2 REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
6 .float rl_detonate_later;
8 void W_RocketLauncher_SetAmmoCounter()
10 // set clip_load to the weapon we have switched to, if the gun uses reloading
11 if(!autocvar_g_balance_rocketlauncher_reload_ammo)
12 self.clip_load = 0; // also keeps crosshair ammo from displaying
15 self.clip_load = self.weapon_load[WEP_ROCKET_LAUNCHER];
16 self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
20 void W_RocketLauncher_Reload()
22 self.reload_ammo_player = ammo_rockets;
23 self.reload_ammo_min = autocvar_g_balance_rocketlauncher_ammo;
24 self.reload_ammo_amount = autocvar_g_balance_rocketlauncher_reload_ammo;
25 self.reload_time = autocvar_g_balance_rocketlauncher_reload_time;
26 self.reload_sound = "weapons/reload.wav";
31 void W_Rocket_Unregister()
33 if(self.owner && self.owner.lastrocket == self)
35 self.owner.lastrocket = world;
36 // self.owner.rl_release = 1;
40 void W_Rocket_Explode ()
42 W_Rocket_Unregister();
44 if(other.takedamage == DAMAGE_AIM)
45 if(other.classname == "player")
46 if(IsDifferentTeam(self.owner, other))
48 AnnounceTo(self.owner, "airshot");
50 self.event_damage = SUB_Null;
51 self.takedamage = DAMAGE_NO;
53 RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
55 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
57 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
59 self.owner.cnt = WEP_ROCKET_LAUNCHER;
60 ATTACK_FINISHED(self.owner) = time;
61 self.owner.switchweapon = w_getbestweapon(self.owner);
67 void W_Rocket_DoRemoteExplode ()
69 W_Rocket_Unregister();
71 self.event_damage = SUB_Null;
72 self.takedamage = DAMAGE_NO;
74 RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
76 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
78 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
80 self.owner.cnt = WEP_ROCKET_LAUNCHER;
81 ATTACK_FINISHED(self.owner) = time;
82 self.owner.switchweapon = w_getbestweapon(self.owner);
88 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
90 entity head, selected;
92 float dist, maxdist,// bestdist,
101 makevectors(e.angles);
103 head = find(world, classname, "laser_target");
107 dir = normalize(head.origin - self.origin);
108 dot = dir * v_forward;
109 dist = vlen(head.origin - self.origin);
113 // gain points for being in front
114 points = points + ((dot+1)*0.5) * 500
115 * (1 + crandom()*dot_variance);
116 // gain points for being close away
117 points = points + (1 - dist/maxdist) * 1000
118 * (1 + crandom()*dot_variance);
120 traceline(e.origin, head.origin, TRUE, self);
121 if(trace_fraction < 1)
126 if(points > bestpoints)//random() > 0.5)//
132 head = find(head, classname, "laser_target");
135 //bprint(selected.owner.netname);
140 void W_Rocket_RemoteExplode()
142 if(self.owner.deadflag == DEAD_NO)
143 if(self.owner.lastrocket)
145 if((self.spawnshieldtime >= 0)
146 ? (time >= self.spawnshieldtime) // timer
147 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
150 W_Rocket_DoRemoteExplode();
155 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
157 if(thisdir * goaldir > maxturn_cos)
162 // g = normalize(thisdir + goaldir * X)
163 // thisdir * g = maxturn
165 // gg = thisdir + goaldir * X
166 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
168 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
169 f = thisdir * goaldir;
170 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
171 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
172 m2 = maxturn_cos * maxturn_cos;
173 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
174 return normalize(thisdir + goaldir * v_y); // the larger solution!
177 void W_Rocket_Think (void)
179 vector desireddir, olddir, newdir, desiredorigin, goal;
181 float cosminang, cosmaxang, cosang;
184 self.nextthink = time;
188 self.projectiledeathtype |= HITTYPE_BOUNCE;
194 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
195 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
197 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
199 // laser guided, or remote detonation
200 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
202 if(self == self.owner.lastrocket)
203 if not(self.owner.rl_release)
204 if not(self.BUTTON_ATCK2)
205 if(autocvar_g_balance_rocketlauncher_guiderate)
206 if(time > self.pushltime)
207 if(self.owner.deadflag == DEAD_NO)
209 f = autocvar_g_balance_rocketlauncher_guideratedelay;
211 f = bound(0, (time - self.pushltime) / f, 1);
215 velspeed = vlen(self.velocity);
217 makevectors(self.owner.v_angle);
218 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
219 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
220 olddir = normalize(self.velocity);
222 // now it gets tricky... we want to move like some curve to approximate the target direction
223 // but we are limiting the rate at which we can turn!
224 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
225 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
227 self.velocity = newdir * velspeed;
228 self.angles = vectoangles(self.velocity);
232 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
233 // TODO add a better sound here
234 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
239 if(self.rl_detonate_later)
240 W_Rocket_RemoteExplode();
243 if(self.csqcprojectile_clientanimate == 0)
244 UpdateCSQCProjectile(self);
247 void W_Rocket_Touch (void)
249 if(WarpZone_Projectile_Touch())
252 W_Rocket_Unregister();
255 W_Rocket_Unregister();
259 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
261 if (self.health <= 0)
263 self.health = self.health - damage;
264 self.angles = vectoangles(self.velocity);
265 if (self.health <= 0)
266 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
269 void W_Rocket_Attack (void)
271 local entity missile;
274 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
275 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
277 if(autocvar_g_balance_rocketlauncher_reload_ammo)
279 self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
280 self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
283 self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
286 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
287 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
289 missile = WarpZone_RefSys_SpawnSameRefSys(self);
290 missile.owner = self;
291 self.lastrocket = missile;
292 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
293 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
295 missile.spawnshieldtime = -1;
296 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
297 missile.classname = "rocket";
298 missile.bot_dodge = TRUE;
299 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
301 missile.takedamage = DAMAGE_YES;
302 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
303 missile.health = autocvar_g_balance_rocketlauncher_health;
304 missile.event_damage = W_Rocket_Damage;
306 missile.movetype = MOVETYPE_FLY;
307 PROJECTILE_MAKETRIGGER(missile);
308 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
309 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
311 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
312 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
313 missile.angles = vectoangles (missile.velocity);
315 missile.touch = W_Rocket_Touch;
316 missile.think = W_Rocket_Think;
317 missile.nextthink = time;
318 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
319 missile.flags = FL_PROJECTILE;
321 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
323 // muzzle flash for 1st person view
325 setmodel (flash, "models/flash.md3"); // precision set below
326 SUB_SetFade (flash, time, 0.1);
327 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
328 W_AttachToShotorg(flash, '5 0 0');
331 other = missile; MUTATOR_CALLHOOK(EditProjectile);
334 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
336 float w_rlauncher(float req)
344 // aim and decide to fire if appropriate
345 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
346 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
348 // decide whether to detonate rockets
349 local entity missile, targetlist, targ;
350 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
351 local float selfdamage, teamdamage, enemydamage;
352 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
353 coredamage = autocvar_g_balance_rocketlauncher_damage;
354 edgeradius = autocvar_g_balance_rocketlauncher_radius;
355 recipricoledgeradius = 1 / edgeradius;
359 targetlist = findchainfloat(bot_attack, TRUE);
360 missile = find(world, classname, "rocket");
363 if (missile.owner != self)
365 missile = find(missile, classname, "rocket");
371 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
372 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
373 // count potential damage according to type of target
375 selfdamage = selfdamage + d;
376 else if (targ.team == self.team && teams_matter)
377 teamdamage = teamdamage + d;
378 else if (bot_shouldattack(targ))
379 enemydamage = enemydamage + d;
382 missile = find(missile, classname, "rocket");
384 local float desirabledamage;
385 desirabledamage = enemydamage;
386 if (time > self.invincible_finished && time > self.spawnshieldtime)
387 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
388 if (teams_matter && self.team)
389 desirabledamage = desirabledamage - teamdamage;
391 missile = find(world, classname, "rocket");
394 if (missile.owner != self)
396 missile = find(missile, classname, "rocket");
399 makevectors(missile.v_angle);
401 if (skill > 9) // normal players only do this for the target they are tracking
407 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
408 && desirabledamage > 0.1*coredamage
409 )self.BUTTON_ATCK2 = TRUE;
413 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
414 //As the distance gets larger, a correct detonation gets near imposible
415 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
416 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
417 if(self.enemy.classname == "player")
418 if(desirabledamage >= 0.1*coredamage)
419 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
420 self.BUTTON_ATCK2 = TRUE;
421 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
424 missile = find(missile, classname, "rocket");
426 // if we would be doing at X percent of the core damage, detonate it
427 // but don't fire a new shot at the same time!
428 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
429 self.BUTTON_ATCK2 = TRUE;
430 if ((skill > 6.5) && (selfdamage > self.health))
431 self.BUTTON_ATCK2 = FALSE;
432 //if(self.BUTTON_ATCK2 == TRUE)
433 // dprint(ftos(desirabledamage),"\n");
434 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
437 else if (req == WR_THINK)
439 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
440 W_RocketLauncher_Reload();
443 if (self.BUTTON_ATCK)
445 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
446 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
449 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
456 if (self.BUTTON_ATCK2)
459 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
461 if(!rock.rl_detonate_later)
463 rock.rl_detonate_later = TRUE;
468 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
472 else if (req == WR_PRECACHE)
474 precache_model ("models/flash.md3");
475 precache_model ("models/weapons/g_rl.md3");
476 precache_model ("models/weapons/v_rl.md3");
477 precache_model ("models/weapons/h_rl.iqm");
478 precache_sound ("weapons/rocket_det.wav");
479 precache_sound ("weapons/rocket_fire.wav");
480 precache_sound ("weapons/rocket_mode.wav");
481 precache_sound ("weapons/reload.wav");
483 else if (req == WR_SETUP)
485 weapon_setup(WEP_ROCKET_LAUNCHER);
486 W_RocketLauncher_SetAmmoCounter();
489 else if (req == WR_CHECKAMMO1)
491 // don't switch while guiding a missile
492 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
494 if(autocvar_g_balance_rocketlauncher_reload_ammo)
496 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
499 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
504 else if (req == WR_CHECKAMMO2)
506 else if (req == WR_RESETPLAYER)
510 else if (req == WR_RELOAD)
512 W_RocketLauncher_Reload();
518 float w_rlauncher(float req)
520 if(req == WR_IMPACTEFFECT)
523 org2 = w_org + w_backoff * 12;
524 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
526 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
528 else if(req == WR_PRECACHE)
530 precache_sound("weapons/rocket_impact.wav");
532 else if (req == WR_SUICIDEMESSAGE)
533 w_deathtypestring = _("%s exploded");
534 else if (req == WR_KILLMESSAGE)
536 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
537 w_deathtypestring = _("%s got too close to %s's rocket");
538 else if(w_deathtype & HITTYPE_SPLASH)
539 w_deathtypestring = _("%s almost dodged %s's rocket");
541 w_deathtypestring = _("%s ate %s's rocket");