]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_rocketlauncher.qc
Weapons branch reloaded
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
diff --git a/qcsrc/server/w_rocketlauncher.qc b/qcsrc/server/w_rocketlauncher.qc
deleted file mode 100644 (file)
index 6cd8929..0000000
+++ /dev/null
@@ -1,491 +0,0 @@
-#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