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 = SUB_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 = SUB_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;
254 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
256 // muzzle flash for 1st person view
258 setmodel (flash, "models/flash.md3"); // precision set below
259 SUB_SetFade (flash, time, 0.1);
260 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
261 W_AttachToShotorg(flash, '5 0 0');
264 other = missile; MUTATOR_CALLHOOK(EditProjectile);
267 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
269 float w_rlauncher(float req)
277 // aim and decide to fire if appropriate
278 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
279 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
281 // decide whether to detonate rockets
282 entity missile, targetlist, targ;
283 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
284 float selfdamage, teamdamage, enemydamage;
285 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
286 coredamage = autocvar_g_balance_rocketlauncher_damage;
287 edgeradius = autocvar_g_balance_rocketlauncher_radius;
288 recipricoledgeradius = 1 / edgeradius;
292 targetlist = findchainfloat(bot_attack, TRUE);
293 missile = find(world, classname, "rocket");
296 if (missile.realowner != self)
298 missile = find(missile, classname, "rocket");
304 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
305 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
306 // count potential damage according to type of target
308 selfdamage = selfdamage + d;
309 else if (targ.team == self.team && teamplay)
310 teamdamage = teamdamage + d;
311 else if (bot_shouldattack(targ))
312 enemydamage = enemydamage + d;
315 missile = find(missile, classname, "rocket");
317 float desirabledamage;
318 desirabledamage = enemydamage;
319 if (time > self.invincible_finished && time > self.spawnshieldtime)
320 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
321 if (teamplay && self.team)
322 desirabledamage = desirabledamage - teamdamage;
324 missile = find(world, classname, "rocket");
327 if (missile.realowner != self)
329 missile = find(missile, classname, "rocket");
332 makevectors(missile.v_angle);
334 if (skill > 9) // normal players only do this for the target they are tracking
340 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
341 && desirabledamage > 0.1*coredamage
342 )self.BUTTON_ATCK2 = TRUE;
346 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
347 //As the distance gets larger, a correct detonation gets near imposible
348 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
349 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
350 if(self.enemy.classname == "player")
351 if(desirabledamage >= 0.1*coredamage)
352 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
353 self.BUTTON_ATCK2 = TRUE;
354 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
357 missile = find(missile, classname, "rocket");
359 // if we would be doing at X percent of the core damage, detonate it
360 // but don't fire a new shot at the same time!
361 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
362 self.BUTTON_ATCK2 = TRUE;
363 if ((skill > 6.5) && (selfdamage > self.health))
364 self.BUTTON_ATCK2 = FALSE;
365 //if(self.BUTTON_ATCK2 == TRUE)
366 // dprint(ftos(desirabledamage),"\n");
367 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
370 else if (req == WR_THINK)
372 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
373 weapon_action(self.weapon, WR_RELOAD);
376 if (self.BUTTON_ATCK)
378 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
379 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
382 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
389 if (self.BUTTON_ATCK2)
392 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
394 if(!rock.rl_detonate_later)
396 rock.rl_detonate_later = TRUE;
401 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
405 else if (req == WR_PRECACHE)
407 precache_model ("models/flash.md3");
408 precache_model ("models/weapons/g_rl.md3");
409 precache_model ("models/weapons/v_rl.md3");
410 precache_model ("models/weapons/h_rl.iqm");
411 precache_sound ("weapons/rocket_det.wav");
412 precache_sound ("weapons/rocket_fire.wav");
413 precache_sound ("weapons/rocket_mode.wav");
414 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
416 else if (req == WR_SETUP)
418 weapon_setup(WEP_ROCKET_LAUNCHER);
419 self.current_ammo = ammo_rockets;
422 else if (req == WR_CHECKAMMO1)
424 // don't switch while guiding a missile
425 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
427 if(autocvar_g_balance_rocketlauncher_reload_ammo)
429 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
432 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
437 else if (req == WR_CHECKAMMO2)
439 else if (req == WR_RESETPLAYER)
443 else if (req == WR_RELOAD)
445 W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
451 float w_rlauncher(float req)
453 if(req == WR_IMPACTEFFECT)
456 org2 = w_org + w_backoff * 12;
457 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
459 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
461 else if(req == WR_PRECACHE)
463 precache_sound("weapons/rocket_impact.wav");
465 else if (req == WR_SUICIDEMESSAGE)
466 w_deathtypestring = _("%s blew themself up with their rocketlauncher");
467 else if (req == WR_KILLMESSAGE)
469 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
470 w_deathtypestring = _("%s got too close to %s's rocket");
471 else if(w_deathtype & HITTYPE_SPLASH)
472 w_deathtypestring = _("%s almost dodged %s's rocket");
474 w_deathtypestring = _("%s ate %s's rocket");