#include "seeker.qh" #ifdef SVQC // ============================ // Begin: Missile functions, these are general functions to be manipulated by other code // ============================ void W_Seeker_Missile_Explode(entity this, entity directhitentity) { this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } void W_Seeker_Missile_Explode_think(entity this) { W_Seeker_Missile_Explode(this, NULL); } void W_Seeker_Missile_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); W_Seeker_Missile_Explode(this, toucher); } void W_Seeker_Missile_Think(entity this) { entity e; vector desireddir, olddir, newdir, eorg; float turnrate; float dist; float spd; if(time > this.cnt) { this.projectiledeathtype |= HITTYPE_SPLASH; W_Seeker_Missile_Explode(this, NULL); } spd = vlen(this.velocity); spd = bound( spd - WEP_CVAR(seeker, missile_decel) * frametime, WEP_CVAR(seeker, missile_speed_max), spd + WEP_CVAR(seeker, missile_accel) * frametime ); if(this.enemy != NULL) if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy)) this.enemy = NULL; if(this.enemy != NULL) { e = this.enemy; eorg = 0.5 * (e.absmin + e.absmax); turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn desireddir = normalize(eorg - this.origin); olddir = normalize(this.velocity); // get my current direction dist = vlen(eorg - this.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist))) { // Is it a better idea (shorter distance) to trace to the target itself? if( vdist(this.origin + olddir * this.wait, <, dist)) traceline(this.origin, this.origin + olddir * this.wait, false, this); else traceline(this.origin, eorg, false, this); // Setup adaptive tracelength this.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = WEP_CVAR(seeker, missile_smart_trace_max)); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); } newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy this.velocity = newdir * spd; // make me fly in the new direction at my flight speed } else dist = 0; // Proxy if(WEP_CVAR(seeker, missile_proxy)) { if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange)) { if(this.autoswitch == 0) { this.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay); } else { if(this.autoswitch <= time) { W_Seeker_Missile_Explode(this, NULL); this.autoswitch = 0; } } } else { if(this.autoswitch != 0) this.autoswitch = 0; } } /////////////// if(IS_DEAD(this.enemy)) { this.enemy = NULL; this.cnt = time + 1 + (random() * 4); this.nextthink = this.cnt; return; } //this.angles = vectoangles(this.velocity); // turn model in the new flight direction this.nextthink = time;// + 0.05; // csqc projectiles UpdateCSQCProjectile(this); } void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(this.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt if(this.realowner == attacker) this.health = this.health - (damage * 0.25); else this.health = this.health - damage; if(this.health <= 0) W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think); } /* void W_Seeker_Missile_Animate(entity this) { this.frame = this.frame +1; this.nextthink = time + 0.05; if(this.enemy != NULL) if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy)) this.enemy = NULL; if(this.frame == 5) { this.think = W_Seeker_Missile_Think; this.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles if(autocvar_g_balance_seeker_missile_proxy) this.move_movetype = MOVETYPE_BOUNCEMISSILE; else this.move_movetype = MOVETYPE_FLYMISSILE; } UpdateCSQCProjectile(this); } */ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity); makevectors(actor.v_angle); W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? WEP_SEEKER.m_id | HITTYPE_SECONDARY : WEP_SEEKER.m_id)); w_shotorg += f_diff; Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); //actor.detornator = false; entity missile = new(seeker_missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage); setthink(missile, W_Seeker_Missile_Think); settouch(missile, W_Seeker_Missile_Touch); missile.event_damage = W_Seeker_Missile_Damage; missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay"); missile.cnt = time + WEP_CVAR(seeker, missile_lifetime); missile.enemy = m_target; missile.solid = SOLID_BBOX; missile.scale = 2; missile.takedamage = DAMAGE_YES; missile.weaponentity_fld = weaponentity; missile.health = WEP_CVAR(seeker, missile_health); missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale); missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); //missile.think = W_Seeker_Missile_Animate; // csqc projectiles. if(missile.enemy != NULL) missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; else missile.projectiledeathtype = WEP_SEEKER.m_id; setorigin(missile, w_shotorg); setsize(missile, '-4 -4 -4', '4 4 4'); set_movetype(missile, MOVETYPE_FLYMISSILE); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG; W_SetupProjVelocity_UP_PRE(missile, seeker, missile_); missile.angles = vectoangles(missile.velocity); CSQCProjectile(missile, false, PROJECTILE_SEEKER, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } // ============================ // Begin: FLAC, close range attack meant for defeating rockets which are coming at you. // ============================ void W_Seeker_Flac_Explode(entity this, entity directhitentity) { this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } void W_Seeker_Flac_Touch(entity this, entity toucher) { W_Seeker_Flac_Explode(this, toucher); } void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger) { W_Seeker_Flac_Explode(this, trigger); } void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; vector f_diff; float c; W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity); c = actor.(weaponentity).bulletcounter % 4; switch(c) { case 0: f_diff = '-1.25 -3.75 0'; break; case 1: f_diff = '+1.25 -3.75 0'; break; case 2: f_diff = '-1.25 +3.75 0'; break; case 3: default: f_diff = '+1.25 +3.75 0'; break; } W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), WEP_SEEKER.m_id | HITTYPE_SECONDARY); w_shotorg += f_diff; Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage); settouch(missile, W_Seeker_Flac_Touch); missile.use = W_Seeker_Flac_Explode_use; setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand); missile.solid = SOLID_BBOX; set_movetype(missile, MOVETYPE_FLY); missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; missile.weaponentity_fld = weaponentity; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; // csqc projectiles //missile.angles = vectoangles(missile.velocity); //missile.scale = 0.4; // BUG: the model is too big setorigin(missile, w_shotorg); setsize(missile, '-2 -2 -2', '2 2 2'); W_SetupProjVelocity_UP_PRE(missile, seeker, flac_); CSQCProjectile(missile, true, PROJECTILE_FLAC, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } // ============================ // Begin: Tag and rocket controllers // ============================ entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget) { IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == isowner, { if(it.tag_target == istarget && it.weaponentity_fld == weaponentity) return it; }); return NULL; } void W_Seeker_Attack(entity actor, .entity weaponentity) { entity closest_target = NULL; IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == actor, { if(closest_target) { if(vlen2(actor.origin - it.tag_target.origin) < vlen2(actor.origin - closest_target.origin)) closest_target = it.tag_target; } else closest_target = it.tag_target; }); if(closest_target) { traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor); if(!closest_target || (trace_fraction < 1 && trace_ent != closest_target)) closest_target = NULL; } W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target); } void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack { float c; entity oldenemy; this.cnt = this.cnt - 1; Weapon thiswep = WEP_SEEKER; .entity weaponentity = this.weaponentity_fld; if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)) { delete(this); return; } this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner); entity own = this.realowner; oldenemy = own.enemy; own.enemy = this.enemy; c = own.cnt % 4; switch(c) { case 0: W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO break; case 1: W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO break; case 2: W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO break; case 3: default: W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO break; } own.enemy = oldenemy; } void W_Seeker_Tracker_Think(entity this) { .entity weaponentity = this.weaponentity_fld; // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER) || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime))) { if(this) { WaypointSprite_Kill(this.tag_target.wps_tag_tracker); delete(this); } return; } // Update the think method information this.nextthink = time; } // ============================ // Begin: Tag projectile // ============================ void W_Seeker_Tag_Explode(entity this) { //if(other==this.realowner) // return; Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this); delete(this); } void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(this.health <= 0) return; this.health = this.health - damage; if(this.health <= 0) W_Seeker_Tag_Explode(this); } void W_Seeker_Tag_Touch(entity this, entity toucher) { vector dir; vector org2; entity e; PROJECTILE_TOUCH(this, toucher); dir = normalize(this.realowner.origin - this.origin); org2 = findbetterlocation(this.origin, 8); te_knightspike(org2); this.event_damage = func_null; Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, toucher.species, this); if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher)) { // check to see if this person is already tagged by me .entity weaponentity = this.weaponentity_fld; entity tag = W_Seeker_Tagged_Info(this.realowner, weaponentity, toucher); if(tag != NULL) { if(toucher.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first WaypointSprite_Kill(toucher.wps_tag_tracker); tag.tag_time = time; } else { //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n")); e = new(tag_tracker); e.weaponentity_fld = this.weaponentity_fld; e.cnt = WEP_CVAR(seeker, missile_count); e.owner = this.owner; e.realowner = this.realowner; IL_PUSH(g_seeker_trackers, e); if(WEP_CVAR(seeker, type) == 1) { e.tag_target = toucher; e.tag_time = time; setthink(e, W_Seeker_Tracker_Think); } else { e.enemy = toucher; setthink(e, W_Seeker_Vollycontroller_Think); } e.nextthink = time; } if(WEP_CVAR(seeker, type) == 1) { WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, toucher, '0 0 64', this.realowner, 0, toucher, wps_tag_tracker, true, RADARICON_TAGGED); WaypointSprite_UpdateRule(toucher.wps_tag_tracker, 0, SPRITERULE_DEFAULT); } } delete(this); return; } void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count), WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY); entity missile = new(seeker_tag); missile.weaponentity_fld = weaponentity; missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = 50; settouch(missile, W_Seeker_Tag_Touch); setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime); set_movetype(missile, MOVETYPE_FLY); missile.solid = SOLID_BBOX; missile.takedamage = DAMAGE_YES; missile.event_damage = W_Seeker_Tag_Damage; missile.health = WEP_CVAR(seeker, tag_health); missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale); setorigin(missile, w_shotorg); setsize(missile, '-2 -2 -2', '2 2 2'); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); //missile.missile_flags = MIF_..?; set_movetype(missile, MOVETYPE_FLY); W_SetupProjVelocity_PRE(missile, seeker, tag_); missile.angles = vectoangles(missile.velocity); CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound MUTATOR_CALLHOOK(EditProjectile, actor, missile); } // ============================ // Begin: Genereal weapon functions // ============================ METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(seeker, type) == 1) if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL) PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false); else PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); } METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_seeker_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { if(WEP_CVAR(seeker, type) == 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire))) { W_Seeker_Attack(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); } } else { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { W_Seeker_Fire_Tag(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } } else if(fire & 2) { if(WEP_CVAR(seeker, type) == 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { W_Seeker_Fire_Tag(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } else { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire))) { W_Seeker_Fire_Flac(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready); } } } } METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo); } else { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); } return ammo_amount; } METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); } else { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo); } return ammo_amount; } METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD); } METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_SEEKER_SUICIDE; } METHOD(Seeker, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_SEEKER_MURDER_TAG; else return WEAPON_SEEKER_MURDER_SPRAY; } #endif #ifdef CSQC METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_BOUNCE) { if(w_deathtype & HITTYPE_SECONDARY) { if(!w_issilent) sound(actor, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM); } else { pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) { if(w_random<0.15) sound(actor, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM); else if(w_random<0.7) sound(actor, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM); else sound(actor, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM); } } } else { pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) { if(w_random<0.15) sound(actor, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM); else if(w_random<0.7) sound(actor, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM); else sound(actor, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM); } } } #endif