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 W_Reload(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
13 void W_Rocket_Unregister()
15 if(self.owner && self.owner.lastrocket == self)
17 self.owner.lastrocket = world;
18 // self.owner.rl_release = 1;
22 void W_Rocket_Explode ()
24 W_Rocket_Unregister();
26 if(other.takedamage == DAMAGE_AIM)
27 if(other.classname == "player")
28 if(IsDifferentTeam(self.owner, other))
30 AnnounceTo(self.owner, "airshot");
32 self.event_damage = SUB_Null;
33 self.takedamage = DAMAGE_NO;
35 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);
37 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
39 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
41 self.owner.cnt = WEP_ROCKET_LAUNCHER;
42 ATTACK_FINISHED(self.owner) = time;
43 self.owner.switchweapon = w_getbestweapon(self.owner);
49 void W_Rocket_DoRemoteExplode ()
51 W_Rocket_Unregister();
53 self.event_damage = SUB_Null;
54 self.takedamage = DAMAGE_NO;
56 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);
58 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
60 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
62 self.owner.cnt = WEP_ROCKET_LAUNCHER;
63 ATTACK_FINISHED(self.owner) = time;
64 self.owner.switchweapon = w_getbestweapon(self.owner);
70 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
72 entity head, selected;
74 float dist, maxdist,// bestdist,
83 makevectors(e.angles);
85 head = find(world, classname, "laser_target");
89 dir = normalize(head.origin - self.origin);
90 dot = dir * v_forward;
91 dist = vlen(head.origin - self.origin);
95 // gain points for being in front
96 points = points + ((dot+1)*0.5) * 500
97 * (1 + crandom()*dot_variance);
98 // gain points for being close away
99 points = points + (1 - dist/maxdist) * 1000
100 * (1 + crandom()*dot_variance);
102 traceline(e.origin, head.origin, TRUE, self);
103 if(trace_fraction < 1)
108 if(points > bestpoints)//random() > 0.5)//
114 head = find(head, classname, "laser_target");
117 //bprint(selected.owner.netname);
122 void W_Rocket_RemoteExplode()
124 if(self.owner.deadflag == DEAD_NO)
125 if(self.owner.lastrocket)
127 if((self.spawnshieldtime >= 0)
128 ? (time >= self.spawnshieldtime) // timer
129 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
132 W_Rocket_DoRemoteExplode();
137 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
139 if(thisdir * goaldir > maxturn_cos)
144 // g = normalize(thisdir + goaldir * X)
145 // thisdir * g = maxturn
147 // gg = thisdir + goaldir * X
148 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
150 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
151 f = thisdir * goaldir;
152 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
153 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
154 m2 = maxturn_cos * maxturn_cos;
155 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
156 return normalize(thisdir + goaldir * v_y); // the larger solution!
159 void W_Rocket_Think (void)
161 vector desireddir, olddir, newdir, desiredorigin, goal;
163 float cosminang, cosmaxang, cosang;
166 self.nextthink = time;
170 self.projectiledeathtype |= HITTYPE_BOUNCE;
176 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
177 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
179 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
181 // laser guided, or remote detonation
182 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
184 if(self == self.owner.lastrocket)
185 if not(self.owner.rl_release)
186 if not(self.BUTTON_ATCK2)
187 if(autocvar_g_balance_rocketlauncher_guiderate)
188 if(time > self.pushltime)
189 if(self.owner.deadflag == DEAD_NO)
191 f = autocvar_g_balance_rocketlauncher_guideratedelay;
193 f = bound(0, (time - self.pushltime) / f, 1);
197 velspeed = vlen(self.velocity);
199 makevectors(self.owner.v_angle);
200 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
201 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
202 olddir = normalize(self.velocity);
204 // now it gets tricky... we want to move like some curve to approximate the target direction
205 // but we are limiting the rate at which we can turn!
206 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
207 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
209 self.velocity = newdir * velspeed;
210 self.angles = vectoangles(self.velocity);
214 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
215 // TODO add a better sound here
216 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
221 if(self.rl_detonate_later)
222 W_Rocket_RemoteExplode();
225 if(self.csqcprojectile_clientanimate == 0)
226 UpdateCSQCProjectile(self);
229 void W_Rocket_Touch (void)
231 if(WarpZone_Projectile_Touch())
234 W_Rocket_Unregister();
237 W_Rocket_Unregister();
241 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
243 if (self.health <= 0)
245 self.health = self.health - damage;
246 self.angles = vectoangles(self.velocity);
247 if (self.health <= 0)
248 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
251 void W_Rocket_Attack (void)
253 local entity missile;
256 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
257 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
259 if(autocvar_g_balance_rocketlauncher_reload_ammo)
261 self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
262 self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
265 self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
268 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
269 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
271 missile = WarpZone_RefSys_SpawnSameRefSys(self);
272 missile.owner = self;
273 self.lastrocket = missile;
274 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
275 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
277 missile.spawnshieldtime = -1;
278 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
279 missile.classname = "rocket";
280 missile.bot_dodge = TRUE;
281 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
283 missile.takedamage = DAMAGE_YES;
284 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
285 missile.health = autocvar_g_balance_rocketlauncher_health;
286 missile.event_damage = W_Rocket_Damage;
288 missile.movetype = MOVETYPE_FLY;
289 PROJECTILE_MAKETRIGGER(missile);
290 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
291 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
293 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
294 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
295 missile.angles = vectoangles (missile.velocity);
297 missile.touch = W_Rocket_Touch;
298 missile.think = W_Rocket_Think;
299 missile.nextthink = time;
300 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
301 missile.flags = FL_PROJECTILE;
303 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
305 // muzzle flash for 1st person view
307 setmodel (flash, "models/flash.md3"); // precision set below
308 SUB_SetFade (flash, time, 0.1);
309 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
310 W_AttachToShotorg(flash, '5 0 0');
313 other = missile; MUTATOR_CALLHOOK(EditProjectile);
316 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
318 float w_rlauncher(float req)
326 // aim and decide to fire if appropriate
327 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
328 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
330 // decide whether to detonate rockets
331 local entity missile, targetlist, targ;
332 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
333 local float selfdamage, teamdamage, enemydamage;
334 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
335 coredamage = autocvar_g_balance_rocketlauncher_damage;
336 edgeradius = autocvar_g_balance_rocketlauncher_radius;
337 recipricoledgeradius = 1 / edgeradius;
341 targetlist = findchainfloat(bot_attack, TRUE);
342 missile = find(world, classname, "rocket");
345 if (missile.owner != self)
347 missile = find(missile, classname, "rocket");
353 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
354 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
355 // count potential damage according to type of target
357 selfdamage = selfdamage + d;
358 else if (targ.team == self.team && teams_matter)
359 teamdamage = teamdamage + d;
360 else if (bot_shouldattack(targ))
361 enemydamage = enemydamage + d;
364 missile = find(missile, classname, "rocket");
366 local float desirabledamage;
367 desirabledamage = enemydamage;
368 if (time > self.invincible_finished && time > self.spawnshieldtime)
369 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
370 if (teams_matter && self.team)
371 desirabledamage = desirabledamage - teamdamage;
373 missile = find(world, classname, "rocket");
376 if (missile.owner != self)
378 missile = find(missile, classname, "rocket");
381 makevectors(missile.v_angle);
383 if (skill > 9) // normal players only do this for the target they are tracking
389 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
390 && desirabledamage > 0.1*coredamage
391 )self.BUTTON_ATCK2 = TRUE;
395 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
396 //As the distance gets larger, a correct detonation gets near imposible
397 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
398 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
399 if(self.enemy.classname == "player")
400 if(desirabledamage >= 0.1*coredamage)
401 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
402 self.BUTTON_ATCK2 = TRUE;
403 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
406 missile = find(missile, classname, "rocket");
408 // if we would be doing at X percent of the core damage, detonate it
409 // but don't fire a new shot at the same time!
410 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
411 self.BUTTON_ATCK2 = TRUE;
412 if ((skill > 6.5) && (selfdamage > self.health))
413 self.BUTTON_ATCK2 = FALSE;
414 //if(self.BUTTON_ATCK2 == TRUE)
415 // dprint(ftos(desirabledamage),"\n");
416 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
419 else if (req == WR_THINK)
421 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
422 W_RocketLauncher_Reload();
425 if (self.BUTTON_ATCK)
427 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
428 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
431 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
438 if (self.BUTTON_ATCK2)
441 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
443 if(!rock.rl_detonate_later)
445 rock.rl_detonate_later = TRUE;
450 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
454 else if (req == WR_PRECACHE)
456 precache_model ("models/flash.md3");
457 precache_model ("models/weapons/g_rl.md3");
458 precache_model ("models/weapons/v_rl.md3");
459 precache_model ("models/weapons/h_rl.iqm");
460 precache_sound ("weapons/rocket_det.wav");
461 precache_sound ("weapons/rocket_fire.wav");
462 precache_sound ("weapons/rocket_mode.wav");
463 precache_sound ("weapons/reload.wav");
465 else if (req == WR_SETUP)
467 weapon_setup(WEP_ROCKET_LAUNCHER);
470 else if (req == WR_CHECKAMMO1)
472 // don't switch while guiding a missile
473 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
475 if(autocvar_g_balance_rocketlauncher_reload_ammo)
477 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
480 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
485 else if (req == WR_CHECKAMMO2)
487 else if (req == WR_RESETPLAYER)
491 else if (req == WR_RELOAD)
493 W_RocketLauncher_Reload();
499 float w_rlauncher(float req)
501 if(req == WR_IMPACTEFFECT)
504 org2 = w_org + w_backoff * 12;
505 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
507 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
509 else if(req == WR_PRECACHE)
511 precache_sound("weapons/rocket_impact.wav");
513 else if (req == WR_SUICIDEMESSAGE)
514 w_deathtypestring = _("%s exploded");
515 else if (req == WR_KILLMESSAGE)
517 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
518 w_deathtypestring = _("%s got too close to %s's rocket");
519 else if(w_deathtype & HITTYPE_SPLASH)
520 w_deathtypestring = _("%s almost dodged %s's rocket");
522 w_deathtypestring = _("%s ate %s's rocket");