+++ /dev/null
-#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