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"))
6 .float rl_detonate_later;
8 void W_Rocket_Unregister()
10 if(self.realowner && self.realowner.lastrocket == self)
12 self.realowner.lastrocket = world;
13 // self.realowner.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.realowner, other))
24 if(other.deadflag == DEAD_NO)
26 AnnounceTo(self.realowner, "airshot");
28 self.event_damage = func_null;
29 self.takedamage = DAMAGE_NO;
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);
33 if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
35 if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
37 self.realowner.cnt = WEP_ROCKET_LAUNCHER;
38 ATTACK_FINISHED(self.realowner) = time;
39 self.realowner.switchweapon = w_getbestweapon(self.realowner);
45 void W_Rocket_DoRemoteExplode ()
47 W_Rocket_Unregister();
49 self.event_damage = func_null;
50 self.takedamage = DAMAGE_NO;
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);
54 if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
56 if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
58 self.realowner.cnt = WEP_ROCKET_LAUNCHER;
59 ATTACK_FINISHED(self.realowner) = time;
60 self.realowner.switchweapon = w_getbestweapon(self.realowner);
66 void W_Rocket_RemoteExplode()
68 if(self.realowner.deadflag == DEAD_NO)
69 if(self.realowner.lastrocket)
71 if((self.spawnshieldtime >= 0)
72 ? (time >= self.spawnshieldtime) // timer
73 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
76 W_Rocket_DoRemoteExplode();
81 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
83 if(thisdir * goaldir > maxturn_cos)
85 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
86 return thisdir; // refuse to guide (better than letting a numerical error happen)
90 // g = normalize(thisdir + goaldir * X)
91 // thisdir * g = maxturn
93 // gg = thisdir + goaldir * X
94 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
96 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
97 f = thisdir * goaldir;
98 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
99 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
100 m2 = maxturn_cos * maxturn_cos;
101 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
102 return normalize(thisdir + goaldir * v_y); // the larger solution!
104 // assume thisdir == -goaldir:
106 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
107 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
108 // x^2 - 2 * x + 1 = 0
111 // normalize(thisdir + goaldir)
114 void W_Rocket_Think (void)
116 vector desireddir, olddir, newdir, desiredorigin, goal;
118 float cosminang, cosmaxang, cosang;
121 self.nextthink = time;
125 self.projectiledeathtype |= HITTYPE_BOUNCE;
131 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
132 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
134 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
136 // laser guided, or remote detonation
137 if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
139 if(self == self.realowner.lastrocket)
140 if not(self.realowner.rl_release)
141 if not(self.BUTTON_ATCK2)
142 if(autocvar_g_balance_rocketlauncher_guiderate)
143 if(time > self.pushltime)
144 if(self.realowner.deadflag == DEAD_NO)
146 f = autocvar_g_balance_rocketlauncher_guideratedelay;
148 f = bound(0, (time - self.pushltime) / f, 1);
152 velspeed = vlen(self.velocity);
154 makevectors(self.realowner.v_angle);
155 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
156 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
157 olddir = normalize(self.velocity);
159 // now it gets tricky... we want to move like some curve to approximate the target direction
160 // but we are limiting the rate at which we can turn!
161 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
162 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
164 self.velocity = newdir * velspeed;
165 self.angles = vectoangles(self.velocity);
169 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
170 // TODO add a better sound here
171 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
176 if(self.rl_detonate_later)
177 W_Rocket_RemoteExplode();
180 if(self.csqcprojectile_clientanimate == 0)
181 UpdateCSQCProjectile(self);
184 void W_Rocket_Touch (void)
186 if(WarpZone_Projectile_Touch())
189 W_Rocket_Unregister();
192 W_Rocket_Unregister();
196 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
198 if (self.health <= 0)
201 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
202 return; // g_projectiles_damage says to halt
204 self.health = self.health - damage;
205 self.angles = vectoangles(self.velocity);
207 if (self.health <= 0)
208 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
211 void W_Rocket_Attack (void)
216 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
218 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
219 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
221 missile = WarpZone_RefSys_SpawnSameRefSys(self);
222 missile.owner = missile.realowner = self;
223 self.lastrocket = missile;
224 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
225 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
227 missile.spawnshieldtime = -1;
228 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
229 missile.classname = "rocket";
230 missile.bot_dodge = TRUE;
231 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
233 missile.takedamage = DAMAGE_YES;
234 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
235 missile.health = autocvar_g_balance_rocketlauncher_health;
236 missile.event_damage = W_Rocket_Damage;
237 missile.damagedbycontents = TRUE;
239 missile.movetype = MOVETYPE_FLY;
240 PROJECTILE_MAKETRIGGER(missile);
241 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
242 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
244 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
245 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
246 missile.angles = vectoangles (missile.velocity);
248 missile.touch = W_Rocket_Touch;
249 missile.think = W_Rocket_Think;
250 missile.nextthink = time;
251 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
252 missile.flags = FL_PROJECTILE;
253 missile.missile_flags = MIF_SPLASH;
255 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
257 // muzzle flash for 1st person view
259 setmodel (flash, "models/flash.md3"); // precision set below
260 SUB_SetFade (flash, time, 0.1);
261 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
262 W_AttachToShotorg(flash, '5 0 0');
265 other = missile; MUTATOR_CALLHOOK(EditProjectile);
268 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
270 float w_rlauncher(float req)
278 // aim and decide to fire if appropriate
279 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
280 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
282 // decide whether to detonate rockets
283 entity missile, targetlist, targ;
284 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
285 float selfdamage, teamdamage, enemydamage;
286 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
287 coredamage = autocvar_g_balance_rocketlauncher_damage;
288 edgeradius = autocvar_g_balance_rocketlauncher_radius;
289 recipricoledgeradius = 1 / edgeradius;
293 targetlist = findchainfloat(bot_attack, TRUE);
294 missile = find(world, classname, "rocket");
297 if (missile.realowner != self)
299 missile = find(missile, classname, "rocket");
305 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
306 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
307 // count potential damage according to type of target
309 selfdamage = selfdamage + d;
310 else if (targ.team == self.team && teamplay)
311 teamdamage = teamdamage + d;
312 else if (bot_shouldattack(targ))
313 enemydamage = enemydamage + d;
316 missile = find(missile, classname, "rocket");
318 float desirabledamage;
319 desirabledamage = enemydamage;
320 if (time > self.invincible_finished && time > self.spawnshieldtime)
321 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
322 if (teamplay && self.team)
323 desirabledamage = desirabledamage - teamdamage;
325 missile = find(world, classname, "rocket");
328 if (missile.realowner != self)
330 missile = find(missile, classname, "rocket");
333 makevectors(missile.v_angle);
335 if (skill > 9) // normal players only do this for the target they are tracking
341 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
342 && desirabledamage > 0.1*coredamage
343 )self.BUTTON_ATCK2 = TRUE;
347 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
348 //As the distance gets larger, a correct detonation gets near imposible
349 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
350 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
351 if(self.enemy.classname == "player")
352 if(desirabledamage >= 0.1*coredamage)
353 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
354 self.BUTTON_ATCK2 = TRUE;
355 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
358 missile = find(missile, classname, "rocket");
360 // if we would be doing at X percent of the core damage, detonate it
361 // but don't fire a new shot at the same time!
362 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
363 self.BUTTON_ATCK2 = TRUE;
364 if ((skill > 6.5) && (selfdamage > self.health))
365 self.BUTTON_ATCK2 = FALSE;
366 //if(self.BUTTON_ATCK2 == TRUE)
367 // dprint(ftos(desirabledamage),"\n");
368 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
371 else if (req == WR_THINK)
373 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
374 weapon_action(self.weapon, WR_RELOAD);
377 if (self.BUTTON_ATCK)
379 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
380 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
383 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
390 if (self.BUTTON_ATCK2)
393 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
395 if(!rock.rl_detonate_later)
397 rock.rl_detonate_later = TRUE;
402 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
406 else if (req == WR_PRECACHE)
408 precache_model ("models/flash.md3");
409 precache_model ("models/weapons/g_rl.md3");
410 precache_model ("models/weapons/v_rl.md3");
411 precache_model ("models/weapons/h_rl.iqm");
412 precache_sound ("weapons/rocket_det.wav");
413 precache_sound ("weapons/rocket_fire.wav");
414 precache_sound ("weapons/rocket_mode.wav");
415 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
417 else if (req == WR_SETUP)
419 weapon_setup(WEP_ROCKET_LAUNCHER);
420 self.current_ammo = ammo_rockets;
423 else if (req == WR_CHECKAMMO1)
425 // don't switch while guiding a missile
426 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
429 if(autocvar_g_balance_rocketlauncher_reload_ammo)
431 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
434 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
439 else if (req == WR_CHECKAMMO2)
441 else if (req == WR_RESETPLAYER)
445 else if (req == WR_RELOAD)
447 W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
449 else if (req == WR_SUICIDEMESSAGE)
451 return WEAPON_ROCKETLAUNCHER_SUICIDE;
453 else if (req == WR_KILLMESSAGE)
455 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
456 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
458 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
464 float w_rlauncher(float req)
466 if(req == WR_IMPACTEFFECT)
469 org2 = w_org + w_backoff * 12;
470 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
472 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
474 else if(req == WR_PRECACHE)
476 precache_sound("weapons/rocket_impact.wav");