2 REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
5 .float rl_detonate_later;
7 void W_Rocket_Unregister()
9 if(self.owner && self.owner.lastrocket == self)
11 self.owner.lastrocket = world;
12 // self.owner.rl_release = 1;
16 void W_Rocket_Explode (void)
18 W_Rocket_Unregister();
20 if(other.takedamage == DAMAGE_AIM)
21 if(other.classname == "player")
22 if(IsDifferentTeam(self.owner, other))
24 AnnounceTo(self.owner, "airshot");
26 self.event_damage = SUB_Null;
27 self.takedamage = DAMAGE_NO;
28 RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
30 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
32 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
34 self.owner.cnt = WEP_ROCKET_LAUNCHER;
35 ATTACK_FINISHED(self.owner) = time;
36 self.owner.switchweapon = w_getbestweapon(self.owner);
38 if(g_laserguided_missile)
39 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
44 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
46 entity head, selected;
48 float dist, maxdist,// bestdist,
57 makevectors(e.angles);
59 head = find(world, classname, "laser_target");
63 dir = normalize(head.origin - self.origin);
64 dot = dir * v_forward;
65 dist = vlen(head.origin - self.origin);
69 // gain points for being in front
70 points = points + ((dot+1)*0.5) * 500
71 * (1 + crandom()*dot_variance);
72 // gain points for being close away
73 points = points + (1 - dist/maxdist) * 1000
74 * (1 + crandom()*dot_variance);
76 traceline(e.origin, head.origin, TRUE, self);
77 if(trace_fraction < 1)
82 if(points > bestpoints)//random() > 0.5)//
88 head = find(head, classname, "laser_target");
91 //bprint(selected.owner.netname);
96 void W_Rocket_RemoteExplode()
98 if(self.owner.deadflag == DEAD_NO)
99 if(self.owner.lastrocket)
101 if((self.spawnshieldtime >= 0)
102 ? (time >= self.spawnshieldtime) // timer
103 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
107 self.projectiledeathtype |= HITTYPE_BOUNCE;
116 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
118 if(thisdir * goaldir > maxturn_cos)
123 // g = normalize(thisdir + goaldir * X)
124 // thisdir * g = maxturn
126 // gg = thisdir + goaldir * X
127 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
129 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
130 f = thisdir * goaldir;
131 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
132 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
133 m2 = maxturn_cos * maxturn_cos;
134 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
135 return normalize(thisdir + goaldir * v_y); // the larger solution!
138 void W_Rocket_Think (void)
141 vector desireddir, olddir, newdir, desiredorigin, goal;
143 float cosminang, cosmaxang, cosang;
145 float turnrate, velspeed, f;
146 self.nextthink = time;
150 self.projectiledeathtype |= HITTYPE_BOUNCE;
155 if(g_laserguided_missile)
158 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
159 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
161 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
166 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
167 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
169 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
172 // laser guided, or remote detonation
173 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
175 if(g_laserguided_missile)
177 if(self.rl_detonate_later)
178 W_Rocket_RemoteExplode();
180 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
182 if(self.owner.laser_on)
184 if(self.attack_finished_single < time)
186 self.attack_finished_single = time + 0.2 + random()*0.3;
187 self.enemy = FindLaserTarget(self, 0.7, 0.7);
191 self.enemy = self.owner.weaponentity.lasertarget;
193 else self.enemy = world;
195 else // don't allow stealing: always target my owner's laser (if it exists)
196 self.enemy = self.owner.weaponentity.lasertarget;
198 if(self.enemy != world)
200 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
201 velspeed = vlen(self.velocity);
202 e = self.enemy;//self.owner.weaponentity.lasertarget;
203 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
204 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
205 olddir = normalize(self.velocity); // get my current direction
206 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
207 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
208 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
210 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
215 if(self == self.owner.lastrocket)
216 if not(self.owner.rl_release)
217 if not(self.BUTTON_ATCK2)
218 if(cvar("g_balance_rocketlauncher_guiderate"))
219 if(time > self.pushltime)
220 if(self.owner.deadflag == DEAD_NO)
222 f = cvar("g_balance_rocketlauncher_guideratedelay");
224 f = bound(0, (time - self.pushltime) / f, 1);
228 velspeed = vlen(self.velocity);
230 makevectors(self.owner.v_angle);
231 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
232 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
233 olddir = normalize(self.velocity);
236 // disabled this code because it doesn't do what I want it to do :P
237 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
238 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
239 cosang = desireddir * normalize(self.origin - desiredorigin);
240 if(cosminang == cosmaxang)
241 f *= (cosang >= cosminang);
243 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
246 // now it gets tricky... we want to move like some curve to approximate the target direction
247 // but we are limiting the rate at which we can turn!
248 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
249 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
251 self.velocity = newdir * velspeed;
252 self.angles = vectoangles(self.velocity);
256 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
257 // TODO add a better sound here
258 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
263 if(self.rl_detonate_later)
264 W_Rocket_RemoteExplode();
268 if(self.csqcprojectile_clientanimate == 0)
269 UpdateCSQCProjectile(self);
272 void W_Rocket_Touch (void)
274 W_Rocket_Unregister();
280 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
282 if (self.health <= 0)
284 self.health = self.health - damage;
285 self.angles = vectoangles(self.velocity);
286 if (self.health <= 0)
287 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
290 void W_Rocket_Attack (void)
292 local entity missile;
295 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
296 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
298 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
299 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
301 missile = WarpZone_RefSys_SpawnSameRefSys(self);
302 missile.owner = self;
303 self.lastrocket = missile;
304 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
305 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
307 missile.spawnshieldtime = -1;
308 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
309 missile.classname = "rocket";
310 missile.bot_dodge = TRUE;
311 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
313 missile.takedamage = DAMAGE_YES;
314 missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
315 missile.health = cvar("g_balance_rocketlauncher_health");
316 missile.event_damage = W_Rocket_Damage;
318 missile.movetype = MOVETYPE_FLY;
319 PROJECTILE_MAKETRIGGER(missile);
320 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
321 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
323 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
324 if(g_laserguided_missile && self.laser_on)
325 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
327 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
328 missile.angles = vectoangles (missile.velocity);
330 missile.touch = W_Rocket_Touch;
331 missile.think = W_Rocket_Think;
332 missile.nextthink = time;
333 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
334 missile.flags = FL_PROJECTILE;
336 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
338 // muzzle flash for 1st person view
340 setmodel (flash, "models/flash.md3"); // precision set below
341 SUB_SetFade (flash, time, 0.1);
342 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
343 W_AttachToShotorg(flash, '5 0 0');
348 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
350 float w_rlauncher(float req)
356 // aim and decide to fire if appropriate
357 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
358 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
360 // decide whether to detonate rockets
361 local entity missile, targetlist, targ;
362 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
363 local float selfdamage, teamdamage, enemydamage;
364 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
365 coredamage = cvar("g_balance_rocketlauncher_damage");
366 edgeradius = cvar("g_balance_rocketlauncher_radius");
367 recipricoledgeradius = 1 / edgeradius;
371 targetlist = findchainfloat(bot_attack, TRUE);
372 missile = find(world, classname, "rocket");
375 if (missile.owner != self)
377 missile = find(missile, classname, "rocket");
383 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
384 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
385 // count potential damage according to type of target
387 selfdamage = selfdamage + d;
388 else if (targ.team == self.team && teams_matter)
389 teamdamage = teamdamage + d;
390 else if (bot_shouldattack(targ))
391 enemydamage = enemydamage + d;
394 missile = find(missile, classname, "rocket");
396 local float desirabledamage;
397 desirabledamage = enemydamage;
398 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
399 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
400 if (self.team && teamplay != 1)
401 desirabledamage = desirabledamage - teamdamage;
403 missile = find(world, classname, "rocket");
406 if (missile.owner != self)
408 missile = find(missile, classname, "rocket");
411 makevectors(missile.v_angle);
413 if (skill > 9) // normal players only do this for the target they are tracking
419 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
420 && desirabledamage > 0.1*coredamage
421 )self.BUTTON_ATCK2 = TRUE;
425 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
426 //As the distance gets larger, a correct detonation gets near imposible
427 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
428 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
429 if(self.enemy.classname == "player")
430 if(desirabledamage >= 0.1*coredamage)
431 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
432 self.BUTTON_ATCK2 = TRUE;
433 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
436 missile = find(missile, classname, "rocket");
438 // if we would be doing at X percent of the core damage, detonate it
439 // but don't fire a new shot at the same time!
440 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
441 self.BUTTON_ATCK2 = TRUE;
442 if ((skill > 6.5) && (selfdamage > self.health))
443 self.BUTTON_ATCK2 = FALSE;
444 //if(self.BUTTON_ATCK2 == TRUE)
445 // dprint(ftos(desirabledamage),"\n");
446 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
449 else if (req == WR_THINK)
451 if(g_laserguided_missile)
453 if (self.BUTTON_ATCK && self.rl_release)
456 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
458 if(!rock.rl_detonate_later)
460 rock.rl_detonate_later = TRUE;
465 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
468 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
471 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
476 if (!self.BUTTON_ATCK)
478 if (self.BUTTON_ATCK2)
479 if(self.exteriorweaponentity.attack_finished_single < time)
481 self.exteriorweaponentity.attack_finished_single = time + 0.4;
482 self.laser_on = !self.laser_on;
483 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
484 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
489 if (self.BUTTON_ATCK)
491 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
492 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
495 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
502 if (self.BUTTON_ATCK2)
505 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
507 if(!rock.rl_detonate_later)
509 rock.rl_detonate_later = TRUE;
514 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
518 else if (req == WR_PRECACHE)
520 precache_model ("models/flash.md3");
521 precache_model ("models/weapons/g_rl.md3");
522 precache_model ("models/weapons/v_rl.md3");
523 precache_model ("models/weapons/h_rl.dpm");
524 precache_sound ("weapons/rocket_det.wav");
525 precache_sound ("weapons/rocket_fire.wav");
526 precache_sound ("weapons/rocket_mode.wav");
527 if (g_laserguided_missile)
529 precache_model ("models/laser_dot.mdl"); // rocket launcher
532 else if (req == WR_SETUP)
534 weapon_setup(WEP_ROCKET_LAUNCHER);
537 else if (req == WR_CHECKAMMO1)
539 // don't switch while guiding a missile
540 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
541 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
544 else if (req == WR_CHECKAMMO2)
546 else if (req == WR_SUICIDEMESSAGE)
547 w_deathtypestring = "exploded";
548 else if (req == WR_KILLMESSAGE)
550 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
551 w_deathtypestring = "got too close to #'s rocket";
552 else if(w_deathtype & HITTYPE_SPLASH)
553 w_deathtypestring = "almost dodged #'s rocket";
555 w_deathtypestring = "ate #'s rocket";
557 else if (req == WR_RESETPLAYER)