3 /* WEP_##id */ ROCKET_LAUNCHER,
4 /* function */ w_rlauncher,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* shortname */ "rocketlauncher",
11 /* fullname */ _("Rocket Launcher")
16 .float rl_detonate_later;
18 void W_Rocket_Unregister()
20 if(self.realowner && self.realowner.lastrocket == self)
22 self.realowner.lastrocket = world;
23 // self.realowner.rl_release = 1;
27 void W_Rocket_Explode ()
29 W_Rocket_Unregister();
31 if(other.takedamage == DAMAGE_AIM)
33 if(DIFF_TEAM(self.realowner, other))
34 if(other.deadflag == DEAD_NO)
36 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
38 self.event_damage = func_null;
39 self.takedamage = DAMAGE_NO;
41 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);
43 if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
45 if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
47 self.realowner.cnt = WEP_ROCKET_LAUNCHER;
48 ATTACK_FINISHED(self.realowner) = time;
49 self.realowner.switchweapon = w_getbestweapon(self.realowner);
55 void W_Rocket_DoRemoteExplode ()
57 W_Rocket_Unregister();
59 self.event_damage = func_null;
60 self.takedamage = DAMAGE_NO;
62 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);
64 if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
66 if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
68 self.realowner.cnt = WEP_ROCKET_LAUNCHER;
69 ATTACK_FINISHED(self.realowner) = time;
70 self.realowner.switchweapon = w_getbestweapon(self.realowner);
76 void W_Rocket_RemoteExplode()
78 if(self.realowner.deadflag == DEAD_NO)
79 if(self.realowner.lastrocket)
81 if((self.spawnshieldtime >= 0)
82 ? (time >= self.spawnshieldtime) // timer
83 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
86 W_Rocket_DoRemoteExplode();
91 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
93 if(thisdir * goaldir > maxturn_cos)
95 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
96 return thisdir; // refuse to guide (better than letting a numerical error happen)
100 // g = normalize(thisdir + goaldir * X)
101 // thisdir * g = maxturn
103 // gg = thisdir + goaldir * X
104 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
106 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
107 f = thisdir * goaldir;
108 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
109 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
110 m2 = maxturn_cos * maxturn_cos;
111 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
112 return normalize(thisdir + goaldir * v_y); // the larger solution!
114 // assume thisdir == -goaldir:
116 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
117 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
118 // x^2 - 2 * x + 1 = 0
121 // normalize(thisdir + goaldir)
124 void W_Rocket_Think (void)
126 vector desireddir, olddir, newdir, desiredorigin, goal;
128 float cosminang, cosmaxang, cosang;
131 self.nextthink = time;
135 self.projectiledeathtype |= HITTYPE_BOUNCE;
141 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
142 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
144 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
146 // laser guided, or remote detonation
147 if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
149 if(self == self.realowner.lastrocket)
150 if not(self.realowner.rl_release)
151 if not(self.BUTTON_ATCK2)
152 if(autocvar_g_balance_rocketlauncher_guiderate)
153 if(time > self.pushltime)
154 if(self.realowner.deadflag == DEAD_NO)
156 f = autocvar_g_balance_rocketlauncher_guideratedelay;
158 f = bound(0, (time - self.pushltime) / f, 1);
162 velspeed = vlen(self.velocity);
164 makevectors(self.realowner.v_angle);
165 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
166 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
167 olddir = normalize(self.velocity);
169 // now it gets tricky... we want to move like some curve to approximate the target direction
170 // but we are limiting the rate at which we can turn!
171 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
172 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
174 self.velocity = newdir * velspeed;
175 self.angles = vectoangles(self.velocity);
179 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
180 // TODO add a better sound here
181 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTEN_NORM);
186 if(self.rl_detonate_later)
187 W_Rocket_RemoteExplode();
190 if(self.csqcprojectile_clientanimate == 0)
191 UpdateCSQCProjectile(self);
194 void W_Rocket_Touch (void)
196 if(WarpZone_Projectile_Touch())
199 W_Rocket_Unregister();
202 W_Rocket_Unregister();
206 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
208 if (self.health <= 0)
211 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
212 return; // g_projectiles_damage says to halt
214 self.health = self.health - damage;
215 self.angles = vectoangles(self.velocity);
217 if (self.health <= 0)
218 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
221 void W_Rocket_Attack (void)
226 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
228 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
229 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
231 missile = WarpZone_RefSys_SpawnSameRefSys(self);
232 missile.owner = missile.realowner = self;
233 self.lastrocket = missile;
234 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
235 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
237 missile.spawnshieldtime = -1;
238 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
239 missile.classname = "rocket";
240 missile.bot_dodge = TRUE;
241 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
243 missile.takedamage = DAMAGE_YES;
244 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
245 missile.health = autocvar_g_balance_rocketlauncher_health;
246 missile.event_damage = W_Rocket_Damage;
247 missile.damagedbycontents = TRUE;
249 missile.movetype = MOVETYPE_FLY;
250 PROJECTILE_MAKETRIGGER(missile);
251 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
252 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
254 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
255 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
256 missile.angles = vectoangles (missile.velocity);
258 missile.touch = W_Rocket_Touch;
259 missile.think = W_Rocket_Think;
260 missile.nextthink = time;
261 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
262 missile.flags = FL_PROJECTILE;
263 missile.missile_flags = MIF_SPLASH;
265 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
267 // muzzle flash for 1st person view
269 setmodel (flash, "models/flash.md3"); // precision set below
270 SUB_SetFade (flash, time, 0.1);
271 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
272 W_AttachToShotorg(flash, '5 0 0');
275 other = missile; MUTATOR_CALLHOOK(EditProjectile);
278 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
280 float w_rlauncher(float req)
288 // aim and decide to fire if appropriate
289 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
290 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
292 // decide whether to detonate rockets
293 entity missile, targetlist, targ;
294 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
295 float selfdamage, teamdamage, enemydamage;
296 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
297 coredamage = autocvar_g_balance_rocketlauncher_damage;
298 edgeradius = autocvar_g_balance_rocketlauncher_radius;
299 recipricoledgeradius = 1 / edgeradius;
303 targetlist = findchainfloat(bot_attack, TRUE);
304 missile = find(world, classname, "rocket");
307 if (missile.realowner != self)
309 missile = find(missile, classname, "rocket");
315 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
316 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
317 // count potential damage according to type of target
319 selfdamage = selfdamage + d;
320 else if (targ.team == self.team && teamplay)
321 teamdamage = teamdamage + d;
322 else if (bot_shouldattack(targ))
323 enemydamage = enemydamage + d;
326 missile = find(missile, classname, "rocket");
328 float desirabledamage;
329 desirabledamage = enemydamage;
330 if (time > self.invincible_finished && time > self.spawnshieldtime)
331 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
332 if (teamplay && self.team)
333 desirabledamage = desirabledamage - teamdamage;
335 missile = find(world, classname, "rocket");
338 if (missile.realowner != self)
340 missile = find(missile, classname, "rocket");
343 makevectors(missile.v_angle);
345 if (skill > 9) // normal players only do this for the target they are tracking
351 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
352 && desirabledamage > 0.1*coredamage
353 )self.BUTTON_ATCK2 = TRUE;
357 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
358 //As the distance gets larger, a correct detonation gets near imposible
359 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
360 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
361 if(IS_PLAYER(self.enemy))
362 if(desirabledamage >= 0.1*coredamage)
363 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
364 self.BUTTON_ATCK2 = TRUE;
365 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
368 missile = find(missile, classname, "rocket");
370 // if we would be doing at X percent of the core damage, detonate it
371 // but don't fire a new shot at the same time!
372 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
373 self.BUTTON_ATCK2 = TRUE;
374 if ((skill > 6.5) && (selfdamage > self.health))
375 self.BUTTON_ATCK2 = FALSE;
376 //if(self.BUTTON_ATCK2 == TRUE)
377 // dprint(ftos(desirabledamage),"\n");
378 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
381 else if (req == WR_THINK)
383 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
384 weapon_action(self.weapon, WR_RELOAD);
387 if (self.BUTTON_ATCK)
389 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
390 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
393 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
400 if (self.BUTTON_ATCK2)
403 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
405 if(!rock.rl_detonate_later)
407 rock.rl_detonate_later = TRUE;
412 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTEN_NORM);
416 else if (req == WR_PRECACHE)
418 precache_model ("models/flash.md3");
419 precache_model ("models/weapons/g_rl.md3");
420 precache_model ("models/weapons/v_rl.md3");
421 precache_model ("models/weapons/h_rl.iqm");
422 precache_sound ("weapons/rocket_det.wav");
423 precache_sound ("weapons/rocket_fire.wav");
424 precache_sound ("weapons/rocket_mode.wav");
425 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
427 else if (req == WR_SETUP)
429 weapon_setup(WEP_ROCKET_LAUNCHER);
430 self.current_ammo = ammo_rockets;
433 else if (req == WR_CHECKAMMO1)
435 // don't switch while guiding a missile
436 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
439 if(autocvar_g_balance_rocketlauncher_reload_ammo)
441 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
444 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
449 else if (req == WR_CHECKAMMO2)
451 else if (req == WR_RESETPLAYER)
455 else if (req == WR_RELOAD)
457 W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
459 else if (req == WR_SUICIDEMESSAGE)
461 return WEAPON_ROCKETLAUNCHER_SUICIDE;
463 else if (req == WR_KILLMESSAGE)
465 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
466 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
468 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
474 float w_rlauncher(float req)
476 if(req == WR_IMPACTEFFECT)
479 org2 = w_org + w_backoff * 12;
480 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
482 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
484 else if(req == WR_PRECACHE)
486 precache_sound("weapons/rocket_impact.wav");