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Some quick better defaults for centerprints -- leave the fontscale for now, as that...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
1 #ifdef REGISTER_WEAPON
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"))
3 #else
4 #ifdef SVQC
5 .float rl_release;
6 .float rl_detonate_later;
7
8 void W_Rocket_Unregister()
9 {
10         if(self.realowner && self.realowner.lastrocket == self)
11         {
12                 self.realowner.lastrocket = world;
13                 // self.realowner.rl_release = 1;
14         }
15 }
16
17 void W_Rocket_Explode ()
18 {
19         W_Rocket_Unregister();
20
21         if(other.takedamage == DAMAGE_AIM)
22                 if(other.classname == "player")
23                         if(IsDifferentTeam(self.realowner, other))
24                                 if(other.deadflag == DEAD_NO)
25                                         if(IsFlying(other))
26                                                 AnnounceTo(self.realowner, "airshot");
27
28         self.event_damage = SUB_Null;
29         self.takedamage = DAMAGE_NO;
30
31         RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
32
33         if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
34         {
35                 if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
36                 {
37                         self.realowner.cnt = WEP_ROCKET_LAUNCHER;
38                         ATTACK_FINISHED(self.realowner) = time;
39                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
40                 }
41         }
42         remove (self);
43 }
44
45 void W_Rocket_DoRemoteExplode ()
46 {
47         W_Rocket_Unregister();
48
49         self.event_damage = SUB_Null;
50         self.takedamage = DAMAGE_NO;
51
52         RadiusDamage (self, self.realowner, 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);
53
54         if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
55         {
56                 if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
57                 {
58                         self.realowner.cnt = WEP_ROCKET_LAUNCHER;
59                         ATTACK_FINISHED(self.realowner) = time;
60                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
61                 }
62         }
63         remove (self);
64 }
65
66 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
67 {
68         entity head, selected;
69         vector dir;
70         float dist, maxdist,// bestdist,
71                 dot,// bestdot,
72                 points, bestpoints;
73         //bestdist = 9999;
74         //bestdot = -2;
75         bestpoints = 0;
76         maxdist = 800;
77         selected = world;
78
79         makevectors(e.angles);
80
81         head = find(world, classname, "laser_target");
82         while(head)
83         {
84                 points = 0;
85                 dir = normalize(head.origin - self.origin);
86                 dot = dir * v_forward;
87                 dist = vlen(head.origin - self.origin);
88                 if(dist > maxdist)
89                         dist = maxdist;
90
91                 // gain points for being in front
92                 points = points + ((dot+1)*0.5) * 500
93                         * (1 + crandom()*dot_variance);
94                 // gain points for being close away
95                 points = points + (1 - dist/maxdist) * 1000
96                         * (1 + crandom()*dot_variance);
97
98                 traceline(e.origin, head.origin, TRUE, self);
99                 if(trace_fraction < 1)
100                 {
101                         points = 0;
102                 }
103
104                 if(points > bestpoints)//random() > 0.5)//
105                 {
106                         bestpoints = points;
107                         selected = head;
108                 }
109
110                 head = find(head, classname, "laser_target");
111         }
112
113         //bprint(selected.realowner.netname);
114         //bprint("\n");
115         return selected;
116 }
117
118 void W_Rocket_RemoteExplode()
119 {
120         if(self.realowner.deadflag == DEAD_NO)
121         if(self.realowner.lastrocket)
122         {
123                 if((self.spawnshieldtime >= 0)
124                         ? (time >= self.spawnshieldtime) // timer
125                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
126                 )
127                 {
128                         W_Rocket_DoRemoteExplode();
129                 }
130         }
131 }
132
133 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
134 {
135         if(thisdir * goaldir > maxturn_cos)
136                 return goaldir;
137         float f, m2;
138         vector v;
139         // solve:
140         //   g = normalize(thisdir + goaldir * X)
141         //   thisdir * g = maxturn
142         //
143         //   gg = thisdir + goaldir * X
144         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
145         //
146         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
147         f = thisdir * goaldir;
148         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
149         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
150         m2 = maxturn_cos * maxturn_cos;
151         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
152         return normalize(thisdir + goaldir * v_y); // the larger solution!
153 }
154
155 void W_Rocket_Think (void)
156 {
157         vector desireddir, olddir, newdir, desiredorigin, goal;
158 #if 0
159         float cosminang, cosmaxang, cosang;
160 #endif
161         float velspeed, f;
162         self.nextthink = time;
163         if (time > self.cnt)
164         {
165                 other = world;
166                 self.projectiledeathtype |= HITTYPE_BOUNCE;
167                 W_Rocket_Explode ();
168                 return;
169         }
170
171         // accelerate
172         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
173         velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
174         if (velspeed > 0)
175                 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
176
177         // laser guided, or remote detonation
178         if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
179         {
180                 if(self == self.realowner.lastrocket)
181                 if not(self.realowner.rl_release)
182                 if not(self.BUTTON_ATCK2)
183                 if(autocvar_g_balance_rocketlauncher_guiderate)
184                 if(time > self.pushltime)
185                 if(self.realowner.deadflag == DEAD_NO)
186                 {
187                         f = autocvar_g_balance_rocketlauncher_guideratedelay;
188                         if(f)
189                                 f = bound(0, (time - self.pushltime) / f, 1);
190                         else
191                                 f = 1;
192
193                         velspeed = vlen(self.velocity);
194
195                         makevectors(self.realowner.v_angle);
196                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
197                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
198                         olddir = normalize(self.velocity);
199
200                         // now it gets tricky... we want to move like some curve to approximate the target direction
201                         // but we are limiting the rate at which we can turn!
202                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
203                         newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
204
205                         self.velocity = newdir * velspeed;
206                         self.angles = vectoangles(self.velocity);
207
208                         if(!self.count)
209                         {
210                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
211                                 // TODO add a better sound here
212                                 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
213                                 self.count = 1;
214                         }
215                 }
216
217                 if(self.rl_detonate_later)
218                         W_Rocket_RemoteExplode();
219         }
220
221         if(self.csqcprojectile_clientanimate == 0)
222                 UpdateCSQCProjectile(self);
223 }
224
225 void W_Rocket_Touch (void)
226 {
227         if(WarpZone_Projectile_Touch())
228         {
229                 if(wasfreed(self))
230                         W_Rocket_Unregister();
231                 return;
232         }
233         W_Rocket_Unregister();
234         W_Rocket_Explode ();
235 }
236
237 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
238 {
239         if (self.health <= 0)
240                 return;
241         self.health = self.health - damage;
242         self.angles = vectoangles(self.velocity);
243         if (self.health <= 0)
244                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
245 }
246
247 void W_Rocket_Attack (void)
248 {
249         local entity missile;
250         local entity flash;
251
252         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
253
254         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
255         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
256
257         missile = WarpZone_RefSys_SpawnSameRefSys(self);
258         missile.owner = missile.realowner = self;
259         self.lastrocket = missile;
260         if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
261                 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
262         else
263                 missile.spawnshieldtime = -1;
264         missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
265         missile.classname = "rocket";
266         missile.bot_dodge = TRUE;
267         missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
268
269         missile.takedamage = DAMAGE_YES;
270         missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
271         missile.health = autocvar_g_balance_rocketlauncher_health;
272         missile.event_damage = W_Rocket_Damage;
273
274         missile.movetype = MOVETYPE_FLY;
275         PROJECTILE_MAKETRIGGER(missile);
276         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
277         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
278
279         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
280         W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
281         missile.angles = vectoangles (missile.velocity);
282
283         missile.touch = W_Rocket_Touch;
284         missile.think = W_Rocket_Think;
285         missile.nextthink = time;
286         missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
287         missile.flags = FL_PROJECTILE;
288
289         CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
290
291         // muzzle flash for 1st person view
292         flash = spawn ();
293         setmodel (flash, "models/flash.md3"); // precision set below
294         SUB_SetFade (flash, time, 0.1);
295         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
296         W_AttachToShotorg(flash, '5 0 0');
297
298         // common properties
299         other = missile; MUTATOR_CALLHOOK(EditProjectile);
300 }
301
302 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
303
304 float w_rlauncher(float req)
305 {
306         entity rock;
307         float rockfound;
308         float ammo_amount;
309
310         if (req == WR_AIM)
311         {
312                 // aim and decide to fire if appropriate
313                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
314                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
315                 {
316                         // decide whether to detonate rockets
317                         local entity missile, targetlist, targ;
318                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
319                         local float selfdamage, teamdamage, enemydamage;
320                         edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
321                         coredamage = autocvar_g_balance_rocketlauncher_damage;
322                         edgeradius = autocvar_g_balance_rocketlauncher_radius;
323                         recipricoledgeradius = 1 / edgeradius;
324                         selfdamage = 0;
325                         teamdamage = 0;
326                         enemydamage = 0;
327                         targetlist = findchainfloat(bot_attack, TRUE);
328                         missile = find(world, classname, "rocket");
329                         while (missile)
330                         {
331                                 if (missile.realowner != self)
332                                 {
333                                         missile = find(missile, classname, "rocket");
334                                         continue;
335                                 }
336                                 targ = targetlist;
337                                 while (targ)
338                                 {
339                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
340                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
341                                         // count potential damage according to type of target
342                                         if (targ == self)
343                                                 selfdamage = selfdamage + d;
344                                         else if (targ.team == self.team && teamplay)
345                                                 teamdamage = teamdamage + d;
346                                         else if (bot_shouldattack(targ))
347                                                 enemydamage = enemydamage + d;
348                                         targ = targ.chain;
349                                 }
350                                 missile = find(missile, classname, "rocket");
351                         }
352                         local float desirabledamage;
353                         desirabledamage = enemydamage;
354                         if (time > self.invincible_finished && time > self.spawnshieldtime)
355                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
356                         if (teamplay && self.team)
357                                 desirabledamage = desirabledamage - teamdamage;
358
359                         missile = find(world, classname, "rocket");
360                         while (missile)
361                         {
362                                 if (missile.realowner != self)
363                                 {
364                                         missile = find(missile, classname, "rocket");
365                                         continue;
366                                 }
367                                 makevectors(missile.v_angle);
368                                 targ = targetlist;
369                                 if (skill > 9) // normal players only do this for the target they are tracking
370                                 {
371                                         targ = targetlist;
372                                         while (targ)
373                                         {
374                                                 if (
375                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
376                                                         && desirabledamage > 0.1*coredamage
377                                                 )self.BUTTON_ATCK2 = TRUE;
378                                                 targ = targ.chain;
379                                         }
380                                 }else{
381                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
382                                         //As the distance gets larger, a correct detonation gets near imposible
383                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
384                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
385                                                 if(self.enemy.classname == "player")
386                                                         if(desirabledamage >= 0.1*coredamage)
387                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
388                                                                         self.BUTTON_ATCK2 = TRUE;
389                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
390                                 }
391
392                                 missile = find(missile, classname, "rocket");
393                         }
394                         // if we would be doing at X percent of the core damage, detonate it
395                         // but don't fire a new shot at the same time!
396                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
397                                 self.BUTTON_ATCK2 = TRUE;
398                         if ((skill > 6.5) && (selfdamage > self.health))
399                                 self.BUTTON_ATCK2 = FALSE;
400                         //if(self.BUTTON_ATCK2 == TRUE)
401                         //      dprint(ftos(desirabledamage),"\n");
402                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
403                 }
404         }
405         else if (req == WR_THINK)
406         {
407                 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
408                         weapon_action(self.weapon, WR_RELOAD);
409                 else
410                 {
411                         if (self.BUTTON_ATCK)
412                         {
413                                 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
414                                 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
415                                 {
416                                         W_Rocket_Attack();
417                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
418                                         self.rl_release = 0;
419                                 }
420                         }
421                         else
422                                 self.rl_release = 1;
423
424                         if (self.BUTTON_ATCK2)
425                         {
426                                 rockfound = 0;
427                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
428                                 {
429                                         if(!rock.rl_detonate_later)
430                                         {
431                                                 rock.rl_detonate_later = TRUE;
432                                                 rockfound = 1;
433                                         }
434                                 }
435                                 if(rockfound)
436                                         sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
437                         }
438                 }
439         }
440         else if (req == WR_PRECACHE)
441         {
442                 precache_model ("models/flash.md3");
443                 precache_model ("models/weapons/g_rl.md3");
444                 precache_model ("models/weapons/v_rl.md3");
445                 precache_model ("models/weapons/h_rl.iqm");
446                 precache_sound ("weapons/rocket_det.wav");
447                 precache_sound ("weapons/rocket_fire.wav");
448                 precache_sound ("weapons/rocket_mode.wav");
449                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
450         }
451         else if (req == WR_SETUP)
452         {
453                 weapon_setup(WEP_ROCKET_LAUNCHER);
454                 self.current_ammo = ammo_rockets;
455                 self.rl_release = 1;
456         }
457         else if (req == WR_CHECKAMMO1)
458         {
459                 // don't switch while guiding a missile
460                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
461                 {
462                         if(autocvar_g_balance_rocketlauncher_reload_ammo)
463                         {
464                                 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
465                                         ammo_amount = TRUE;
466                         }
467                         else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
468                                 ammo_amount = TRUE;
469                         return !ammo_amount;
470                 }
471         }
472         else if (req == WR_CHECKAMMO2)
473                 return FALSE;
474         else if (req == WR_RESETPLAYER)
475         {
476                 self.rl_release = 0;
477         }
478         else if (req == WR_RELOAD)
479         {
480                 W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
481         }
482         return TRUE;
483 };
484 #endif
485 #ifdef CSQC
486 float w_rlauncher(float req)
487 {
488         if(req == WR_IMPACTEFFECT)
489         {
490                 vector org2;
491                 org2 = w_org + w_backoff * 12;
492                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
493                 if(!w_issilent)
494                         sound(self, CH_SHOTS_SINGLE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
495         }
496         else if(req == WR_PRECACHE)
497         {
498                 precache_sound("weapons/rocket_impact.wav");
499         }
500         else if (req == WR_SUICIDEMESSAGE)
501                 w_deathtypestring = _("%s exploded");
502         else if (req == WR_KILLMESSAGE)
503         {
504                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
505                         w_deathtypestring = _("%s got too close to %s's rocket");
506                 else if(w_deathtype & HITTYPE_SPLASH)
507                         w_deathtypestring = _("%s almost dodged %s's rocket");
508                 else
509                         w_deathtypestring = _("%s ate %s's rocket");
510         }
511         return TRUE;
512 }
513 #endif
514 #endif