]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_seeker.qc
move some weapon precache stuff to where it belongs... the others follow later
[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         setmodel  (missile, "null");\r
193         setsize (missile, '-2 -2 -2', '2 2 2');\r
194 \r
195 \r
196         missile.movetype    = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;\r
197 \r
198         missile.flags       = FL_PROJECTILE;\r
199 \r
200         missile.velocity    = (w_shotdir + '0 0 0.45') * missile.switchweapon;\r
201         W_SetupProjectileVelocity(missile);\r
202 \r
203         missile.switchweapon = vlen(missile.velocity);\r
204         missile.angles = vectoangles (missile.velocity);\r
205 \r
206         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER);\r
207 }\r
208 \r
209 void Seeker_Vollycontroler_Think()\r
210 {\r
211         float c;\r
212         entity oldself,oldenemy;\r
213         self.cnt = self.cnt - 1;\r
214 \r
215         if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))\r
216         {\r
217                 remove(self);\r
218                 return;\r
219         }\r
220 \r
221         self.nextthink = time + cvar("g_balance_seeker_missile_delay");\r
222 \r
223         oldself = self;\r
224         self = self.owner;\r
225 \r
226         oldenemy = self.enemy;\r
227         self.enemy = oldself.enemy;\r
228 \r
229         c = mod(oldself.cnt, 4);\r
230         switch(c)\r
231         {\r
232                 case 0:\r
233                         Seeker_Fire_Missile('37.5 17 -22');\r
234                         break;\r
235                 case 1:\r
236                         Seeker_Fire_Missile('37.5 9.5 -22');\r
237                         break;\r
238                 case 2:\r
239                         Seeker_Fire_Missile('40 17 -29');\r
240                         break;\r
241                 case 3:\r
242                 default:\r
243                         Seeker_Fire_Missile('40 9.5 -29');\r
244                         break;\r
245         }\r
246 \r
247         self.enemy = oldenemy;\r
248         self = oldself;\r
249 }\r
250 \r
251 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
252 {\r
253         self.health = self.health - damage;\r
254         if (self.health <= 0)\r
255                 self.think ();\r
256 }\r
257 \r
258 void Seeker_Tag_Explode ()\r
259 {\r
260         vector  org2;\r
261         float b;\r
262 \r
263         //if(other==self.owner)\r
264         //    return;\r
265         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE);\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         dir     = normalize (self.owner.origin - self.origin);\r
282         org2    = findbetterlocation (self.origin, 8);\r
283 \r
284         te_knightspike(org2);\r
285 \r
286         self.event_damage = SUB_Null;\r
287         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT);\r
288 \r
289         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)\r
290         {\r
291                 entity e;\r
292                 e           = spawn();\r
293                 e.cnt       = cvar("g_balance_seeker_missile_count");\r
294                 e.owner     = self.owner;\r
295                 e.enemy     = other;\r
296                 e.think     = Seeker_Vollycontroler_Think;\r
297                 e.nextthink = time;\r
298 \r
299                 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");\r
300                 //sprint(other,"^1You are targeted!\n");\r
301 \r
302                 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");\r
303                 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");\r
304         }\r
305 \r
306         remove(self);\r
307         return;\r
308 }\r
309 \r
310 \r
311 \r
312 void Seeker_Fire_Tag()\r
313 {\r
314         local entity missile;\r
315         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
316                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");\r
317 \r
318         W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/tag_fire.wav");\r
319 \r
320         missile                 = spawn();\r
321         missile.owner           = self;\r
322         missile.classname       = "seeker_tag";\r
323         missile.bot_dodge       = TRUE;\r
324         missile.bot_dodgerating = 50;\r
325         missile.touch           = Seeker_Tag_Touch;\r
326         missile.think           = Seeker_Tag_Think;\r
327         missile.nextthink       = time + 15;\r
328         missile.movetype        = MOVETYPE_FLY;\r
329         missile.solid           = SOLID_BBOX;\r
330         missile.owner           = self;\r
331 \r
332         missile.takedamage       = DAMAGE_YES;\r
333         missile.event_damage    = Seeker_Tag_Explode;\r
334         missile.health          = 5;\r
335 \r
336         setmodel (missile, "null");\r
337         setorigin (missile, w_shotorg);\r
338         setsize (missile, '0 0 0', '0 0 0');\r
339 \r
340         missile.flags       = FL_PROJECTILE;\r
341 \r
342         missile.velocity    = w_shotdir  * cvar("g_balance_seeker_tag_speed");\r
343         missile.movetype    = MOVETYPE_BOUNCEMISSILE;\r
344         W_SetupProjectileVelocity(missile);\r
345         missile.angles = vectoangles (missile.velocity);\r
346 \r
347         CSQCProjectile(missile, TRUE, PROJECTILE_TAG);\r
348         missile.effects = EF_NODEPTHTEST;\r
349 }\r
350 \r
351 \r
352 void Seeker_Flac_Explode ()\r
353 {\r
354         self.event_damage = SUB_Null;\r
355 \r
356         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
357 \r
358         remove (self);\r
359 }\r
360 \r
361 void Seeker_Flac_Touch()\r
362 {\r
363         PROJECTILE_TOUCH;\r
364 \r
365         Seeker_Flac_Explode();\r
366 }\r
367 \r
368 void Seeker_Fire_Flac()\r
369 {\r
370         local entity missile;\r
371         vector f_org;\r
372         float c;\r
373 \r
374         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
375                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");\r
376 \r
377         c = mod(self.bulletcounter, 4);\r
378         switch(c)\r
379         {\r
380                 case 1:\r
381                         f_org = '37.5 17 -22';\r
382                         break;\r
383                 case 2:\r
384                         f_org = '37.5 9.5 -22';\r
385                         break;\r
386                 case 3:\r
387                         f_org = '40 17 -29';\r
388                         break;\r
389                 case 0:\r
390                 default:\r
391                         f_org = '40 9.5 -29';\r
392                         break;\r
393         }\r
394         W_SetupShot (self, f_org, FALSE, 2, "weapons/flac_fire.wav");\r
395 \r
396         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);\r
397 \r
398         missile = spawn ();\r
399         missile.owner = missile.realowner = self;\r
400         missile.classname = "missile";\r
401         missile.bot_dodge = TRUE;\r
402         missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");\r
403         missile.touch = Seeker_Flac_Explode;\r
404         missile.use = Seeker_Flac_Explode;\r
405         missile.think = Seeker_Flac_Explode;\r
406         missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");\r
407         missile.solid = SOLID_BBOX;\r
408         missile.scale = 0.4; // BUG: the model is too big\r
409         missile.projectiledeathtype = WEP_SEEKER;\r
410         setorigin (missile, w_shotorg);\r
411         setmodel (missile, "null"); // precision set below\r
412         setsize (missile, '0 0 0', '0 0 0');\r
413         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;\r
414 \r
415         missile.modelflags = MF_TRACER3;\r
416 \r
417         missile.movetype = MOVETYPE_FLY;\r
418         w_shotdir = w_shotdir + '0 0 0.3';\r
419         missile.velocity    = (w_shotdir  + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");\r
420 \r
421         W_SetupProjectileVelocity(missile);\r
422 \r
423         missile.angles = vectoangles (missile.velocity);\r
424         missile.flags = FL_PROJECTILE;\r
425 \r
426         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC);\r
427 }\r
428 \r
429 void spawnfunc_weapon_seeker (void)\r
430 {\r
431         weapon_defaultspawnfunc(WEP_SEEKER);\r
432 }\r
433 \r
434 float w_seeker(float req)\r
435 {\r
436         if (req == WR_AIM)\r
437                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);\r
438 \r
439         else if (req == WR_THINK)\r
440         {\r
441                 if (self.BUTTON_ATCK)\r
442                         if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))\r
443                         {\r
444                                 Seeker_Fire_Tag();\r
445                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);\r
446                         }\r
447 \r
448                 if (self.BUTTON_ATCK2)\r
449                         if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))\r
450                         {\r
451                                 Seeker_Fire_Flac();\r
452                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);\r
453                         }\r
454 \r
455         }\r
456         else if (req == WR_PRECACHE)\r
457         {\r
458                 precache_model ("models/weapons/g_seeker.md3");\r
459                 precache_model ("models/weapons/v_seeker.md3");\r
460                 precache_model ("models/weapons/w_seeker.zym");\r
461                 precache_sound ("weapons/tag_fire.wav");\r
462                 precache_sound ("weapons/flac_fire.wav");\r
463                 precache_sound ("weapons/seeker_fire.wav");\r
464         }\r
465         else if (req == WR_SETUP)\r
466                 weapon_setup(WEP_SEEKER);\r
467         else if (req == WR_CHECKAMMO1)\r
468                 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");\r
469         else if (req == WR_CHECKAMMO2)\r
470                 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");\r
471         else if (req == WR_SUICIDEMESSAGE)\r
472                 w_deathtypestring = "played with tiny rockets";\r
473         else if (req == WR_KILLMESSAGE)\r
474         {\r
475                 if(w_deathtype & HITTYPE_SECONDARY)\r
476                         w_deathtypestring = "ran into #'s flac";\r
477                 else\r
478                         w_deathtypestring = "was tagged by";\r
479         }\r
480         return TRUE;\r
481 };\r
482 \r