#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ ROCKET_LAUNCHER, /* function */ w_rlauncher, /* ammotype */ IT_ROCKETS, /* impulse */ 9, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_HIGH, /* model */ "rl", /* shortname */ "rocketlauncher", /* fullname */ _("Rocket Launcher") ); #else #ifdef SVQC .float rl_release; .float rl_detonate_later; void W_Rocket_Unregister() { if(self.realowner && self.realowner.lastrocket == self) { self.realowner.lastrocket = world; // self.realowner.rl_release = 1; } } void W_Rocket_Explode () { W_Rocket_Unregister(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); self.event_damage = func_null; self.takedamage = DAMAGE_NO; 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); if (self.realowner.weapon == WEP_ROCKET_LAUNCHER) { if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo) { self.realowner.cnt = WEP_ROCKET_LAUNCHER; ATTACK_FINISHED(self.realowner) = time; self.realowner.switchweapon = w_getbestweapon(self.realowner); } } remove (self); } void W_Rocket_DoRemoteExplode () { W_Rocket_Unregister(); self.event_damage = func_null; self.takedamage = DAMAGE_NO; 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); if (self.realowner.weapon == WEP_ROCKET_LAUNCHER) { if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo) { self.realowner.cnt = WEP_ROCKET_LAUNCHER; ATTACK_FINISHED(self.realowner) = time; self.realowner.switchweapon = w_getbestweapon(self.realowner); } } remove (self); } void W_Rocket_RemoteExplode() { if(self.realowner.deadflag == DEAD_NO) if(self.realowner.lastrocket) { if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device ) { W_Rocket_DoRemoteExplode(); } } } vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos) { if(thisdir * goaldir > maxturn_cos) return goaldir; if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite return thisdir; // refuse to guide (better than letting a numerical error happen) float f, m2; vector v; // solve: // g = normalize(thisdir + goaldir * X) // thisdir * g = maxturn // // gg = thisdir + goaldir * X // (thisdir * gg)^2 = maxturn^2 * (gg * gg) // // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir) f = thisdir * goaldir; // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f) // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1) m2 = maxturn_cos * maxturn_cos; v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1); return normalize(thisdir + goaldir * v_y); // the larger solution! } // assume thisdir == -goaldir: // f == -1 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1) // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0 // x^2 - 2 * x + 1 = 0 // (x - 1)^2 = 0 // x = 1 // normalize(thisdir + goaldir) // normalize(0) void W_Rocket_Think (void) { vector desireddir, olddir, newdir, desiredorigin, goal; #if 0 float cosminang, cosmaxang, cosang; #endif float velspeed, f; self.nextthink = time; if (time > self.cnt) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_Rocket_Explode (); return; } // accelerate makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0'); velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward); if (velspeed > 0) self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed); // laser guided, or remote detonation if (self.realowner.weapon == WEP_ROCKET_LAUNCHER) { if(self == self.realowner.lastrocket) if (!self.realowner.rl_release) if (!self.BUTTON_ATCK2) if(autocvar_g_balance_rocketlauncher_guiderate) if(time > self.pushltime) if(self.realowner.deadflag == DEAD_NO) { f = autocvar_g_balance_rocketlauncher_guideratedelay; if(f) f = bound(0, (time - self.pushltime) / f, 1); else f = 1; velspeed = vlen(self.velocity); makevectors(self.realowner.v_angle); desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward); desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs); olddir = normalize(self.velocity); // now it gets tricky... we want to move like some curve to approximate the target direction // but we are limiting the rate at which we can turn! goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir; newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD)); self.velocity = newdir * velspeed; self.angles = vectoangles(self.velocity); if(!self.count) { pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1); // TODO add a better sound here sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTEN_NORM); self.count = 1; } } if(self.rl_detonate_later) W_Rocket_RemoteExplode(); } if(self.csqcprojectile_clientanimate == 0) UpdateCSQCProjectile(self); } void W_Rocket_Touch (void) { if(WarpZone_Projectile_Touch()) { if(wasfreed(self)) W_Rocket_Unregister(); return; } W_Rocket_Unregister(); W_Rocket_Explode (); } void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if (self.health <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); if (self.health <= 0) W_PrepareExplosionByDamage(attacker, W_Rocket_Explode); } void W_Rocket_Attack (void) { entity missile; entity flash; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo); W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = WarpZone_RefSys_SpawnSameRefSys(self); missile.owner = missile.realowner = self; self.lastrocket = missile; if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0) missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay; else missile.spawnshieldtime = -1; missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay; missile.classname = "rocket"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous missile.takedamage = DAMAGE_YES; missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale; missile.health = autocvar_g_balance_rocketlauncher_health; missile.event_damage = W_Rocket_Damage; missile.damagedbycontents = TRUE; missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_ROCKET_LAUNCHER; setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0); missile.angles = vectoangles (missile.velocity); missile.touch = W_Rocket_Touch; missile.think = W_Rocket_Think; missile.nextthink = time; missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime; missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound // muzzle flash for 1st person view flash = spawn (); setmodel (flash, "models/flash.md3"); // precision set below SUB_SetFade (flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); // common properties other = missile; MUTATOR_CALLHOOK(EditProjectile); } void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc float w_rlauncher(float req) { entity rock; float rockfound; float ammo_amount; if (req == WR_AIM) { // aim and decide to fire if appropriate self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE); if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! { // decide whether to detonate rockets entity missile, targetlist, targ; float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; float selfdamage, teamdamage, enemydamage; edgedamage = autocvar_g_balance_rocketlauncher_edgedamage; coredamage = autocvar_g_balance_rocketlauncher_damage; edgeradius = autocvar_g_balance_rocketlauncher_radius; recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); missile = find(world, classname, "rocket"); while (missile) { if (missile.realowner != self) { missile = find(missile, classname, "rocket"); continue; } targ = targetlist; while (targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target if (targ == self) selfdamage = selfdamage + d; else if (targ.team == self.team && teamplay) teamdamage = teamdamage + d; else if (bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } missile = find(missile, classname, "rocket"); } float desirabledamage; desirabledamage = enemydamage; if (time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; if (teamplay && self.team) desirabledamage = desirabledamage - teamdamage; missile = find(world, classname, "rocket"); while (missile) { if (missile.realowner != self) { missile = find(missile, classname, "rocket"); continue; } makevectors(missile.v_angle); targ = targetlist; if (skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; while (targ) { if ( (v_forward * normalize(missile.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; targ = targ.chain; } }else{ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); //As the distance gets larger, a correct detonation gets near imposible //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1) if(IS_PLAYER(self.enemy)) if(desirabledamage >= 0.1*coredamage) if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) self.BUTTON_ATCK2 = TRUE; // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); } missile = find(missile, classname, "rocket"); } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; if ((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } } else if (req == WR_THINK) { if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload weapon_action(self.weapon, WR_RELOAD); else { if (self.BUTTON_ATCK) { if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop) if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire)) { W_Rocket_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready); self.rl_release = 0; } } else self.rl_release = 1; if (self.BUTTON_ATCK2) { rockfound = 0; for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self) { if(!rock.rl_detonate_later) { rock.rl_detonate_later = TRUE; rockfound = 1; } } if(rockfound) sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTEN_NORM); } } } else if (req == WR_PRECACHE) { precache_model ("models/flash.md3"); precache_model ("models/weapons/g_rl.md3"); precache_model ("models/weapons/v_rl.md3"); precache_model ("models/weapons/h_rl.iqm"); precache_sound ("weapons/rocket_det.wav"); precache_sound ("weapons/rocket_fire.wav"); precache_sound ("weapons/rocket_mode.wav"); //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_ROCKET_LAUNCHER); self.current_ammo = ammo_rockets; self.rl_release = 1; } else if (req == WR_CHECKAMMO1) { // don't switch while guiding a missile if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER) { ammo_amount = FALSE; if(autocvar_g_balance_rocketlauncher_reload_ammo) { if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo) ammo_amount = TRUE; } else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo) ammo_amount = TRUE; return !ammo_amount; } } else if (req == WR_CHECKAMMO2) return FALSE; else if (req == WR_RESETPLAYER) { self.rl_release = 0; } else if (req == WR_RELOAD) { W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav"); } else if (req == WR_SUICIDEMESSAGE) { return WEAPON_ROCKETLAUNCHER_SUICIDE; } else if (req == WR_KILLMESSAGE) { if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH; else return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT; } return TRUE; } #endif #ifdef CSQC float w_rlauncher(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); } else if(req == WR_PRECACHE) { precache_sound("weapons/rocket_impact.wav"); } return TRUE; } #endif #endif