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");
6 .float rl_detonate_later;
8 void W_Rocket_Unregister()
10 if(self.owner && self.owner.lastrocket == self)
12 self.owner.lastrocket = world;
13 // self.owner.rl_release = 1;
17 void W_Rocket_Explode ()
19 W_Rocket_Unregister();
21 if(other.takedamage == DAMAGE_AIM)
22 if(other.classname == "player")
23 if(IsDifferentTeam(self.owner, other))
25 AnnounceTo(self.owner, "airshot");
27 self.event_damage = SUB_Null;
28 self.takedamage = DAMAGE_NO;
30 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);
32 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
34 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
36 self.owner.cnt = WEP_ROCKET_LAUNCHER;
37 ATTACK_FINISHED(self.owner) = time;
38 self.owner.switchweapon = w_getbestweapon(self.owner);
44 void W_Rocket_DoRemoteExplode ()
46 W_Rocket_Unregister();
48 self.event_damage = SUB_Null;
49 self.takedamage = DAMAGE_NO;
51 RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
53 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
55 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
57 self.owner.cnt = WEP_ROCKET_LAUNCHER;
58 ATTACK_FINISHED(self.owner) = time;
59 self.owner.switchweapon = w_getbestweapon(self.owner);
65 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
67 entity head, selected;
69 float dist, maxdist,// bestdist,
78 makevectors(e.angles);
80 head = find(world, classname, "laser_target");
84 dir = normalize(head.origin - self.origin);
85 dot = dir * v_forward;
86 dist = vlen(head.origin - self.origin);
90 // gain points for being in front
91 points = points + ((dot+1)*0.5) * 500
92 * (1 + crandom()*dot_variance);
93 // gain points for being close away
94 points = points + (1 - dist/maxdist) * 1000
95 * (1 + crandom()*dot_variance);
97 traceline(e.origin, head.origin, TRUE, self);
98 if(trace_fraction < 1)
103 if(points > bestpoints)//random() > 0.5)//
109 head = find(head, classname, "laser_target");
112 //bprint(selected.owner.netname);
117 void W_Rocket_RemoteExplode()
119 if(self.owner.deadflag == DEAD_NO)
120 if(self.owner.lastrocket)
122 if((self.spawnshieldtime >= 0)
123 ? (time >= self.spawnshieldtime) // timer
124 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device
127 W_Rocket_DoRemoteExplode();
132 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
134 if(thisdir * goaldir > maxturn_cos)
139 // g = normalize(thisdir + goaldir * X)
140 // thisdir * g = maxturn
142 // gg = thisdir + goaldir * X
143 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
145 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
146 f = thisdir * goaldir;
147 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
148 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
149 m2 = maxturn_cos * maxturn_cos;
150 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
151 return normalize(thisdir + goaldir * v_y); // the larger solution!
154 void W_Rocket_Think (void)
156 vector desireddir, olddir, newdir, desiredorigin, goal;
158 float cosminang, cosmaxang, cosang;
161 self.nextthink = time;
165 self.projectiledeathtype |= HITTYPE_BOUNCE;
171 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
172 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
174 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
176 // laser guided, or remote detonation
177 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
179 if(self == self.owner.lastrocket)
180 if not(self.owner.rl_release)
181 if not(self.BUTTON_ATCK2)
182 if(cvar("g_balance_rocketlauncher_guiderate"))
183 if(time > self.pushltime)
184 if(self.owner.deadflag == DEAD_NO)
186 f = cvar("g_balance_rocketlauncher_guideratedelay");
188 f = bound(0, (time - self.pushltime) / f, 1);
192 velspeed = vlen(self.velocity);
194 makevectors(self.owner.v_angle);
195 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
196 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
197 olddir = normalize(self.velocity);
200 // disabled this code because it doesn't do what I want it to do :P
201 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
202 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
203 cosang = desireddir * normalize(self.origin - desiredorigin);
204 if(cosminang == cosmaxang)
205 f *= (cosang >= cosminang);
207 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
210 // now it gets tricky... we want to move like some curve to approximate the target direction
211 // but we are limiting the rate at which we can turn!
212 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
213 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
215 self.velocity = newdir * velspeed;
216 self.angles = vectoangles(self.velocity);
220 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
221 // TODO add a better sound here
222 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
227 if(self.rl_detonate_later)
228 W_Rocket_RemoteExplode();
231 if(self.csqcprojectile_clientanimate == 0)
232 UpdateCSQCProjectile(self);
235 void W_Rocket_Touch (void)
237 if(WarpZone_Projectile_Touch())
240 W_Rocket_Unregister();
243 W_Rocket_Unregister();
247 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
249 if (self.health <= 0)
251 self.health = self.health - damage;
252 self.angles = vectoangles(self.velocity);
253 if (self.health <= 0)
254 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
257 void W_Rocket_Attack (void)
259 local entity missile;
262 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
263 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
265 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
266 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
268 missile = WarpZone_RefSys_SpawnSameRefSys(self);
269 missile.owner = self;
270 self.lastrocket = missile;
271 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
272 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
274 missile.spawnshieldtime = -1;
275 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
276 missile.classname = "rocket";
277 missile.bot_dodge = TRUE;
278 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
280 missile.takedamage = DAMAGE_YES;
281 missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
282 missile.health = cvar("g_balance_rocketlauncher_health");
283 missile.event_damage = W_Rocket_Damage;
285 missile.movetype = MOVETYPE_FLY;
286 PROJECTILE_MAKETRIGGER(missile);
287 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
288 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
290 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
291 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
292 missile.angles = vectoangles (missile.velocity);
294 missile.touch = W_Rocket_Touch;
295 missile.think = W_Rocket_Think;
296 missile.nextthink = time;
297 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
298 missile.flags = FL_PROJECTILE;
300 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
302 // muzzle flash for 1st person view
304 setmodel (flash, "models/flash.md3"); // precision set below
305 SUB_SetFade (flash, time, 0.1);
306 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
307 W_AttachToShotorg(flash, '5 0 0');
310 other = missile; MUTATOR_CALLHOOK(EditProjectile);
313 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
315 float w_rlauncher(float req)
321 // aim and decide to fire if appropriate
322 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
323 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
325 // decide whether to detonate rockets
326 local entity missile, targetlist, targ;
327 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
328 local float selfdamage, teamdamage, enemydamage;
329 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
330 coredamage = cvar("g_balance_rocketlauncher_damage");
331 edgeradius = cvar("g_balance_rocketlauncher_radius");
332 recipricoledgeradius = 1 / edgeradius;
336 targetlist = findchainfloat(bot_attack, TRUE);
337 missile = find(world, classname, "rocket");
340 if (missile.owner != self)
342 missile = find(missile, classname, "rocket");
348 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
349 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
350 // count potential damage according to type of target
352 selfdamage = selfdamage + d;
353 else if (targ.team == self.team && teams_matter)
354 teamdamage = teamdamage + d;
355 else if (bot_shouldattack(targ))
356 enemydamage = enemydamage + d;
359 missile = find(missile, classname, "rocket");
361 local float desirabledamage;
362 desirabledamage = enemydamage;
363 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
364 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
365 if (self.team && teamplay != 1)
366 desirabledamage = desirabledamage - teamdamage;
368 missile = find(world, classname, "rocket");
371 if (missile.owner != self)
373 missile = find(missile, classname, "rocket");
376 makevectors(missile.v_angle);
378 if (skill > 9) // normal players only do this for the target they are tracking
384 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
385 && desirabledamage > 0.1*coredamage
386 )self.BUTTON_ATCK2 = TRUE;
390 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
391 //As the distance gets larger, a correct detonation gets near imposible
392 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
393 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
394 if(self.enemy.classname == "player")
395 if(desirabledamage >= 0.1*coredamage)
396 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
397 self.BUTTON_ATCK2 = TRUE;
398 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
401 missile = find(missile, classname, "rocket");
403 // if we would be doing at X percent of the core damage, detonate it
404 // but don't fire a new shot at the same time!
405 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
406 self.BUTTON_ATCK2 = TRUE;
407 if ((skill > 6.5) && (selfdamage > self.health))
408 self.BUTTON_ATCK2 = FALSE;
409 //if(self.BUTTON_ATCK2 == TRUE)
410 // dprint(ftos(desirabledamage),"\n");
411 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
414 else if (req == WR_THINK)
416 if (self.BUTTON_ATCK)
418 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
419 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
422 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
429 if (self.BUTTON_ATCK2)
432 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
434 if(!rock.rl_detonate_later)
436 rock.rl_detonate_later = TRUE;
441 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
444 else if (req == WR_PRECACHE)
446 precache_model ("models/flash.md3");
447 precache_model ("models/weapons/g_rl.md3");
448 precache_model ("models/weapons/v_rl.md3");
449 precache_model ("models/weapons/h_rl.iqm");
450 precache_sound ("weapons/rocket_det.wav");
451 precache_sound ("weapons/rocket_fire.wav");
452 precache_sound ("weapons/rocket_mode.wav");
454 else if (req == WR_SETUP)
456 weapon_setup(WEP_ROCKET_LAUNCHER);
459 else if (req == WR_CHECKAMMO1)
461 // don't switch while guiding a missile
462 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
463 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
466 else if (req == WR_CHECKAMMO2)
468 else if (req == WR_RESETPLAYER)
476 float w_rlauncher(float req)
478 if(req == WR_IMPACTEFFECT)
481 org2 = w_org + w_backoff * 12;
482 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
484 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
486 else if(req == WR_PRECACHE)
488 precache_sound("weapons/rocket_impact.wav");
490 else if (req == WR_SUICIDEMESSAGE)
491 w_deathtypestring = "%s exploded";
492 else if (req == WR_KILLMESSAGE)
494 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
495 w_deathtypestring = "%s got too close to %s's rocket";
496 else if(w_deathtype & HITTYPE_SPLASH)
497 w_deathtypestring = "%s almost dodged %s's rocket";
499 w_deathtypestring = "%s ate %s's rocket";