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);
40 if(g_laserguided_missile)
41 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
46 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
48 entity head, selected;
50 float dist, maxdist,// bestdist,
59 makevectors(e.angles);
61 head = find(world, classname, "laser_target");
65 dir = normalize(head.origin - self.origin);
66 dot = dir * v_forward;
67 dist = vlen(head.origin - self.origin);
71 // gain points for being in front
72 points = points + ((dot+1)*0.5) * 500
73 * (1 + crandom()*dot_variance);
74 // gain points for being close away
75 points = points + (1 - dist/maxdist) * 1000
76 * (1 + crandom()*dot_variance);
78 traceline(e.origin, head.origin, TRUE, self);
79 if(trace_fraction < 1)
84 if(points > bestpoints)//random() > 0.5)//
90 head = find(head, classname, "laser_target");
93 //bprint(selected.owner.netname);
98 void W_Rocket_RemoteExplode()
100 if(self.owner.deadflag == DEAD_NO)
101 if(self.owner.lastrocket)
103 if((self.spawnshieldtime >= 0)
104 ? (time >= self.spawnshieldtime) // timer
105 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
109 self.projectiledeathtype |= HITTYPE_BOUNCE;
113 W_Rocket_Unregister();
115 if(other.takedamage == DAMAGE_AIM)
116 if(other.classname == "player")
117 if(IsDifferentTeam(self.owner, other))
119 AnnounceTo(self.owner, "airshot");
121 self.event_damage = SUB_Null;
122 self.takedamage = DAMAGE_NO;
124 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, other);
126 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
128 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
130 self.owner.cnt = WEP_ROCKET_LAUNCHER;
131 ATTACK_FINISHED(self.owner) = time;
132 self.owner.switchweapon = w_getbestweapon(self.owner);
134 if(g_laserguided_missile)
135 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
142 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
144 if(thisdir * goaldir > maxturn_cos)
149 // g = normalize(thisdir + goaldir * X)
150 // thisdir * g = maxturn
152 // gg = thisdir + goaldir * X
153 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
155 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
156 f = thisdir * goaldir;
157 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
158 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
159 m2 = maxturn_cos * maxturn_cos;
160 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
161 return normalize(thisdir + goaldir * v_y); // the larger solution!
164 void W_Rocket_Think (void)
167 vector desireddir, olddir, newdir, desiredorigin, goal;
169 float cosminang, cosmaxang, cosang;
171 float turnrate, velspeed, f;
172 self.nextthink = time;
176 self.projectiledeathtype |= HITTYPE_BOUNCE;
181 if(g_laserguided_missile)
184 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
185 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
187 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
192 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
193 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
195 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
198 // laser guided, or remote detonation
199 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
201 if(g_laserguided_missile)
203 if(self.rl_detonate_later)
204 W_Rocket_RemoteExplode();
206 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
208 if(self.owner.laser_on)
210 if(self.attack_finished_single < time)
212 self.attack_finished_single = time + 0.2 + random()*0.3;
213 self.enemy = FindLaserTarget(self, 0.7, 0.7);
217 self.enemy = self.owner.weaponentity.lasertarget;
219 else self.enemy = world;
221 else // don't allow stealing: always target my owner's laser (if it exists)
222 self.enemy = self.owner.weaponentity.lasertarget;
224 if(self.enemy != world)
226 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
227 velspeed = vlen(self.velocity);
228 e = self.enemy;//self.owner.weaponentity.lasertarget;
229 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
230 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
231 olddir = normalize(self.velocity); // get my current direction
232 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
233 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
234 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
236 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
241 if(self == self.owner.lastrocket)
242 if not(self.owner.rl_release)
243 if not(self.BUTTON_ATCK2)
244 if(cvar("g_balance_rocketlauncher_guiderate"))
245 if(time > self.pushltime)
246 if(self.owner.deadflag == DEAD_NO)
248 f = cvar("g_balance_rocketlauncher_guideratedelay");
250 f = bound(0, (time - self.pushltime) / f, 1);
254 velspeed = vlen(self.velocity);
256 makevectors(self.owner.v_angle);
257 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
258 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
259 olddir = normalize(self.velocity);
262 // disabled this code because it doesn't do what I want it to do :P
263 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
264 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
265 cosang = desireddir * normalize(self.origin - desiredorigin);
266 if(cosminang == cosmaxang)
267 f *= (cosang >= cosminang);
269 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
272 // now it gets tricky... we want to move like some curve to approximate the target direction
273 // but we are limiting the rate at which we can turn!
274 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
275 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
277 self.velocity = newdir * velspeed;
278 self.angles = vectoangles(self.velocity);
282 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
283 // TODO add a better sound here
284 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
289 if(self.rl_detonate_later)
290 W_Rocket_RemoteExplode();
294 if(self.csqcprojectile_clientanimate == 0)
295 UpdateCSQCProjectile(self);
298 void W_Rocket_Touch (void)
300 W_Rocket_Unregister();
306 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
308 if (self.health <= 0)
310 self.health = self.health - damage;
311 self.angles = vectoangles(self.velocity);
312 if (self.health <= 0)
313 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
316 void W_Rocket_Attack (void)
318 local entity missile;
321 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
322 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
324 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
325 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
327 missile = WarpZone_RefSys_SpawnSameRefSys(self);
328 missile.owner = self;
329 self.lastrocket = missile;
330 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
331 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
333 missile.spawnshieldtime = -1;
334 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
335 missile.classname = "rocket";
336 missile.bot_dodge = TRUE;
337 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
339 missile.takedamage = DAMAGE_YES;
340 missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
341 missile.health = cvar("g_balance_rocketlauncher_health");
342 missile.event_damage = W_Rocket_Damage;
344 missile.movetype = MOVETYPE_FLY;
345 PROJECTILE_MAKETRIGGER(missile);
346 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
347 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
349 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
350 if(g_laserguided_missile && self.laser_on)
351 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
353 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
354 missile.angles = vectoangles (missile.velocity);
356 missile.touch = W_Rocket_Touch;
357 missile.think = W_Rocket_Think;
358 missile.nextthink = time;
359 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
360 missile.flags = FL_PROJECTILE;
362 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
364 // muzzle flash for 1st person view
366 setmodel (flash, "models/flash.md3"); // precision set below
367 SUB_SetFade (flash, time, 0.1);
368 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
369 W_AttachToShotorg(flash, '5 0 0');
374 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
376 float w_rlauncher(float req)
382 // aim and decide to fire if appropriate
383 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
384 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
386 // decide whether to detonate rockets
387 local entity missile, targetlist, targ;
388 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
389 local float selfdamage, teamdamage, enemydamage;
390 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
391 coredamage = cvar("g_balance_rocketlauncher_damage");
392 edgeradius = cvar("g_balance_rocketlauncher_radius");
393 recipricoledgeradius = 1 / edgeradius;
397 targetlist = findchainfloat(bot_attack, TRUE);
398 missile = find(world, classname, "rocket");
401 if (missile.owner != self)
403 missile = find(missile, classname, "rocket");
409 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
410 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
411 // count potential damage according to type of target
413 selfdamage = selfdamage + d;
414 else if (targ.team == self.team && teams_matter)
415 teamdamage = teamdamage + d;
416 else if (bot_shouldattack(targ))
417 enemydamage = enemydamage + d;
420 missile = find(missile, classname, "rocket");
422 local float desirabledamage;
423 desirabledamage = enemydamage;
424 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
425 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
426 if (self.team && teamplay != 1)
427 desirabledamage = desirabledamage - teamdamage;
429 missile = find(world, classname, "rocket");
432 if (missile.owner != self)
434 missile = find(missile, classname, "rocket");
437 makevectors(missile.v_angle);
439 if (skill > 9) // normal players only do this for the target they are tracking
445 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
446 && desirabledamage > 0.1*coredamage
447 )self.BUTTON_ATCK2 = TRUE;
451 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
452 //As the distance gets larger, a correct detonation gets near imposible
453 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
454 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
455 if(self.enemy.classname == "player")
456 if(desirabledamage >= 0.1*coredamage)
457 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
458 self.BUTTON_ATCK2 = TRUE;
459 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
462 missile = find(missile, classname, "rocket");
464 // if we would be doing at X percent of the core damage, detonate it
465 // but don't fire a new shot at the same time!
466 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
467 self.BUTTON_ATCK2 = TRUE;
468 if ((skill > 6.5) && (selfdamage > self.health))
469 self.BUTTON_ATCK2 = FALSE;
470 //if(self.BUTTON_ATCK2 == TRUE)
471 // dprint(ftos(desirabledamage),"\n");
472 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
475 else if (req == WR_THINK)
477 if(g_laserguided_missile)
479 if (self.BUTTON_ATCK && self.rl_release)
482 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
484 if(!rock.rl_detonate_later)
486 rock.rl_detonate_later = TRUE;
491 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
494 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
497 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
502 if (!self.BUTTON_ATCK)
504 if (self.BUTTON_ATCK2)
505 if(self.exteriorweaponentity.attack_finished_single < time)
507 self.exteriorweaponentity.attack_finished_single = time + 0.4;
508 self.laser_on = !self.laser_on;
509 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
510 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
515 if (self.BUTTON_ATCK)
517 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
518 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
521 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
528 if (self.BUTTON_ATCK2)
531 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
533 if(!rock.rl_detonate_later)
535 rock.rl_detonate_later = TRUE;
540 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
544 else if (req == WR_PRECACHE)
546 precache_model ("models/flash.md3");
547 precache_model ("models/weapons/g_rl.md3");
548 precache_model ("models/weapons/v_rl.md3");
549 precache_model ("models/weapons/h_rl.iqm");
550 precache_sound ("weapons/rocket_det.wav");
551 precache_sound ("weapons/rocket_fire.wav");
552 precache_sound ("weapons/rocket_mode.wav");
553 if (g_laserguided_missile)
555 precache_model ("models/laser_dot.mdl"); // rocket launcher
558 else if (req == WR_SETUP)
560 weapon_setup(WEP_ROCKET_LAUNCHER);
563 else if (req == WR_CHECKAMMO1)
565 // don't switch while guiding a missile
566 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
567 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
570 else if (req == WR_CHECKAMMO2)
572 else if (req == WR_RESETPLAYER)
580 float w_rlauncher(float req)
582 if(req == WR_IMPACTEFFECT)
585 org2 = w_org + w_backoff * 12;
586 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
588 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
590 else if(req == WR_PRECACHE)
592 precache_sound("weapons/rocket_impact.wav");
594 else if (req == WR_SUICIDEMESSAGE)
595 w_deathtypestring = "exploded";
596 else if (req == WR_KILLMESSAGE)
598 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
599 w_deathtypestring = "got too close to #'s rocket";
600 else if(w_deathtype & HITTYPE_SPLASH)
601 w_deathtypestring = "almost dodged #'s rocket";
603 w_deathtypestring = "ate #'s rocket";