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 (void)
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;
29 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);
31 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
33 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
35 self.owner.cnt = WEP_ROCKET_LAUNCHER;
36 ATTACK_FINISHED(self.owner) = time;
37 self.owner.switchweapon = w_getbestweapon(self.owner);
39 if(g_laserguided_missile)
40 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
45 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
47 entity head, selected;
49 float dist, maxdist,// bestdist,
58 makevectors(e.angles);
60 head = find(world, classname, "laser_target");
64 dir = normalize(head.origin - self.origin);
65 dot = dir * v_forward;
66 dist = vlen(head.origin - self.origin);
70 // gain points for being in front
71 points = points + ((dot+1)*0.5) * 500
72 * (1 + crandom()*dot_variance);
73 // gain points for being close away
74 points = points + (1 - dist/maxdist) * 1000
75 * (1 + crandom()*dot_variance);
77 traceline(e.origin, head.origin, TRUE, self);
78 if(trace_fraction < 1)
83 if(points > bestpoints)//random() > 0.5)//
89 head = find(head, classname, "laser_target");
92 //bprint(selected.owner.netname);
97 void W_Rocket_RemoteExplode()
99 if(self.owner.deadflag == DEAD_NO)
100 if(self.owner.lastrocket)
102 if((self.spawnshieldtime >= 0)
103 ? (time >= self.spawnshieldtime) // timer
104 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
108 self.projectiledeathtype |= HITTYPE_BOUNCE;
117 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
119 if(thisdir * goaldir > maxturn_cos)
124 // g = normalize(thisdir + goaldir * X)
125 // thisdir * g = maxturn
127 // gg = thisdir + goaldir * X
128 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
130 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
131 f = thisdir * goaldir;
132 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
133 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
134 m2 = maxturn_cos * maxturn_cos;
135 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
136 return normalize(thisdir + goaldir * v_y); // the larger solution!
139 void W_Rocket_Think (void)
142 vector desireddir, olddir, newdir, desiredorigin, goal;
144 float cosminang, cosmaxang, cosang;
146 float turnrate, velspeed, f;
147 self.nextthink = time;
151 self.projectiledeathtype |= HITTYPE_BOUNCE;
156 if(g_laserguided_missile)
159 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
160 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
162 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
167 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
168 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
170 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
173 // laser guided, or remote detonation
174 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
176 if(g_laserguided_missile)
178 if(self.rl_detonate_later)
179 W_Rocket_RemoteExplode();
181 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
183 if(self.owner.laser_on)
185 if(self.attack_finished_single < time)
187 self.attack_finished_single = time + 0.2 + random()*0.3;
188 self.enemy = FindLaserTarget(self, 0.7, 0.7);
192 self.enemy = self.owner.weaponentity.lasertarget;
194 else self.enemy = world;
196 else // don't allow stealing: always target my owner's laser (if it exists)
197 self.enemy = self.owner.weaponentity.lasertarget;
199 if(self.enemy != world)
201 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
202 velspeed = vlen(self.velocity);
203 e = self.enemy;//self.owner.weaponentity.lasertarget;
204 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
205 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
206 olddir = normalize(self.velocity); // get my current direction
207 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
208 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
209 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
211 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
216 if(self == self.owner.lastrocket)
217 if not(self.owner.rl_release)
218 if not(self.BUTTON_ATCK2)
219 if(cvar("g_balance_rocketlauncher_guiderate"))
220 if(time > self.pushltime)
221 if(self.owner.deadflag == DEAD_NO)
223 f = cvar("g_balance_rocketlauncher_guideratedelay");
225 f = bound(0, (time - self.pushltime) / f, 1);
229 velspeed = vlen(self.velocity);
231 makevectors(self.owner.v_angle);
232 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
233 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
234 olddir = normalize(self.velocity);
237 // disabled this code because it doesn't do what I want it to do :P
238 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
239 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
240 cosang = desireddir * normalize(self.origin - desiredorigin);
241 if(cosminang == cosmaxang)
242 f *= (cosang >= cosminang);
244 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
247 // now it gets tricky... we want to move like some curve to approximate the target direction
248 // but we are limiting the rate at which we can turn!
249 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
250 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
252 self.velocity = newdir * velspeed;
253 self.angles = vectoangles(self.velocity);
257 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
258 // TODO add a better sound here
259 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
264 if(self.rl_detonate_later)
265 W_Rocket_RemoteExplode();
269 if(self.csqcprojectile_clientanimate == 0)
270 UpdateCSQCProjectile(self);
273 void W_Rocket_Touch (void)
275 W_Rocket_Unregister();
281 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
283 if (self.health <= 0)
285 self.health = self.health - damage;
286 self.angles = vectoangles(self.velocity);
287 if (self.health <= 0)
288 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
291 void W_Rocket_Attack (void)
293 local entity missile;
296 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
297 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
299 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
300 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
302 missile = WarpZone_RefSys_SpawnSameRefSys(self);
303 missile.owner = self;
304 self.lastrocket = missile;
305 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
306 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
308 missile.spawnshieldtime = -1;
309 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
310 missile.classname = "rocket";
311 missile.bot_dodge = TRUE;
312 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
314 missile.takedamage = DAMAGE_YES;
315 missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
316 missile.health = cvar("g_balance_rocketlauncher_health");
317 missile.event_damage = W_Rocket_Damage;
319 missile.movetype = MOVETYPE_FLY;
320 PROJECTILE_MAKETRIGGER(missile);
321 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
322 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
324 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
325 if(g_laserguided_missile && self.laser_on)
326 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
328 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
329 missile.angles = vectoangles (missile.velocity);
331 missile.touch = W_Rocket_Touch;
332 missile.think = W_Rocket_Think;
333 missile.nextthink = time;
334 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
335 missile.flags = FL_PROJECTILE;
337 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
339 // muzzle flash for 1st person view
341 setmodel (flash, "models/flash.md3"); // precision set below
342 SUB_SetFade (flash, time, 0.1);
343 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
344 W_AttachToShotorg(flash, '5 0 0');
349 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
351 float w_rlauncher(float req)
357 // aim and decide to fire if appropriate
358 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
359 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
361 // decide whether to detonate rockets
362 local entity missile, targetlist, targ;
363 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
364 local float selfdamage, teamdamage, enemydamage;
365 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
366 coredamage = cvar("g_balance_rocketlauncher_damage");
367 edgeradius = cvar("g_balance_rocketlauncher_radius");
368 recipricoledgeradius = 1 / edgeradius;
372 targetlist = findchainfloat(bot_attack, TRUE);
373 missile = find(world, classname, "rocket");
376 if (missile.owner != self)
378 missile = find(missile, classname, "rocket");
384 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
385 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
386 // count potential damage according to type of target
388 selfdamage = selfdamage + d;
389 else if (targ.team == self.team && teams_matter)
390 teamdamage = teamdamage + d;
391 else if (bot_shouldattack(targ))
392 enemydamage = enemydamage + d;
395 missile = find(missile, classname, "rocket");
397 local float desirabledamage;
398 desirabledamage = enemydamage;
399 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
400 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
401 if (self.team && teamplay != 1)
402 desirabledamage = desirabledamage - teamdamage;
404 missile = find(world, classname, "rocket");
407 if (missile.owner != self)
409 missile = find(missile, classname, "rocket");
412 makevectors(missile.v_angle);
414 if (skill > 9) // normal players only do this for the target they are tracking
420 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
421 && desirabledamage > 0.1*coredamage
422 )self.BUTTON_ATCK2 = TRUE;
426 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
427 //As the distance gets larger, a correct detonation gets near imposible
428 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
429 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
430 if(self.enemy.classname == "player")
431 if(desirabledamage >= 0.1*coredamage)
432 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
433 self.BUTTON_ATCK2 = TRUE;
434 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
437 missile = find(missile, classname, "rocket");
439 // if we would be doing at X percent of the core damage, detonate it
440 // but don't fire a new shot at the same time!
441 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
442 self.BUTTON_ATCK2 = TRUE;
443 if ((skill > 6.5) && (selfdamage > self.health))
444 self.BUTTON_ATCK2 = FALSE;
445 //if(self.BUTTON_ATCK2 == TRUE)
446 // dprint(ftos(desirabledamage),"\n");
447 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
450 else if (req == WR_THINK)
452 if(g_laserguided_missile)
454 if (self.BUTTON_ATCK && self.rl_release)
457 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
459 if(!rock.rl_detonate_later)
461 rock.rl_detonate_later = TRUE;
466 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
469 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
472 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
477 if (!self.BUTTON_ATCK)
479 if (self.BUTTON_ATCK2)
480 if(self.exteriorweaponentity.attack_finished_single < time)
482 self.exteriorweaponentity.attack_finished_single = time + 0.4;
483 self.laser_on = !self.laser_on;
484 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
485 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
490 if (self.BUTTON_ATCK)
492 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
493 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
496 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
503 if (self.BUTTON_ATCK2)
506 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
508 if(!rock.rl_detonate_later)
510 rock.rl_detonate_later = TRUE;
515 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
519 else if (req == WR_PRECACHE)
521 precache_model ("models/flash.md3");
522 precache_model ("models/weapons/g_rl.md3");
523 precache_model ("models/weapons/v_rl.md3");
524 precache_model ("models/weapons/h_rl.iqm");
525 precache_sound ("weapons/rocket_det.wav");
526 precache_sound ("weapons/rocket_fire.wav");
527 precache_sound ("weapons/rocket_mode.wav");
528 if (g_laserguided_missile)
530 precache_model ("models/laser_dot.mdl"); // rocket launcher
533 else if (req == WR_SETUP)
535 weapon_setup(WEP_ROCKET_LAUNCHER);
538 else if (req == WR_CHECKAMMO1)
540 // don't switch while guiding a missile
541 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
542 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
545 else if (req == WR_CHECKAMMO2)
547 else if (req == WR_RESETPLAYER)
555 float w_rlauncher(float req)
557 if(req == WR_IMPACTEFFECT)
560 org2 = w_org + w_backoff * 12;
561 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
563 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
565 else if(req == WR_PRECACHE)
567 precache_sound("weapons/rocket_impact.wav");
569 else if (req == WR_SUICIDEMESSAGE)
570 w_deathtypestring = "exploded";
571 else if (req == WR_KILLMESSAGE)
573 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
574 w_deathtypestring = "got too close to #'s rocket";
575 else if(w_deathtype & HITTYPE_SPLASH)
576 w_deathtypestring = "almost dodged #'s rocket";
578 w_deathtypestring = "ate #'s rocket";