         float c;\r
366 \r
367         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
368                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");\r
369 \r
370         c = mod(self.bulletcounter, 4);\r
371         switch(c)\r
372         {\r
373                 case 1:\r
374                         f_org = '37.5 17 -22';\r
375                         break;\r
376                 case 2:\r
377                         f_org = '37.5 9.5 -22';\r
378                         break;\r
379                 case 3:\r
380                         f_org = '40 17 -29';\r
381                         break;\r
382                 case 0:\r
383                 default:\r
384                         f_org = '40 9.5 -29';\r
385                         break;\r
386         }\r
387         W_SetupShot (self, f_org, FALSE, 2, "weapons/flac_fire.wav");\r
388 \r
389         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);\r
390 \r
391         missile = spawn ();\r
392         missile.owner = missile.realowner = self;\r
393         missile.classname = "missile";\r
394         missile.bot_dodge = TRUE;\r
395         missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");\r
396         missile.touch = Seeker_Flac_Explode;\r
397         missile.use = Seeker_Flac_Explode;\r
398         missile.think = Seeker_Flac_Explode;\r
399         missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");\r
400         missile.solid = SOLID_BBOX;\r
401         missile.scale = 0.4; // BUG: the model is too big\r
402         missile.projectiledeathtype = WEP_SEEKER;\r
403         setorigin (missile, w_shotorg);\r
404         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;\r
405 \r
406         missile.movetype = MOVETYPE_FLY;\r
407         w_shotdir = w_shotdir + '0 0 0.3';\r
408         missile.velocity    = (w_shotdir  + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");\r
409 \r
410         W_SetupProjectileVelocity(missile);\r
411 \r
412         missile.angles = vectoangles (missile.velocity);\r
413         missile.flags = FL_PROJECTILE;\r
414 \r
415         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);\r
416 }\r
417 \r
418 void spawnfunc_weapon_seeker (void)\r
419 {\r
420         weapon_defaultspawnfunc(WEP_SEEKER);\r
421 }\r
422 \r
423 float w_seeker(float req)\r
424 {\r
425         if (req == WR_AIM)\r
426                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);\r
427 \r
428         else if (req == WR_THINK)\r
429         {\r
430                 if (self.BUTTON_ATCK)\r
431                         if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))\r
432                         {\r
433                                 Seeker_Fire_Tag();\r
434                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);\r
435                         }\r
436 \r
437                 if (self.BUTTON_ATCK2)\r
438                         if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))\r
439                         {\r
440                                 Seeker_Fire_Flac();\r
441                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);\r
442                         }\r
443 \r
444         }\r
445         else if (req == WR_PRECACHE)\r
446         {\r
447                 precache_model ("models/weapons/g_seeker.md3");\r
448                 precache_model ("models/weapons/v_seeker.md3");\r
449                 precache_model ("models/weapons/w_seeker.zym");\r
450                 precache_sound ("weapons/tag_fire.wav");\r
451                 precache_sound ("weapons/flac_fire.wav");\r
452                 precache_sound ("weapons/seeker_fire.wav");\r
453         }\r
454         else if (req == WR_SETUP)\r
455                 weapon_setup(WEP_SEEKER);\r
456         else if (req == WR_CHECKAMMO1)\r
457                 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");\r
458         else if (req == WR_CHECKAMMO2)\r
459                 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");\r
460         else if (req == WR_SUICIDEMESSAGE)\r
461                 w_deathtypestring = "played with tiny rockets";\r
462         else if (req == WR_KILLMESSAGE)\r
463         {\r
464                 if(w_deathtype & HITTYPE_SECONDARY)\r
465                         w_deathtypestring = "ran into #'s flac";\r
466                 else\r
467                         w_deathtypestring = "was tagged by";\r
468         }\r
469         return TRUE;\r
470 };\r
471 \r