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1 #ifdef REGISTER_WEAPON
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");
3 #else
4 #ifdef SVQC
5 .float rl_release;
6 .float rl_detonate_later;
7
8 void W_Rocket_Unregister()
9 {
10         if(self.owner && self.owner.lastrocket == self)
11         {
12                 self.owner.lastrocket = world;
13                 // self.owner.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.owner, other))
24                                 if(IsFlying(other))
25                                         AnnounceTo(self.owner, "airshot");
26
27         self.event_damage = SUB_Null;
28         self.takedamage = DAMAGE_NO;
29
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);
31
32         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
33         {
34                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
35                 {
36                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
37                         ATTACK_FINISHED(self.owner) = time;
38                         self.owner.switchweapon = w_getbestweapon(self.owner);
39                 }
40         }
41         remove (self);
42 }
43
44 void W_Rocket_DoRemoteExplode ()
45 {
46         W_Rocket_Unregister();
47
48         self.event_damage = SUB_Null;
49         self.takedamage = DAMAGE_NO;
50
51         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);
52
53         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
54         {
55                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
56                 {
57                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
58                         ATTACK_FINISHED(self.owner) = time;
59                         self.owner.switchweapon = w_getbestweapon(self.owner);
60                 }
61         }
62         remove (self);
63 }
64
65 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
66 {
67         entity head, selected;
68         vector dir;
69         float dist, maxdist,// bestdist,
70                 dot,// bestdot,
71                 points, bestpoints;
72         //bestdist = 9999;
73         //bestdot = -2;
74         bestpoints = 0;
75         maxdist = 800;
76         selected = world;
77
78         makevectors(e.angles);
79
80         head = find(world, classname, "laser_target");
81         while(head)
82         {
83                 points = 0;
84                 dir = normalize(head.origin - self.origin);
85                 dot = dir * v_forward;
86                 dist = vlen(head.origin - self.origin);
87                 if(dist > maxdist)
88                         dist = maxdist;
89
90                 // gain points for being in front
91                 points = points + ((dot+1)*0.5) * 500
92                         * (1 + crandom()*dot_variance);
93                 // gain points for being close away
94                 points = points + (1 - dist/maxdist) * 1000
95                         * (1 + crandom()*dot_variance);
96
97                 traceline(e.origin, head.origin, TRUE, self);
98                 if(trace_fraction < 1)
99                 {
100                         points = 0;
101                 }
102
103                 if(points > bestpoints)//random() > 0.5)//
104                 {
105                         bestpoints = points;
106                         selected = head;
107                 }
108
109                 head = find(head, classname, "laser_target");
110         }
111
112         //bprint(selected.owner.netname);
113         //bprint("\n");
114         return selected;
115 }
116
117 void W_Rocket_RemoteExplode()
118 {
119         if(self.owner.deadflag == DEAD_NO)
120         if(self.owner.lastrocket)
121         {
122                 if((self.spawnshieldtime >= 0)
123                         ? (time >= self.spawnshieldtime) // timer
124                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device
125                 )
126                 {
127                         W_Rocket_DoRemoteExplode();
128                 }
129         }
130 }
131
132 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
133 {
134         if(thisdir * goaldir > maxturn_cos)
135                 return goaldir;
136         float f, m2;
137         vector v;
138         // solve:
139         //   g = normalize(thisdir + goaldir * X)
140         //   thisdir * g = maxturn
141         //
142         //   gg = thisdir + goaldir * X
143         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
144         //
145         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
146         f = thisdir * goaldir;
147         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
148         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
149         m2 = maxturn_cos * maxturn_cos;
150         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
151         return normalize(thisdir + goaldir * v_y); // the larger solution!
152 }
153
154 void W_Rocket_Think (void)
155 {
156         vector desireddir, olddir, newdir, desiredorigin, goal;
157 #if 0
158         float cosminang, cosmaxang, cosang;
159 #endif
160         float velspeed, f;
161         self.nextthink = time;
162         if (time > self.cnt)
163         {
164                 other = world;
165                 self.projectiledeathtype |= HITTYPE_BOUNCE;
166                 W_Rocket_Explode ();
167                 return;
168         }
169
170         // accelerate
171         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
172         velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
173         if (velspeed > 0)
174                 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
175
176         // laser guided, or remote detonation
177         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
178         {
179                 if(self == self.owner.lastrocket)
180                 if not(self.owner.rl_release)
181                 if not(self.BUTTON_ATCK2)
182                 if(cvar("g_balance_rocketlauncher_guiderate"))
183                 if(time > self.pushltime)
184                 if(self.owner.deadflag == DEAD_NO)
185                 {
186                         f = cvar("g_balance_rocketlauncher_guideratedelay");
187                         if(f)
188                                 f = bound(0, (time - self.pushltime) / f, 1);
189                         else
190                                 f = 1;
191
192                         velspeed = vlen(self.velocity);
193
194                         makevectors(self.owner.v_angle);
195                         desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
196                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
197                         olddir = normalize(self.velocity);
198
199 #if 0
200                         // disabled this code because it doesn't do what I want it to do :P
201                         cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
202                         cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
203                         cosang = desireddir * normalize(self.origin - desiredorigin);
204                         if(cosminang == cosmaxang)
205                                 f *= (cosang >= cosminang);
206                         else
207                                 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
208 #endif
209
210                         // now it gets tricky... we want to move like some curve to approximate the target direction
211                         // but we are limiting the rate at which we can turn!
212                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
213                         newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
214
215                         self.velocity = newdir * velspeed;
216                         self.angles = vectoangles(self.velocity);
217
218                         if(!self.count)
219                         {
220                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
221                                 // TODO add a better sound here
222                                 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
223                                 self.count = 1;
224                         }
225                 }
226
227                 if(self.rl_detonate_later)
228                         W_Rocket_RemoteExplode();
229         }
230
231         if(self.csqcprojectile_clientanimate == 0)
232                 UpdateCSQCProjectile(self);
233 }
234
235 void W_Rocket_Touch (void)
236 {
237         if(WarpZone_Projectile_Touch())
238         {
239                 if(wasfreed(self))
240                         W_Rocket_Unregister();
241                 return;
242         }
243         W_Rocket_Unregister();
244         W_Rocket_Explode ();
245 }
246
247 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
248 {
249         if (self.health <= 0)
250                 return;
251         self.health = self.health - damage;
252         self.angles = vectoangles(self.velocity);
253         if (self.health <= 0)
254                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
255 }
256
257 void W_Rocket_Attack (void)
258 {
259         local entity missile;
260         local entity flash;
261
262         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
263                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
264
265         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, cvar("g_balance_rocketlauncher_damage"));
266         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
267
268         missile = WarpZone_RefSys_SpawnSameRefSys(self);
269         missile.owner = self;
270         self.lastrocket = missile;
271         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
272                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
273         else
274                 missile.spawnshieldtime = -1;
275         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
276         missile.classname = "rocket";
277         missile.bot_dodge = TRUE;
278         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
279
280         missile.takedamage = DAMAGE_YES;
281         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
282         missile.health = cvar("g_balance_rocketlauncher_health");
283         missile.event_damage = W_Rocket_Damage;
284
285         missile.movetype = MOVETYPE_FLY;
286         PROJECTILE_MAKETRIGGER(missile);
287         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
288         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
289
290         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
291         W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
292         missile.angles = vectoangles (missile.velocity);
293
294         missile.touch = W_Rocket_Touch;
295         missile.think = W_Rocket_Think;
296         missile.nextthink = time;
297         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
298         missile.flags = FL_PROJECTILE;
299
300         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
301
302         // muzzle flash for 1st person view
303         flash = spawn ();
304         setmodel (flash, "models/flash.md3"); // precision set below
305         SUB_SetFade (flash, time, 0.1);
306         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
307         W_AttachToShotorg(flash, '5 0 0');
308
309         // common properties
310         other = missile; MUTATOR_CALLHOOK(EditProjectile);
311 }
312
313 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
314
315 float w_rlauncher(float req)
316 {
317         entity rock;
318         float rockfound;
319         if (req == WR_AIM)
320         {
321                 // aim and decide to fire if appropriate
322                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
323                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
324                 {
325                         // decide whether to detonate rockets
326                         local entity missile, targetlist, targ;
327                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
328                         local float selfdamage, teamdamage, enemydamage;
329                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
330                         coredamage = cvar("g_balance_rocketlauncher_damage");
331                         edgeradius = cvar("g_balance_rocketlauncher_radius");
332                         recipricoledgeradius = 1 / edgeradius;
333                         selfdamage = 0;
334                         teamdamage = 0;
335                         enemydamage = 0;
336                         targetlist = findchainfloat(bot_attack, TRUE);
337                         missile = find(world, classname, "rocket");
338                         while (missile)
339                         {
340                                 if (missile.owner != self)
341                                 {
342                                         missile = find(missile, classname, "rocket");
343                                         continue;
344                                 }
345                                 targ = targetlist;
346                                 while (targ)
347                                 {
348                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
349                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
350                                         // count potential damage according to type of target
351                                         if (targ == self)
352                                                 selfdamage = selfdamage + d;
353                                         else if (targ.team == self.team && teams_matter)
354                                                 teamdamage = teamdamage + d;
355                                         else if (bot_shouldattack(targ))
356                                                 enemydamage = enemydamage + d;
357                                         targ = targ.chain;
358                                 }
359                                 missile = find(missile, classname, "rocket");
360                         }
361                         local float desirabledamage;
362                         desirabledamage = enemydamage;
363                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
364                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
365                         if (self.team && teamplay != 1)
366                                 desirabledamage = desirabledamage - teamdamage;
367
368                         missile = find(world, classname, "rocket");
369                         while (missile)
370                         {
371                                 if (missile.owner != self)
372                                 {
373                                         missile = find(missile, classname, "rocket");
374                                         continue;
375                                 }
376                                 makevectors(missile.v_angle);
377                                 targ = targetlist;
378                                 if (skill > 9) // normal players only do this for the target they are tracking
379                                 {
380                                         targ = targetlist;
381                                         while (targ)
382                                         {
383                                                 if (
384                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
385                                                         && desirabledamage > 0.1*coredamage
386                                                 )self.BUTTON_ATCK2 = TRUE;
387                                                 targ = targ.chain;
388                                         }
389                                 }else{
390                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
391                                         //As the distance gets larger, a correct detonation gets near imposible
392                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
393                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
394                                                 if(self.enemy.classname == "player")
395                                                         if(desirabledamage >= 0.1*coredamage)
396                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
397                                                                         self.BUTTON_ATCK2 = TRUE;
398                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
399                                 }
400
401                                 missile = find(missile, classname, "rocket");
402                         }
403                         // if we would be doing at X percent of the core damage, detonate it
404                         // but don't fire a new shot at the same time!
405                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
406                                 self.BUTTON_ATCK2 = TRUE;
407                         if ((skill > 6.5) && (selfdamage > self.health))
408                                 self.BUTTON_ATCK2 = FALSE;
409                         //if(self.BUTTON_ATCK2 == TRUE)
410                         //      dprint(ftos(desirabledamage),"\n");
411                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
412                 }
413         }
414         else if (req == WR_THINK)
415         {
416                 if (self.BUTTON_ATCK)
417                 {
418                         if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
419                         if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
420                         {
421                                 W_Rocket_Attack();
422                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
423                                 self.rl_release = 0;
424                         }
425                 }
426                 else
427                         self.rl_release = 1;
428
429                 if (self.BUTTON_ATCK2)
430                 {
431                         rockfound = 0;
432                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
433                         {
434                                 if(!rock.rl_detonate_later)
435                                 {
436                                         rock.rl_detonate_later = TRUE;
437                                         rockfound = 1;
438                                 }
439                         }
440                         if(rockfound)
441                                 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
442                 }
443         }
444         else if (req == WR_PRECACHE)
445         {
446                 precache_model ("models/flash.md3");
447                 precache_model ("models/weapons/g_rl.md3");
448                 precache_model ("models/weapons/v_rl.md3");
449                 precache_model ("models/weapons/h_rl.iqm");
450                 precache_sound ("weapons/rocket_det.wav");
451                 precache_sound ("weapons/rocket_fire.wav");
452                 precache_sound ("weapons/rocket_mode.wav");
453         }
454         else if (req == WR_SETUP)
455         {
456                 weapon_setup(WEP_ROCKET_LAUNCHER);
457                 self.rl_release = 1;
458         }
459         else if (req == WR_CHECKAMMO1)
460         {
461                 // don't switch while guiding a missile
462                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
463                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
464                         return FALSE;
465         }
466         else if (req == WR_CHECKAMMO2)
467                 return FALSE;
468         else if (req == WR_RESETPLAYER)
469         {
470                 self.rl_release = 0;
471         }
472         return TRUE;
473 };
474 #endif
475 #ifdef CSQC
476 float w_rlauncher(float req)
477 {
478         if(req == WR_IMPACTEFFECT)
479         {
480                 vector org2;
481                 org2 = w_org + w_backoff * 12;
482                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
483                 if(!w_issilent)
484                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
485         }
486         else if(req == WR_PRECACHE)
487         {
488                 precache_sound("weapons/rocket_impact.wav");
489         }
490         else if (req == WR_SUICIDEMESSAGE)
491                 w_deathtypestring = "%s exploded";
492         else if (req == WR_KILLMESSAGE)
493         {
494                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
495                         w_deathtypestring = "%s got too close to %s's rocket";
496                 else if(w_deathtype & HITTYPE_SPLASH)
497                         w_deathtypestring = "%s almost dodged %s's rocket";
498                 else
499                         w_deathtypestring = "%s ate %s's rocket";
500         }
501         return TRUE;
502 }
503 #endif
504 #endif