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_Rocket_Unregister()
10 if(self.owner && self.owner.lastrocket == self)
12 self.owner.lastrocket = world;
13 // self.owner.rl_release = 1;
17 void W_Rocket_Explode ()
19 W_Rocket_Unregister();
21 if(other.takedamage == DAMAGE_AIM)
22 if(other.classname == "player")
23 if(IsDifferentTeam(self.owner, other))
25 AnnounceTo(self.owner, "airshot");
27 self.event_damage = SUB_Null;
28 self.takedamage = DAMAGE_NO;
30 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);
32 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
34 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
36 self.owner.cnt = WEP_ROCKET_LAUNCHER;
37 ATTACK_FINISHED(self.owner) = time;
38 self.owner.switchweapon = w_getbestweapon(self.owner);
44 void W_Rocket_DoRemoteExplode ()
46 W_Rocket_Unregister();
48 self.event_damage = SUB_Null;
49 self.takedamage = DAMAGE_NO;
51 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);
53 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
55 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
57 self.owner.cnt = WEP_ROCKET_LAUNCHER;
58 ATTACK_FINISHED(self.owner) = time;
59 self.owner.switchweapon = w_getbestweapon(self.owner);
65 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
67 entity head, selected;
69 float dist, maxdist,// bestdist,
78 makevectors(e.angles);
80 head = find(world, classname, "laser_target");
84 dir = normalize(head.origin - self.origin);
85 dot = dir * v_forward;
86 dist = vlen(head.origin - self.origin);
90 // gain points for being in front
91 points = points + ((dot+1)*0.5) * 500
92 * (1 + crandom()*dot_variance);
93 // gain points for being close away
94 points = points + (1 - dist/maxdist) * 1000
95 * (1 + crandom()*dot_variance);
97 traceline(e.origin, head.origin, TRUE, self);
98 if(trace_fraction < 1)
103 if(points > bestpoints)//random() > 0.5)//
109 head = find(head, classname, "laser_target");
112 //bprint(selected.owner.netname);
117 void W_Rocket_RemoteExplode()
119 if(self.owner.deadflag == DEAD_NO)
120 if(self.owner.lastrocket)
122 if((self.spawnshieldtime >= 0)
123 ? (time >= self.spawnshieldtime) // timer
124 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
127 W_Rocket_DoRemoteExplode();
132 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
134 if(thisdir * goaldir > maxturn_cos)
139 // g = normalize(thisdir + goaldir * X)
140 // thisdir * g = maxturn
142 // gg = thisdir + goaldir * X
143 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
145 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
146 f = thisdir * goaldir;
147 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
148 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
149 m2 = maxturn_cos * maxturn_cos;
150 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
151 return normalize(thisdir + goaldir * v_y); // the larger solution!
154 void W_Rocket_Think (void)
156 vector desireddir, olddir, newdir, desiredorigin, goal;
158 float cosminang, cosmaxang, cosang;
161 self.nextthink = time;
165 self.projectiledeathtype |= HITTYPE_BOUNCE;
171 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
172 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
174 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
176 // laser guided, or remote detonation
177 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
179 if(self == self.owner.lastrocket)
180 if not(self.owner.rl_release)
181 if not(self.BUTTON_ATCK2)
182 if(autocvar_g_balance_rocketlauncher_guiderate)
183 if(time > self.pushltime)
184 if(self.owner.deadflag == DEAD_NO)
186 f = autocvar_g_balance_rocketlauncher_guideratedelay;
188 f = bound(0, (time - self.pushltime) / f, 1);
192 velspeed = vlen(self.velocity);
194 makevectors(self.owner.v_angle);
195 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
196 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
197 olddir = normalize(self.velocity);
199 // now it gets tricky... we want to move like some curve to approximate the target direction
200 // but we are limiting the rate at which we can turn!
201 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
202 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
204 self.velocity = newdir * velspeed;
205 self.angles = vectoangles(self.velocity);
209 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
210 // TODO add a better sound here
211 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
216 if(self.rl_detonate_later)
217 W_Rocket_RemoteExplode();
220 if(self.csqcprojectile_clientanimate == 0)
221 UpdateCSQCProjectile(self);
224 void W_Rocket_Touch (void)
226 if(WarpZone_Projectile_Touch())
229 W_Rocket_Unregister();
232 W_Rocket_Unregister();
236 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
238 if (self.health <= 0)
240 self.health = self.health - damage;
241 self.angles = vectoangles(self.velocity);
242 if (self.health <= 0)
243 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
246 void W_Rocket_Attack (void)
248 local entity missile;
251 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
252 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
254 if(autocvar_g_balance_rocketlauncher_reload_ammo)
256 self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
257 self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
260 self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
263 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
264 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
266 missile = WarpZone_RefSys_SpawnSameRefSys(self);
267 missile.owner = self;
268 self.lastrocket = missile;
269 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
270 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
272 missile.spawnshieldtime = -1;
273 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
274 missile.classname = "rocket";
275 missile.bot_dodge = TRUE;
276 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
278 missile.takedamage = DAMAGE_YES;
279 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
280 missile.health = autocvar_g_balance_rocketlauncher_health;
281 missile.event_damage = W_Rocket_Damage;
283 missile.movetype = MOVETYPE_FLY;
284 PROJECTILE_MAKETRIGGER(missile);
285 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
286 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
288 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
289 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
290 missile.angles = vectoangles (missile.velocity);
292 missile.touch = W_Rocket_Touch;
293 missile.think = W_Rocket_Think;
294 missile.nextthink = time;
295 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
296 missile.flags = FL_PROJECTILE;
298 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
300 // muzzle flash for 1st person view
302 setmodel (flash, "models/flash.md3"); // precision set below
303 SUB_SetFade (flash, time, 0.1);
304 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
305 W_AttachToShotorg(flash, '5 0 0');
308 other = missile; MUTATOR_CALLHOOK(EditProjectile);
311 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
313 float w_rlauncher(float req)
321 // aim and decide to fire if appropriate
322 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
323 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
325 // decide whether to detonate rockets
326 local entity missile, targetlist, targ;
327 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
328 local float selfdamage, teamdamage, enemydamage;
329 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
330 coredamage = autocvar_g_balance_rocketlauncher_damage;
331 edgeradius = autocvar_g_balance_rocketlauncher_radius;
332 recipricoledgeradius = 1 / edgeradius;
336 targetlist = findchainfloat(bot_attack, TRUE);
337 missile = find(world, classname, "rocket");
340 if (missile.owner != self)
342 missile = find(missile, classname, "rocket");
348 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
349 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
350 // count potential damage according to type of target
352 selfdamage = selfdamage + d;
353 else if (targ.team == self.team && teams_matter)
354 teamdamage = teamdamage + d;
355 else if (bot_shouldattack(targ))
356 enemydamage = enemydamage + d;
359 missile = find(missile, classname, "rocket");
361 local float desirabledamage;
362 desirabledamage = enemydamage;
363 if (time > self.invincible_finished && time > self.spawnshieldtime)
364 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
365 if (teams_matter && self.team)
366 desirabledamage = desirabledamage - teamdamage;
368 missile = find(world, classname, "rocket");
371 if (missile.owner != self)
373 missile = find(missile, classname, "rocket");
376 makevectors(missile.v_angle);
378 if (skill > 9) // normal players only do this for the target they are tracking
384 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
385 && desirabledamage > 0.1*coredamage
386 )self.BUTTON_ATCK2 = TRUE;
390 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
391 //As the distance gets larger, a correct detonation gets near imposible
392 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
393 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
394 if(self.enemy.classname == "player")
395 if(desirabledamage >= 0.1*coredamage)
396 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
397 self.BUTTON_ATCK2 = TRUE;
398 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
401 missile = find(missile, classname, "rocket");
403 // if we would be doing at X percent of the core damage, detonate it
404 // but don't fire a new shot at the same time!
405 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
406 self.BUTTON_ATCK2 = TRUE;
407 if ((skill > 6.5) && (selfdamage > self.health))
408 self.BUTTON_ATCK2 = FALSE;
409 //if(self.BUTTON_ATCK2 == TRUE)
410 // dprint(ftos(desirabledamage),"\n");
411 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
414 else if (req == WR_THINK)
416 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
417 weapon_action(self.weapon, WR_RELOAD);
420 if (self.BUTTON_ATCK)
422 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
423 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
426 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
433 if (self.BUTTON_ATCK2)
436 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
438 if(!rock.rl_detonate_later)
440 rock.rl_detonate_later = TRUE;
445 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
449 else if (req == WR_PRECACHE)
451 precache_model ("models/flash.md3");
452 precache_model ("models/weapons/g_rl.md3");
453 precache_model ("models/weapons/v_rl.md3");
454 precache_model ("models/weapons/h_rl.iqm");
455 precache_sound ("weapons/rocket_det.wav");
456 precache_sound ("weapons/rocket_fire.wav");
457 precache_sound ("weapons/rocket_mode.wav");
458 precache_sound ("weapons/reload.wav");
460 else if (req == WR_SETUP)
462 weapon_setup(WEP_ROCKET_LAUNCHER);
465 else if (req == WR_CHECKAMMO1)
467 // don't switch while guiding a missile
468 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
470 if(autocvar_g_balance_rocketlauncher_reload_ammo)
472 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
475 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
480 else if (req == WR_CHECKAMMO2)
482 else if (req == WR_RESETPLAYER)
486 else if (req == WR_RELOAD)
488 W_Reload(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
494 float w_rlauncher(float req)
496 if(req == WR_IMPACTEFFECT)
499 org2 = w_org + w_backoff * 12;
500 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
502 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
504 else if(req == WR_PRECACHE)
506 precache_sound("weapons/rocket_impact.wav");
508 else if (req == WR_SUICIDEMESSAGE)
509 w_deathtypestring = _("%s exploded");
510 else if (req == WR_KILLMESSAGE)
512 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
513 w_deathtypestring = _("%s got too close to %s's rocket");
514 else if(w_deathtype & HITTYPE_SPLASH)
515 w_deathtypestring = _("%s almost dodged %s's rocket");
517 w_deathtypestring = _("%s ate %s's rocket");