]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_rocketlauncher.qc
6c148924990243f561364f4390054be7f5bdd852
[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_RocketLauncher_Reload()
9 {
10         W_Reload(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
11 }
12
13 void W_Rocket_Unregister()
14 {
15         if(self.owner && self.owner.lastrocket == self)
16         {
17                 self.owner.lastrocket = world;
18                 // self.owner.rl_release = 1;
19         }
20 }
21
22 void W_Rocket_Explode ()
23 {
24         W_Rocket_Unregister();
25
26         if(other.takedamage == DAMAGE_AIM)
27                 if(other.classname == "player")
28                         if(IsDifferentTeam(self.owner, other))
29                                 if(IsFlying(other))
30                                         AnnounceTo(self.owner, "airshot");
31
32         self.event_damage = SUB_Null;
33         self.takedamage = DAMAGE_NO;
34
35         RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
36
37         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
38         {
39                 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
40                 {
41                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
42                         ATTACK_FINISHED(self.owner) = time;
43                         self.owner.switchweapon = w_getbestweapon(self.owner);
44                 }
45         }
46         remove (self);
47 }
48
49 void W_Rocket_DoRemoteExplode ()
50 {
51         W_Rocket_Unregister();
52
53         self.event_damage = SUB_Null;
54         self.takedamage = DAMAGE_NO;
55
56         RadiusDamage (self, self.owner, 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);
57
58         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
59         {
60                 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
61                 {
62                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
63                         ATTACK_FINISHED(self.owner) = time;
64                         self.owner.switchweapon = w_getbestweapon(self.owner);
65                 }
66         }
67         remove (self);
68 }
69
70 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
71 {
72         entity head, selected;
73         vector dir;
74         float dist, maxdist,// bestdist,
75                 dot,// bestdot,
76                 points, bestpoints;
77         //bestdist = 9999;
78         //bestdot = -2;
79         bestpoints = 0;
80         maxdist = 800;
81         selected = world;
82
83         makevectors(e.angles);
84
85         head = find(world, classname, "laser_target");
86         while(head)
87         {
88                 points = 0;
89                 dir = normalize(head.origin - self.origin);
90                 dot = dir * v_forward;
91                 dist = vlen(head.origin - self.origin);
92                 if(dist > maxdist)
93                         dist = maxdist;
94
95                 // gain points for being in front
96                 points = points + ((dot+1)*0.5) * 500
97                         * (1 + crandom()*dot_variance);
98                 // gain points for being close away
99                 points = points + (1 - dist/maxdist) * 1000
100                         * (1 + crandom()*dot_variance);
101
102                 traceline(e.origin, head.origin, TRUE, self);
103                 if(trace_fraction < 1)
104                 {
105                         points = 0;
106                 }
107
108                 if(points > bestpoints)//random() > 0.5)//
109                 {
110                         bestpoints = points;
111                         selected = head;
112                 }
113
114                 head = find(head, classname, "laser_target");
115         }
116
117         //bprint(selected.owner.netname);
118         //bprint("\n");
119         return selected;
120 }
121
122 void W_Rocket_RemoteExplode()
123 {
124         if(self.owner.deadflag == DEAD_NO)
125         if(self.owner.lastrocket)
126         {
127                 if((self.spawnshieldtime >= 0)
128                         ? (time >= self.spawnshieldtime) // timer
129                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
130                 )
131                 {
132                         W_Rocket_DoRemoteExplode();
133                 }
134         }
135 }
136
137 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
138 {
139         if(thisdir * goaldir > maxturn_cos)
140                 return goaldir;
141         float f, m2;
142         vector v;
143         // solve:
144         //   g = normalize(thisdir + goaldir * X)
145         //   thisdir * g = maxturn
146         //
147         //   gg = thisdir + goaldir * X
148         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
149         //
150         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
151         f = thisdir * goaldir;
152         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
153         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
154         m2 = maxturn_cos * maxturn_cos;
155         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
156         return normalize(thisdir + goaldir * v_y); // the larger solution!
157 }
158
159 void W_Rocket_Think (void)
160 {
161         vector desireddir, olddir, newdir, desiredorigin, goal;
162 #if 0
163         float cosminang, cosmaxang, cosang;
164 #endif
165         float velspeed, f;
166         self.nextthink = time;
167         if (time > self.cnt)
168         {
169                 other = world;
170                 self.projectiledeathtype |= HITTYPE_BOUNCE;
171                 W_Rocket_Explode ();
172                 return;
173         }
174
175         // accelerate
176         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
177         velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
178         if (velspeed > 0)
179                 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
180
181         // laser guided, or remote detonation
182         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
183         {
184                 if(self == self.owner.lastrocket)
185                 if not(self.owner.rl_release)
186                 if not(self.BUTTON_ATCK2)
187                 if(autocvar_g_balance_rocketlauncher_guiderate)
188                 if(time > self.pushltime)
189                 if(self.owner.deadflag == DEAD_NO)
190                 {
191                         f = autocvar_g_balance_rocketlauncher_guideratedelay;
192                         if(f)
193                                 f = bound(0, (time - self.pushltime) / f, 1);
194                         else
195                                 f = 1;
196
197                         velspeed = vlen(self.velocity);
198
199                         makevectors(self.owner.v_angle);
200                         desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
201                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
202                         olddir = normalize(self.velocity);
203
204                         // now it gets tricky... we want to move like some curve to approximate the target direction
205                         // but we are limiting the rate at which we can turn!
206                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
207                         newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
208
209                         self.velocity = newdir * velspeed;
210                         self.angles = vectoangles(self.velocity);
211
212                         if(!self.count)
213                         {
214                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
215                                 // TODO add a better sound here
216                                 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
217                                 self.count = 1;
218                         }
219                 }
220
221                 if(self.rl_detonate_later)
222                         W_Rocket_RemoteExplode();
223         }
224
225         if(self.csqcprojectile_clientanimate == 0)
226                 UpdateCSQCProjectile(self);
227 }
228
229 void W_Rocket_Touch (void)
230 {
231         if(WarpZone_Projectile_Touch())
232         {
233                 if(wasfreed(self))
234                         W_Rocket_Unregister();
235                 return;
236         }
237         W_Rocket_Unregister();
238         W_Rocket_Explode ();
239 }
240
241 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
242 {
243         if (self.health <= 0)
244                 return;
245         self.health = self.health - damage;
246         self.angles = vectoangles(self.velocity);
247         if (self.health <= 0)
248                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
249 }
250
251 void W_Rocket_Attack (void)
252 {
253         local entity missile;
254         local entity flash;
255
256         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
257         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
258         {
259                 if(autocvar_g_balance_rocketlauncher_reload_ammo)
260                 {
261                         self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
262                         self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
263                 }
264                 else
265                         self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
266         }
267
268         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
269         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
270
271         missile = WarpZone_RefSys_SpawnSameRefSys(self);
272         missile.owner = self;
273         self.lastrocket = missile;
274         if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
275                 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
276         else
277                 missile.spawnshieldtime = -1;
278         missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
279         missile.classname = "rocket";
280         missile.bot_dodge = TRUE;
281         missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
282
283         missile.takedamage = DAMAGE_YES;
284         missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
285         missile.health = autocvar_g_balance_rocketlauncher_health;
286         missile.event_damage = W_Rocket_Damage;
287
288         missile.movetype = MOVETYPE_FLY;
289         PROJECTILE_MAKETRIGGER(missile);
290         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
291         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
292
293         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
294         W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
295         missile.angles = vectoangles (missile.velocity);
296
297         missile.touch = W_Rocket_Touch;
298         missile.think = W_Rocket_Think;
299         missile.nextthink = time;
300         missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
301         missile.flags = FL_PROJECTILE;
302
303         CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
304
305         // muzzle flash for 1st person view
306         flash = spawn ();
307         setmodel (flash, "models/flash.md3"); // precision set below
308         SUB_SetFade (flash, time, 0.1);
309         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
310         W_AttachToShotorg(flash, '5 0 0');
311
312         // common properties
313         other = missile; MUTATOR_CALLHOOK(EditProjectile);
314 }
315
316 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
317
318 float w_rlauncher(float req)
319 {
320         entity rock;
321         float rockfound;
322         float ammo_amount;
323
324         if (req == WR_AIM)
325         {
326                 // aim and decide to fire if appropriate
327                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
328                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
329                 {
330                         // decide whether to detonate rockets
331                         local entity missile, targetlist, targ;
332                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
333                         local float selfdamage, teamdamage, enemydamage;
334                         edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
335                         coredamage = autocvar_g_balance_rocketlauncher_damage;
336                         edgeradius = autocvar_g_balance_rocketlauncher_radius;
337                         recipricoledgeradius = 1 / edgeradius;
338                         selfdamage = 0;
339                         teamdamage = 0;
340                         enemydamage = 0;
341                         targetlist = findchainfloat(bot_attack, TRUE);
342                         missile = find(world, classname, "rocket");
343                         while (missile)
344                         {
345                                 if (missile.owner != self)
346                                 {
347                                         missile = find(missile, classname, "rocket");
348                                         continue;
349                                 }
350                                 targ = targetlist;
351                                 while (targ)
352                                 {
353                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
354                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
355                                         // count potential damage according to type of target
356                                         if (targ == self)
357                                                 selfdamage = selfdamage + d;
358                                         else if (targ.team == self.team && teams_matter)
359                                                 teamdamage = teamdamage + d;
360                                         else if (bot_shouldattack(targ))
361                                                 enemydamage = enemydamage + d;
362                                         targ = targ.chain;
363                                 }
364                                 missile = find(missile, classname, "rocket");
365                         }
366                         local float desirabledamage;
367                         desirabledamage = enemydamage;
368                         if (time > self.invincible_finished && time > self.spawnshieldtime)
369                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
370                         if (teams_matter && self.team)
371                                 desirabledamage = desirabledamage - teamdamage;
372
373                         missile = find(world, classname, "rocket");
374                         while (missile)
375                         {
376                                 if (missile.owner != self)
377                                 {
378                                         missile = find(missile, classname, "rocket");
379                                         continue;
380                                 }
381                                 makevectors(missile.v_angle);
382                                 targ = targetlist;
383                                 if (skill > 9) // normal players only do this for the target they are tracking
384                                 {
385                                         targ = targetlist;
386                                         while (targ)
387                                         {
388                                                 if (
389                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
390                                                         && desirabledamage > 0.1*coredamage
391                                                 )self.BUTTON_ATCK2 = TRUE;
392                                                 targ = targ.chain;
393                                         }
394                                 }else{
395                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
396                                         //As the distance gets larger, a correct detonation gets near imposible
397                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
398                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
399                                                 if(self.enemy.classname == "player")
400                                                         if(desirabledamage >= 0.1*coredamage)
401                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
402                                                                         self.BUTTON_ATCK2 = TRUE;
403                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
404                                 }
405
406                                 missile = find(missile, classname, "rocket");
407                         }
408                         // if we would be doing at X percent of the core damage, detonate it
409                         // but don't fire a new shot at the same time!
410                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
411                                 self.BUTTON_ATCK2 = TRUE;
412                         if ((skill > 6.5) && (selfdamage > self.health))
413                                 self.BUTTON_ATCK2 = FALSE;
414                         //if(self.BUTTON_ATCK2 == TRUE)
415                         //      dprint(ftos(desirabledamage),"\n");
416                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
417                 }
418         }
419         else if (req == WR_THINK)
420         {
421                 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
422                         W_RocketLauncher_Reload();
423                 else
424                 {
425                         if (self.BUTTON_ATCK)
426                         {
427                                 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
428                                 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
429                                 {
430                                         W_Rocket_Attack();
431                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
432                                         self.rl_release = 0;
433                                 }
434                         }
435                         else
436                                 self.rl_release = 1;
437
438                         if (self.BUTTON_ATCK2)
439                         {
440                                 rockfound = 0;
441                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
442                                 {
443                                         if(!rock.rl_detonate_later)
444                                         {
445                                                 rock.rl_detonate_later = TRUE;
446                                                 rockfound = 1;
447                                         }
448                                 }
449                                 if(rockfound)
450                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
451                         }
452                 }
453         }
454         else if (req == WR_PRECACHE)
455         {
456                 precache_model ("models/flash.md3");
457                 precache_model ("models/weapons/g_rl.md3");
458                 precache_model ("models/weapons/v_rl.md3");
459                 precache_model ("models/weapons/h_rl.iqm");
460                 precache_sound ("weapons/rocket_det.wav");
461                 precache_sound ("weapons/rocket_fire.wav");
462                 precache_sound ("weapons/rocket_mode.wav");
463                 precache_sound ("weapons/reload.wav");
464         }
465         else if (req == WR_SETUP)
466         {
467                 weapon_setup(WEP_ROCKET_LAUNCHER);
468                 self.rl_release = 1;
469         }
470         else if (req == WR_CHECKAMMO1)
471         {
472                 // don't switch while guiding a missile
473                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
474                 {
475                         if(autocvar_g_balance_rocketlauncher_reload_ammo)
476                         {
477                                 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
478                                         ammo_amount = TRUE;
479                         }
480                         else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
481                                 ammo_amount = TRUE;
482                         return !ammo_amount;
483                 }
484         }
485         else if (req == WR_CHECKAMMO2)
486                 return FALSE;
487         else if (req == WR_RESETPLAYER)
488         {
489                 self.rl_release = 0;
490         }
491         else if (req == WR_RELOAD)
492         {
493                 W_RocketLauncher_Reload();
494         }
495         return TRUE;
496 };
497 #endif
498 #ifdef CSQC
499 float w_rlauncher(float req)
500 {
501         if(req == WR_IMPACTEFFECT)
502         {
503                 vector org2;
504                 org2 = w_org + w_backoff * 12;
505                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
506                 if(!w_issilent)
507                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
508         }
509         else if(req == WR_PRECACHE)
510         {
511                 precache_sound("weapons/rocket_impact.wav");
512         }
513         else if (req == WR_SUICIDEMESSAGE)
514                 w_deathtypestring = _("%s exploded");
515         else if (req == WR_KILLMESSAGE)
516         {
517                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
518                         w_deathtypestring = _("%s got too close to %s's rocket");
519                 else if(w_deathtype & HITTYPE_SPLASH)
520                         w_deathtypestring = _("%s almost dodged %s's rocket");
521                 else
522                         w_deathtypestring = _("%s ate %s's rocket");
523         }
524         return TRUE;
525 }
526 #endif
527 #endif