1 #ifndef VEHICLE_RACER_WEAPON_H
2 #define VEHICLE_RACER_WEAPON_H
4 #include "../../weapons/all.qh"
6 CLASS(RacerAttack, PortoLaunch)
7 /* flags */ ATTRIB(RacerAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
8 /* impulse */ ATTRIB(RacerAttack, impulse, int, 3);
9 /* refname */ ATTRIB(RacerAttack, netname, string, "racercannon");
10 /* wepname */ ATTRIB(RacerAttack, message, string, _("Racer cannon"));
12 REGISTER_WEAPON(RACER, NEW(RacerAttack));
14 // TODO: move into implementation
16 float autocvar_g_vehicle_racer_rocket_refire;
17 void racer_fire_rocket(vector org, vector dir, entity trg);
26 float autocvar_g_vehicle_racer_cannon_cost;
27 float autocvar_g_vehicle_racer_cannon_damage;
28 float autocvar_g_vehicle_racer_cannon_radius;
29 float autocvar_g_vehicle_racer_cannon_refire;
30 float autocvar_g_vehicle_racer_cannon_speed;
31 float autocvar_g_vehicle_racer_cannon_spread;
32 float autocvar_g_vehicle_racer_cannon_force;
34 float autocvar_g_vehicle_racer_rocket_accel;
35 float autocvar_g_vehicle_racer_rocket_damage;
36 float autocvar_g_vehicle_racer_rocket_radius;
37 float autocvar_g_vehicle_racer_rocket_force;
38 float autocvar_g_vehicle_racer_rocket_speed;
39 float autocvar_g_vehicle_racer_rocket_turnrate;
41 float autocvar_g_vehicle_racer_rocket_climbspeed;
42 float autocvar_g_vehicle_racer_rocket_locked_maxangle;
44 void racer_fire_rocket(vector org, vector dir, entity trg);
45 METHOD(RacerAttack, wr_think, void(entity thiswep, bool fire1, bool fire2))
48 bool isPlayer = IS_PLAYER(self);
49 entity player = isPlayer ? self : self.owner;
50 entity veh = player.vehicle;
53 if (weapon_prepareattack(false, autocvar_g_vehicle_racer_cannon_refire)) {
55 veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
58 if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
59 vector org = w_shotorg;
60 vector dir = w_shotdir;
61 entity bolt = vehicles_projectile(EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
62 org, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
63 autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
64 DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, true, true, player);
65 bolt.velocity = normalize(dir) * autocvar_g_vehicle_racer_cannon_speed;
66 weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
69 if (!isPlayer || weapon_prepareattack(false, 0.2)) {
70 if (isPlayer) W_SetupShot_Dir(self, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
71 racer_fire_rocket(w_shotorg, w_shotdir, NULL);
72 weapon_thinkf(WFRAME_FIRE2, 0, w_ready);
77 METHOD(RacerAttack, wr_checkammo1, bool(RacerAttack thiswep))
80 bool isPlayer = IS_PLAYER(self);
81 entity player = isPlayer ? self : self.owner;
82 entity veh = player.vehicle;
83 return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost;
86 void racer_rocket_tracker();
87 void racer_rocket_groundhugger();
89 void racer_fire_rocket(vector org, vector dir, entity trg)
91 entity rocket = vehicles_projectile(EFFECT_RACER_ROCKETLAUNCH.eent_eff_name, SND(ROCKET_FIRE),
92 org, dir * autocvar_g_vehicle_racer_rocket_speed,
93 autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
94 DEATH_VH_WAKI_ROCKET, PROJECTILE_WAKIROCKET, 20, false, false, self.owner);
96 rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
97 rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
98 rocket.nextthink = time;
100 rocket.cnt = time + 15;
103 rocket.think = racer_rocket_tracker;
105 rocket.think = racer_rocket_groundhugger;
108 void racer_rocket_tracker()
110 vector olddir, newdir;
111 float oldvel, newvel;
113 self.nextthink = time;
115 if (self.owner.deadflag != DEAD_NO || self.cnt < time)
121 if(!self.realowner.vehicle)
123 UpdateCSQCProjectile(self);
127 olddir = normalize(self.velocity);
128 oldvel = vlen(self.velocity);
129 newvel = oldvel + self.lip;
130 makevectors(vectoangles(olddir));
132 float time_to_impact = min(vlen(self.enemy.origin - self.origin) / vlen(self.velocity), 1);
133 vector predicted_origin = self.enemy.origin + self.enemy.velocity * time_to_impact;
135 traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
136 newdir = normalize(predicted_origin - self.origin);
139 float height_diff = predicted_origin_z - self.origin_z;
141 if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
143 //bprint("Target lost!\n");
144 //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
145 self.think = racer_rocket_groundhugger;
149 if(trace_fraction != 1.0 && trace_ent != self.enemy)
150 newdir_z += 16 * sys_frametime;
152 self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
153 self.velocity_z -= 800 * sys_frametime;
154 self.velocity_z += max(height_diff, autocvar_g_vehicle_racer_rocket_climbspeed) * sys_frametime ;
156 UpdateCSQCProjectile(self);
160 void racer_rocket_groundhugger()
162 vector olddir, newdir;
163 float oldvel, newvel;
165 self.nextthink = time;
167 if(self.owner.deadflag != DEAD_NO || self.cnt < time)
173 if(!self.realowner.vehicle)
175 UpdateCSQCProjectile(self);
179 olddir = normalize(self.velocity);
180 oldvel = vlen(self.velocity);
181 newvel = oldvel + self.lip;
183 tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
184 if(trace_fraction <= 0.5)
186 // Hitting somethign soon, just speed ahead
187 self.velocity = olddir * newvel;
188 UpdateCSQCProjectile(self);
192 traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
193 if(trace_fraction != 1.0)
195 newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
196 self.velocity = normalize(olddir + newdir) * newvel;
200 self.velocity = olddir * newvel;
201 self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
204 int cont = pointcontents(self.origin - '0 0 32');
205 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
206 self.velocity_z += 200;
208 UpdateCSQCProjectile(self);