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 void W_Rocket_DoRemoteExplode ()
48 W_Rocket_Unregister();
50 self.event_damage = SUB_Null;
51 self.takedamage = DAMAGE_NO;
53 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);
55 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
57 if(self.owner.ammo_rockets < cvar("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);
63 if(g_laserguided_missile)
64 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
69 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
71 entity head, selected;
73 float dist, maxdist,// bestdist,
82 makevectors(e.angles);
84 head = find(world, classname, "laser_target");
88 dir = normalize(head.origin - self.origin);
89 dot = dir * v_forward;
90 dist = vlen(head.origin - self.origin);
94 // gain points for being in front
95 points = points + ((dot+1)*0.5) * 500
96 * (1 + crandom()*dot_variance);
97 // gain points for being close away
98 points = points + (1 - dist/maxdist) * 1000
99 * (1 + crandom()*dot_variance);
101 traceline(e.origin, head.origin, TRUE, self);
102 if(trace_fraction < 1)
107 if(points > bestpoints)//random() > 0.5)//
113 head = find(head, classname, "laser_target");
116 //bprint(selected.owner.netname);
121 void W_Rocket_RemoteExplode()
123 if(self.owner.deadflag == DEAD_NO)
124 if(self.owner.lastrocket)
126 if((self.spawnshieldtime >= 0)
127 ? (time >= self.spawnshieldtime) // timer
128 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
131 W_Rocket_DoRemoteExplode();
136 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
138 if(thisdir * goaldir > maxturn_cos)
143 // g = normalize(thisdir + goaldir * X)
144 // thisdir * g = maxturn
146 // gg = thisdir + goaldir * X
147 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
149 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
150 f = thisdir * goaldir;
151 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
152 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
153 m2 = maxturn_cos * maxturn_cos;
154 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
155 return normalize(thisdir + goaldir * v_y); // the larger solution!
158 void W_Rocket_Think (void)
161 vector desireddir, olddir, newdir, desiredorigin, goal;
163 float cosminang, cosmaxang, cosang;
165 float turnrate, velspeed, f;
166 self.nextthink = time;
170 self.projectiledeathtype |= HITTYPE_BOUNCE;
175 if(g_laserguided_missile)
178 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
179 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
181 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
186 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
187 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
189 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
192 // laser guided, or remote detonation
193 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
195 if(g_laserguided_missile)
197 if(self.rl_detonate_later)
198 W_Rocket_RemoteExplode();
200 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
202 if(self.owner.laser_on)
204 if(self.attack_finished_single < time)
206 self.attack_finished_single = time + 0.2 + random()*0.3;
207 self.enemy = FindLaserTarget(self, 0.7, 0.7);
211 self.enemy = self.owner.weaponentity.lasertarget;
213 else self.enemy = world;
215 else // don't allow stealing: always target my owner's laser (if it exists)
216 self.enemy = self.owner.weaponentity.lasertarget;
218 if(self.enemy != world)
220 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
221 velspeed = vlen(self.velocity);
222 e = self.enemy;//self.owner.weaponentity.lasertarget;
223 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
224 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
225 olddir = normalize(self.velocity); // get my current direction
226 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
227 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
228 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
230 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
235 if(self == self.owner.lastrocket)
236 if not(self.owner.rl_release)
237 if not(self.BUTTON_ATCK2)
238 if(cvar("g_balance_rocketlauncher_guiderate"))
239 if(time > self.pushltime)
240 if(self.owner.deadflag == DEAD_NO)
242 f = cvar("g_balance_rocketlauncher_guideratedelay");
244 f = bound(0, (time - self.pushltime) / f, 1);
248 velspeed = vlen(self.velocity);
250 makevectors(self.owner.v_angle);
251 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
252 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
253 olddir = normalize(self.velocity);
256 // disabled this code because it doesn't do what I want it to do :P
257 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
258 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
259 cosang = desireddir * normalize(self.origin - desiredorigin);
260 if(cosminang == cosmaxang)
261 f *= (cosang >= cosminang);
263 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
266 // now it gets tricky... we want to move like some curve to approximate the target direction
267 // but we are limiting the rate at which we can turn!
268 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
269 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
271 self.velocity = newdir * velspeed;
272 self.angles = vectoangles(self.velocity);
276 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
277 // TODO add a better sound here
278 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
283 if(self.rl_detonate_later)
284 W_Rocket_RemoteExplode();
288 if(self.csqcprojectile_clientanimate == 0)
289 UpdateCSQCProjectile(self);
292 void W_Rocket_Touch (void)
294 if(WarpZone_Projectile_Touch())
297 W_Rocket_Unregister();
300 W_Rocket_Unregister();
304 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
306 if (self.health <= 0)
308 self.health = self.health - damage;
309 self.angles = vectoangles(self.velocity);
310 if (self.health <= 0)
311 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
314 void W_Rocket_Attack (void)
316 local entity missile;
319 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
320 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
322 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
323 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
325 missile = WarpZone_RefSys_SpawnSameRefSys(self);
326 missile.owner = self;
327 self.lastrocket = missile;
328 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
329 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
331 missile.spawnshieldtime = -1;
332 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
333 missile.classname = "rocket";
334 missile.bot_dodge = TRUE;
335 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
337 missile.takedamage = DAMAGE_YES;
338 missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
339 missile.health = cvar("g_balance_rocketlauncher_health");
340 missile.event_damage = W_Rocket_Damage;
342 missile.movetype = MOVETYPE_FLY;
343 PROJECTILE_MAKETRIGGER(missile);
344 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
345 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
347 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
348 if(g_laserguided_missile && self.laser_on)
349 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
351 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
352 missile.angles = vectoangles (missile.velocity);
354 missile.touch = W_Rocket_Touch;
355 missile.think = W_Rocket_Think;
356 missile.nextthink = time;
357 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
358 missile.flags = FL_PROJECTILE;
360 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
362 // muzzle flash for 1st person view
364 setmodel (flash, "models/flash.md3"); // precision set below
365 SUB_SetFade (flash, time, 0.1);
366 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
367 W_AttachToShotorg(flash, '5 0 0');
370 other = missile; MUTATOR_CALLHOOK(EditProjectile);
373 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
375 float w_rlauncher(float req)
381 // aim and decide to fire if appropriate
382 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
383 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
385 // decide whether to detonate rockets
386 local entity missile, targetlist, targ;
387 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
388 local float selfdamage, teamdamage, enemydamage;
389 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
390 coredamage = cvar("g_balance_rocketlauncher_damage");
391 edgeradius = cvar("g_balance_rocketlauncher_radius");
392 recipricoledgeradius = 1 / edgeradius;
396 targetlist = findchainfloat(bot_attack, TRUE);
397 missile = find(world, classname, "rocket");
400 if (missile.owner != self)
402 missile = find(missile, classname, "rocket");
408 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
409 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
410 // count potential damage according to type of target
412 selfdamage = selfdamage + d;
413 else if (targ.team == self.team && teams_matter)
414 teamdamage = teamdamage + d;
415 else if (bot_shouldattack(targ))
416 enemydamage = enemydamage + d;
419 missile = find(missile, classname, "rocket");
421 local float desirabledamage;
422 desirabledamage = enemydamage;
423 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
424 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
425 if (self.team && teamplay != 1)
426 desirabledamage = desirabledamage - teamdamage;
428 missile = find(world, classname, "rocket");
431 if (missile.owner != self)
433 missile = find(missile, classname, "rocket");
436 makevectors(missile.v_angle);
438 if (skill > 9) // normal players only do this for the target they are tracking
444 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
445 && desirabledamage > 0.1*coredamage
446 )self.BUTTON_ATCK2 = TRUE;
450 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
451 //As the distance gets larger, a correct detonation gets near imposible
452 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
453 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
454 if(self.enemy.classname == "player")
455 if(desirabledamage >= 0.1*coredamage)
456 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
457 self.BUTTON_ATCK2 = TRUE;
458 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
461 missile = find(missile, classname, "rocket");
463 // if we would be doing at X percent of the core damage, detonate it
464 // but don't fire a new shot at the same time!
465 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
466 self.BUTTON_ATCK2 = TRUE;
467 if ((skill > 6.5) && (selfdamage > self.health))
468 self.BUTTON_ATCK2 = FALSE;
469 //if(self.BUTTON_ATCK2 == TRUE)
470 // dprint(ftos(desirabledamage),"\n");
471 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
474 else if (req == WR_THINK)
476 if(g_laserguided_missile)
478 if (self.BUTTON_ATCK && self.rl_release)
481 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
483 if(!rock.rl_detonate_later)
485 rock.rl_detonate_later = TRUE;
490 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
493 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
496 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
501 if (!self.BUTTON_ATCK)
503 if (self.BUTTON_ATCK2)
504 if(self.exteriorweaponentity.attack_finished_single < time)
506 self.exteriorweaponentity.attack_finished_single = time + 0.4;
507 self.laser_on = !self.laser_on;
508 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
509 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
514 if (self.BUTTON_ATCK)
516 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
517 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
520 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
527 if (self.BUTTON_ATCK2)
530 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
532 if(!rock.rl_detonate_later)
534 rock.rl_detonate_later = TRUE;
539 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
543 else if (req == WR_PRECACHE)
545 precache_model ("models/flash.md3");
546 precache_model ("models/weapons/g_rl.md3");
547 precache_model ("models/weapons/v_rl.md3");
548 precache_model ("models/weapons/h_rl.iqm");
549 precache_sound ("weapons/rocket_det.wav");
550 precache_sound ("weapons/rocket_fire.wav");
551 precache_sound ("weapons/rocket_mode.wav");
552 if (g_laserguided_missile)
554 precache_model ("models/laser_dot.mdl"); // rocket launcher
557 else if (req == WR_SETUP)
559 weapon_setup(WEP_ROCKET_LAUNCHER);
562 else if (req == WR_CHECKAMMO1)
564 // don't switch while guiding a missile
565 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
566 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
569 else if (req == WR_CHECKAMMO2)
571 else if (req == WR_RESETPLAYER)
579 float w_rlauncher(float req)
581 if(req == WR_IMPACTEFFECT)
584 org2 = w_org + w_backoff * 12;
585 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
587 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
589 else if(req == WR_PRECACHE)
591 precache_sound("weapons/rocket_impact.wav");
593 else if (req == WR_SUICIDEMESSAGE)
594 w_deathtypestring = "%s exploded";
595 else if (req == WR_KILLMESSAGE)
597 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
598 w_deathtypestring = "%s got too close to %s's rocket";
599 else if(w_deathtype & HITTYPE_SPLASH)
600 w_deathtypestring = "%s almost dodged %s's rocket";
602 w_deathtypestring = "%s ate %s's rocket";