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_RocketLauncher_Reload()
10 self.reload_ammo_player = ammo_rockets;
11 self.reload_ammo_min = autocvar_g_balance_rocketlauncher_ammo;
12 self.reload_ammo_amount = autocvar_g_balance_rocketlauncher_reload_ammo;
13 self.reload_time = autocvar_g_balance_rocketlauncher_reload_time;
14 self.reload_sound = "weapons/reload.wav";
19 void W_Rocket_Unregister()
21 if(self.owner && self.owner.lastrocket == self)
23 self.owner.lastrocket = world;
24 // self.owner.rl_release = 1;
28 void W_Rocket_Explode ()
30 W_Rocket_Unregister();
32 if(other.takedamage == DAMAGE_AIM)
33 if(other.classname == "player")
34 if(IsDifferentTeam(self.owner, other))
36 AnnounceTo(self.owner, "airshot");
38 self.event_damage = SUB_Null;
39 self.takedamage = DAMAGE_NO;
41 RadiusDamage (self, self.owner, 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.owner.weapon == WEP_ROCKET_LAUNCHER)
45 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
47 self.owner.cnt = WEP_ROCKET_LAUNCHER;
48 ATTACK_FINISHED(self.owner) = time;
49 self.owner.switchweapon = w_getbestweapon(self.owner);
55 void W_Rocket_DoRemoteExplode ()
57 W_Rocket_Unregister();
59 self.event_damage = SUB_Null;
60 self.takedamage = DAMAGE_NO;
62 RadiusDamage (self, self.owner, 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.owner.weapon == WEP_ROCKET_LAUNCHER)
66 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
68 self.owner.cnt = WEP_ROCKET_LAUNCHER;
69 ATTACK_FINISHED(self.owner) = time;
70 self.owner.switchweapon = w_getbestweapon(self.owner);
76 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
78 entity head, selected;
80 float dist, maxdist,// bestdist,
89 makevectors(e.angles);
91 head = find(world, classname, "laser_target");
95 dir = normalize(head.origin - self.origin);
96 dot = dir * v_forward;
97 dist = vlen(head.origin - self.origin);
101 // gain points for being in front
102 points = points + ((dot+1)*0.5) * 500
103 * (1 + crandom()*dot_variance);
104 // gain points for being close away
105 points = points + (1 - dist/maxdist) * 1000
106 * (1 + crandom()*dot_variance);
108 traceline(e.origin, head.origin, TRUE, self);
109 if(trace_fraction < 1)
114 if(points > bestpoints)//random() > 0.5)//
120 head = find(head, classname, "laser_target");
123 //bprint(selected.owner.netname);
128 void W_Rocket_RemoteExplode()
130 if(self.owner.deadflag == DEAD_NO)
131 if(self.owner.lastrocket)
133 if((self.spawnshieldtime >= 0)
134 ? (time >= self.spawnshieldtime) // timer
135 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
138 W_Rocket_DoRemoteExplode();
143 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
145 if(thisdir * goaldir > maxturn_cos)
150 // g = normalize(thisdir + goaldir * X)
151 // thisdir * g = maxturn
153 // gg = thisdir + goaldir * X
154 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
156 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
157 f = thisdir * goaldir;
158 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
159 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
160 m2 = maxturn_cos * maxturn_cos;
161 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
162 return normalize(thisdir + goaldir * v_y); // the larger solution!
165 void W_Rocket_Think (void)
167 vector desireddir, olddir, newdir, desiredorigin, goal;
169 float cosminang, cosmaxang, cosang;
172 self.nextthink = time;
176 self.projectiledeathtype |= HITTYPE_BOUNCE;
182 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
183 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
185 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
187 // laser guided, or remote detonation
188 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
190 if(self == self.owner.lastrocket)
191 if not(self.owner.rl_release)
192 if not(self.BUTTON_ATCK2)
193 if(autocvar_g_balance_rocketlauncher_guiderate)
194 if(time > self.pushltime)
195 if(self.owner.deadflag == DEAD_NO)
197 f = autocvar_g_balance_rocketlauncher_guideratedelay;
199 f = bound(0, (time - self.pushltime) / f, 1);
203 velspeed = vlen(self.velocity);
205 makevectors(self.owner.v_angle);
206 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
207 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
208 olddir = normalize(self.velocity);
210 // now it gets tricky... we want to move like some curve to approximate the target direction
211 // but we are limiting the rate at which we can turn!
212 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
213 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
215 self.velocity = newdir * velspeed;
216 self.angles = vectoangles(self.velocity);
220 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
221 // TODO add a better sound here
222 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
227 if(self.rl_detonate_later)
228 W_Rocket_RemoteExplode();
231 if(self.csqcprojectile_clientanimate == 0)
232 UpdateCSQCProjectile(self);
235 void W_Rocket_Touch (void)
237 if(WarpZone_Projectile_Touch())
240 W_Rocket_Unregister();
243 W_Rocket_Unregister();
247 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
249 if (self.health <= 0)
251 self.health = self.health - damage;
252 self.angles = vectoangles(self.velocity);
253 if (self.health <= 0)
254 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
257 void W_Rocket_Attack (void)
259 local entity missile;
262 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
263 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
265 if(autocvar_g_balance_rocketlauncher_reload_ammo)
267 self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
268 self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
271 self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
274 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
275 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
277 missile = WarpZone_RefSys_SpawnSameRefSys(self);
278 missile.owner = self;
279 self.lastrocket = missile;
280 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
281 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
283 missile.spawnshieldtime = -1;
284 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
285 missile.classname = "rocket";
286 missile.bot_dodge = TRUE;
287 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
289 missile.takedamage = DAMAGE_YES;
290 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
291 missile.health = autocvar_g_balance_rocketlauncher_health;
292 missile.event_damage = W_Rocket_Damage;
294 missile.movetype = MOVETYPE_FLY;
295 PROJECTILE_MAKETRIGGER(missile);
296 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
297 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
299 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
300 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
301 missile.angles = vectoangles (missile.velocity);
303 missile.touch = W_Rocket_Touch;
304 missile.think = W_Rocket_Think;
305 missile.nextthink = time;
306 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
307 missile.flags = FL_PROJECTILE;
309 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
311 // muzzle flash for 1st person view
313 setmodel (flash, "models/flash.md3"); // precision set below
314 SUB_SetFade (flash, time, 0.1);
315 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
316 W_AttachToShotorg(flash, '5 0 0');
319 other = missile; MUTATOR_CALLHOOK(EditProjectile);
322 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
324 float w_rlauncher(float req)
332 // aim and decide to fire if appropriate
333 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
334 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
336 // decide whether to detonate rockets
337 local entity missile, targetlist, targ;
338 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
339 local float selfdamage, teamdamage, enemydamage;
340 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
341 coredamage = autocvar_g_balance_rocketlauncher_damage;
342 edgeradius = autocvar_g_balance_rocketlauncher_radius;
343 recipricoledgeradius = 1 / edgeradius;
347 targetlist = findchainfloat(bot_attack, TRUE);
348 missile = find(world, classname, "rocket");
351 if (missile.owner != self)
353 missile = find(missile, classname, "rocket");
359 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
360 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
361 // count potential damage according to type of target
363 selfdamage = selfdamage + d;
364 else if (targ.team == self.team && teams_matter)
365 teamdamage = teamdamage + d;
366 else if (bot_shouldattack(targ))
367 enemydamage = enemydamage + d;
370 missile = find(missile, classname, "rocket");
372 local float desirabledamage;
373 desirabledamage = enemydamage;
374 if (time > self.invincible_finished && time > self.spawnshieldtime)
375 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
376 if (teams_matter && self.team)
377 desirabledamage = desirabledamage - teamdamage;
379 missile = find(world, classname, "rocket");
382 if (missile.owner != self)
384 missile = find(missile, classname, "rocket");
387 makevectors(missile.v_angle);
389 if (skill > 9) // normal players only do this for the target they are tracking
395 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
396 && desirabledamage > 0.1*coredamage
397 )self.BUTTON_ATCK2 = TRUE;
401 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
402 //As the distance gets larger, a correct detonation gets near imposible
403 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
404 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
405 if(self.enemy.classname == "player")
406 if(desirabledamage >= 0.1*coredamage)
407 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
408 self.BUTTON_ATCK2 = TRUE;
409 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
412 missile = find(missile, classname, "rocket");
414 // if we would be doing at X percent of the core damage, detonate it
415 // but don't fire a new shot at the same time!
416 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
417 self.BUTTON_ATCK2 = TRUE;
418 if ((skill > 6.5) && (selfdamage > self.health))
419 self.BUTTON_ATCK2 = FALSE;
420 //if(self.BUTTON_ATCK2 == TRUE)
421 // dprint(ftos(desirabledamage),"\n");
422 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
425 else if (req == WR_THINK)
427 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
428 W_RocketLauncher_Reload();
431 if (self.BUTTON_ATCK)
433 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
434 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
437 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
444 if (self.BUTTON_ATCK2)
447 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
449 if(!rock.rl_detonate_later)
451 rock.rl_detonate_later = TRUE;
456 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
460 else if (req == WR_PRECACHE)
462 precache_model ("models/flash.md3");
463 precache_model ("models/weapons/g_rl.md3");
464 precache_model ("models/weapons/v_rl.md3");
465 precache_model ("models/weapons/h_rl.iqm");
466 precache_sound ("weapons/rocket_det.wav");
467 precache_sound ("weapons/rocket_fire.wav");
468 precache_sound ("weapons/rocket_mode.wav");
469 precache_sound ("weapons/reload.wav");
471 else if (req == WR_SETUP)
473 weapon_setup(WEP_ROCKET_LAUNCHER);
476 else if (req == WR_CHECKAMMO1)
478 // don't switch while guiding a missile
479 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
481 if(autocvar_g_balance_rocketlauncher_reload_ammo)
483 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
486 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
491 else if (req == WR_CHECKAMMO2)
493 else if (req == WR_RESETPLAYER)
497 else if (req == WR_RELOAD)
499 W_RocketLauncher_Reload();
505 float w_rlauncher(float req)
507 if(req == WR_IMPACTEFFECT)
510 org2 = w_org + w_backoff * 12;
511 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
513 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
515 else if(req == WR_PRECACHE)
517 precache_sound("weapons/rocket_impact.wav");
519 else if (req == WR_SUICIDEMESSAGE)
520 w_deathtypestring = _("%s exploded");
521 else if (req == WR_KILLMESSAGE)
523 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
524 w_deathtypestring = _("%s got too close to %s's rocket");
525 else if(w_deathtype & HITTYPE_SPLASH)
526 w_deathtypestring = _("%s almost dodged %s's rocket");
528 w_deathtypestring = _("%s ate %s's rocket");