]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_seeker.qc
Merge branch 'samual/seeker_updates' into samual/change_default_balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_seeker.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
3 #else
4 #ifdef SVQC
5 //.float proxytime; = autoswitch
6 //.float tl; = wait
7 .entity tag_target, wps_tag_tracker;
8 .float tag_time;
9
10 void Seeker_Missile_Explode ()
11 {
12         self.event_damage = SUB_Null;
13         RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other);
14
15         remove (self);
16 }
17
18 void Seeker_Missile_Touch()
19 {
20         PROJECTILE_TOUCH;
21
22         Seeker_Missile_Explode();
23 }
24
25 void Seeker_Missile_Think()
26 {
27         entity e;
28         vector desireddir, olddir, newdir, eorg;
29         float turnrate;
30         float dist;
31         float spd;
32
33         if (time > self.cnt)
34         {
35                 self.projectiledeathtype |= HITTYPE_SPLASH;
36                 Seeker_Missile_Explode();
37         }
38
39         spd = vlen(self.velocity);
40         spd = bound(
41                 spd - autocvar_g_balance_seeker_missile_decel * frametime,
42                 autocvar_g_balance_seeker_missile_speed_max,
43                 spd + autocvar_g_balance_seeker_missile_accel * frametime
44         );
45
46         if (self.enemy != world)
47                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
48                         self.enemy = world;
49
50         if (self.enemy != world)
51         {
52                 e               = self.enemy;
53                 eorg            = 0.5 * (e.absmin + e.absmax);
54                 turnrate        = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
55                 desireddir      = normalize(eorg - self.origin);
56                 olddir          = normalize(self.velocity); // get my current direction
57                 dist            = vlen(eorg - self.origin);
58
59                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
60                 if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
61                 {
62                         // Is it a better idea (shorter distance) to trace to the target itself?
63                         if ( vlen(self.origin + olddir * self.wait) < dist)
64                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
65                         else
66                                 traceline(self.origin, eorg, FALSE, self);
67
68                         // Setup adaptive tracelength
69                         self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max);
70
71                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
72                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
73                 }
74                 
75                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
76                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
77         }
78
79         // Proxy
80         if (autocvar_g_balance_seeker_missile_proxy)
81         {
82                 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
83                 {
84                         if (self.autoswitch == 0)
85                         {
86                                 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
87                         }
88                         else
89                         {
90                                 if (self.autoswitch <= time)
91                                 {
92                                         Seeker_Missile_Explode();
93                                         self.autoswitch = 0;
94                                 }
95                         }
96                 }
97                 else
98                 {
99                         if (self.autoswitch != 0)
100                                 self.autoswitch = 0;
101                 }
102         }
103         ///////////////
104
105         if (self.enemy.deadflag != DEAD_NO)
106         {
107                 self.enemy = world;
108                 self.cnt = time + 1 + (random() * 4);
109                 self.nextthink = self.cnt;
110                 return;
111         }
112
113         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
114         self.nextthink = time;// + 0.05; // csqc projectiles
115         UpdateCSQCProjectile(self);
116 }
117
118
119
120 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
121 {
122         if (self.health <= 0)
123                 return;
124
125         if (self.owner == attacker)
126                 self.health = self.health - (damage * 0.25);
127         else
128                 self.health = self.health - damage;
129                 
130         if (self.health <= 0)
131                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
132 }
133
134 /*
135 void Seeker_Missile_Animate()
136 {
137         self.frame = self.frame +1;
138         self.nextthink = time + 0.05;
139
140         if (self.enemy != world)
141                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
142                         self.enemy = world;
143
144         if(self.frame == 5)
145         {
146                 self.think           = Seeker_Missile_Think;
147                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
148
149                 if (autocvar_g_balance_seeker_missile_proxy)
150                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
151                 else
152                         self.movetype    = MOVETYPE_FLYMISSILE;
153         }
154
155         UpdateCSQCProjectile(self);
156 }
157 */
158
159 void Seeker_Fire_Missile(vector f_diff, entity m_target)
160 {
161         local entity missile;
162
163         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
164
165         makevectors(self.v_angle);
166         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
167         w_shotorg += f_diff;
168         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
169
170         //self.detornator         = FALSE;
171
172         missile                 = spawn();
173         missile.owner           = self;
174         missile.classname       = "seeker_missile";
175         missile.bot_dodge       = TRUE;
176         missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
177
178         missile.think           = Seeker_Missile_Think;
179         missile.touch           = Seeker_Missile_Touch;
180         missile.event_damage    = Seeker_Missile_Damage;
181         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
182         missile.cnt             = time + autocvar_g_balance_seeker_missile_lifetime;
183         missile.enemy           = m_target;
184         missile.solid           = SOLID_BBOX;
185         missile.scale           = 2;
186         missile.takedamage      = DAMAGE_YES;
187         missile.health          = autocvar_g_balance_seeker_missile_health;
188         missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
189         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
190         
191         if (missile.enemy != world)
192                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
193         else 
194                 missile.projectiledeathtype = WEP_SEEKER;
195
196
197         setorigin (missile, w_shotorg);
198         setsize (missile, '-4 -4 -4', '4 4 4');
199         missile.movetype    = MOVETYPE_FLYMISSILE;
200         missile.flags       = FL_PROJECTILE;
201         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
202
203         missile.angles = vectoangles (missile.velocity);
204
205         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
206
207         other = missile; MUTATOR_CALLHOOK(EditProjectile);
208 }
209
210 entity Seeker_Tagged_Info(entity isowner, entity istarget)
211 {
212         entity tag;
213         for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) 
214                 if ((tag.owner == isowner) && (tag.tag_target == istarget))
215                         return tag;
216                 
217         return world;
218 }
219
220 void Seeker_Attack()
221 {
222         entity tracker, closest_target;
223         
224         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.owner == self)
225         {
226                 if (closest_target)
227                 {
228                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
229                                 closest_target = tracker.tag_target;
230                 }
231                 else 
232                         closest_target = tracker.tag_target;
233         }
234                 
235         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
236         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
237                 closest_target = world;
238          
239         // we don't need to do this because the model is going to be changed anyway. 
240         // CLEAN THIS UP IN THE FUTURE !!!!!!!!!!!
241         /*
242         switch(mod(self.bulletcounter, 4))
243         {
244                 case 0:
245                         Seeker_Fire_Missile('-1.25 -3.75 0', closest_target);
246                         break;
247                 case 1:
248                         Seeker_Fire_Missile('+1.25 -3.75 0', closest_target);
249                         break;
250                 case 2:
251                         Seeker_Fire_Missile('-1.25 +3.75 0', closest_target);
252                         break;
253                 case 3:
254                 default:
255                         Seeker_Fire_Missile('+1.25 +3.75 0', closest_target);
256                         break;
257         }
258         */
259         
260         Seeker_Fire_Missile('0 0 0', closest_target);
261 }
262
263 void Seeker_Tracker_Think() 
264 {
265         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
266         if ((self.owner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER)
267         || (time > self.tag_time + autocvar_g_balance_seeker_tag_tracker_lifetime))
268         {
269                 if (self)
270                 {
271                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
272                         remove(self);
273                 }
274                 return;
275         }
276         
277         // Update the think method information
278         self.nextthink = time;
279 }
280
281 void Seeker_Tag_Explode ()
282 {
283         //if(other==self.owner)
284         //    return;
285         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
286
287         remove (self);
288 }
289
290 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
291 {
292         if (self.health <= 0)
293                 return;
294         self.health = self.health - damage;
295         if (self.health <= 0)
296                 Seeker_Tag_Explode();
297 }
298
299 void Seeker_Tag_Touch()
300 {
301         vector dir;
302         vector org2;
303         entity e;
304         
305         dir     = normalize (self.owner.origin - self.origin);
306         org2    = findbetterlocation (self.origin, 8);
307
308         te_knightspike(org2);
309
310         self.event_damage = SUB_Null;
311         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
312
313         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
314         {
315                 // check to see if this person is already tagged by me
316                 entity tag = Seeker_Tagged_Info(self.owner, other);
317                 
318                 if (tag != world)
319                 {
320                         if (other.wps_tag_tracker) // don't attach another waypointsprite without killing the old one first
321                                 WaypointSprite_Kill(other.wps_tag_tracker);
322                                 
323                         tag.tag_time = time;
324                 }
325                 else
326                 {               
327                         sprint(self.owner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
328                         e             = spawn();
329                         e.classname   = "tag_tracker";
330                         e.owner       = self.owner;
331                         e.think       = Seeker_Tracker_Think;
332                         e.nextthink   = time;
333                         e.tag_target  = other;
334                         e.tag_time    = time;
335                 }
336                         
337                 WaypointSprite_Spawn("tagged-target", autocvar_g_balance_seeker_tag_tracker_lifetime, 0, other, '0 0 64', self.owner, 0, other, wps_tag_tracker, TRUE);
338                 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
339         }
340
341         remove(self);
342         return;
343 }
344
345 void Seeker_Fire_Tag()
346 {
347         local entity missile;
348         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
349
350         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
351
352         missile                 = spawn();
353         missile.owner           = self;
354         missile.classname       = "seeker_tag";
355         missile.bot_dodge       = TRUE;
356         missile.bot_dodgerating = 50;
357         missile.touch           = Seeker_Tag_Touch;
358         missile.think           = SUB_Remove;
359         missile.nextthink       = time + autocvar_g_balance_seeker_tag_lifetime;
360         missile.movetype        = MOVETYPE_FLY;
361         missile.solid           = SOLID_BBOX;
362         missile.owner           = self;
363
364         missile.takedamage       = DAMAGE_YES;
365         missile.event_damage    = Seeker_Tag_Explode;
366         missile.health          = autocvar_g_balance_seeker_tag_health;
367         missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
368
369         setorigin (missile, w_shotorg);
370         setsize (missile, '-2 -2 -2', '2 2 2');
371
372         missile.flags       = FL_PROJECTILE;
373
374         missile.movetype    = MOVETYPE_FLY;
375         W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
376         missile.angles = vectoangles (missile.velocity);
377
378         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
379
380         other = missile; MUTATOR_CALLHOOK(EditProjectile);
381 }
382
383 void spawnfunc_weapon_seeker (void)
384 {
385         weapon_defaultspawnfunc(WEP_SEEKER);
386 }
387
388 float w_seeker(float req)
389 {
390         float ammo_amount;
391
392         if (req == WR_AIM)
393         {
394                 if (Seeker_Tagged_Info(self, self.enemy) != world)
395                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE);
396                 else
397                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
398         }
399         else if (req == WR_THINK)
400         {
401                 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
402                         weapon_action(self.weapon, WR_RELOAD);
403                         
404                 else if (self.BUTTON_ATCK)
405                 {
406                         if (weapon_prepareattack(0, autocvar_g_balance_seeker_missile_refire))
407                         {
408                                 Seeker_Attack();
409                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready);
410                         }
411                 }
412
413                 else if (self.BUTTON_ATCK2)
414                 {
415                         if (weapon_prepareattack(1, autocvar_g_balance_seeker_tag_refire))
416                         {
417                                 Seeker_Fire_Tag();
418                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
419                         }
420                 }
421         }
422         else if (req == WR_PRECACHE)
423         {
424                 precache_model ("models/weapons/g_seeker.md3");
425                 precache_model ("models/weapons/v_seeker.md3");
426                 precache_model ("models/weapons/h_seeker.iqm");
427                 precache_sound ("weapons/tag_fire.wav");
428                 //precache_sound ("weapons/flac_fire.wav");
429                 precache_sound ("weapons/seeker_fire.wav");
430                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
431         }
432         else if (req == WR_SETUP)
433         {
434                 weapon_setup(WEP_SEEKER);
435                 self.current_ammo = ammo_rockets;
436         }
437         else if (req == WR_CHECKAMMO1)
438         {
439                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
440                 ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_missile_ammo;
441                 return ammo_amount;
442         }
443         else if (req == WR_CHECKAMMO2)
444         {
445                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
446                 ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_tag_ammo;
447                 return ammo_amount;
448         }
449         else if (req == WR_RELOAD)
450         {
451                 W_Reload(min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
452         }
453         return TRUE;
454 };
455 #endif
456 #ifdef CSQC
457 float w_seeker(float req)
458 {
459         if(req == WR_IMPACTEFFECT)
460         {
461                 vector org2;
462                 org2 = w_org + w_backoff * 6;
463                 if(w_deathtype & HITTYPE_BOUNCE)
464                 {
465                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
466                         if(!w_issilent)
467                         {
468                                 if (w_random<0.15)
469                                         sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
470                                 else if (w_random<0.7)
471                                         sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
472                                 else
473                                         sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
474                         }
475                 }
476                 else if(w_deathtype & HITTYPE_HEADSHOT)
477                 {
478                         if(!w_issilent)
479                                 sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
480                 }
481                 else
482                 {
483                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
484                         if(!w_issilent)
485                         {
486                                 if (w_random<0.15)
487                                         sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
488                                 else if (w_random<0.7)
489                                         sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
490                                 else
491                                         sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
492                         }
493                 }
494         }
495         else if(req == WR_PRECACHE)
496         {
497                 precache_sound("weapons/seekerexp1.wav");
498                 precache_sound("weapons/seekerexp2.wav");
499                 precache_sound("weapons/seekerexp3.wav");
500                 precache_sound("weapons/tagexp1.wav");
501                 precache_sound("weapons/tagexp2.wav");
502                 precache_sound("weapons/tagexp3.wav");
503                 precache_sound("weapons/tag_impact.wav");
504         }
505         else if (req == WR_SUICIDEMESSAGE)
506                 w_deathtypestring = _("%s played with tiny rockets");
507         else if (req == WR_KILLMESSAGE)
508         {
509                 if(w_deathtype & HITTYPE_SECONDARY)
510                         w_deathtypestring = _("%s was tagged by %s");
511                 else
512                         w_deathtypestring = _("%s was pummeled by %s");
513         }
514         return TRUE;
515 }
516 #endif
517 #endif