2 REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
6 .float rl_detonate_later;
8 // weapon load persistence, for weapons that support reloading
9 .float rocketlauncher_load;
11 void W_RocketLauncher_SetAmmoCounter()
13 // set clip_load to the weapon we have switched to, if the gun uses reloading
14 if(!autocvar_g_balance_rocketlauncher_reload_ammo)
15 self.clip_load = 0; // also keeps crosshair ammo from displaying
18 self.clip_load = self.rocketlauncher_load;
19 self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
23 void W_RocketLauncher_ReloadedAndReady()
27 // now do the ammo transfer
28 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
29 while(self.clip_load < autocvar_g_balance_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
32 self.ammo_rockets -= 1;
34 self.rocketlauncher_load = self.clip_load;
36 t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
37 ATTACK_FINISHED(self) = t;
41 void W_RocketLauncher_Reload()
43 // return if reloading is disabled for this weapon
44 if(!autocvar_g_balance_rocketlauncher_reload_ammo)
47 if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
52 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
54 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
55 ATTACK_FINISHED(self) = t;
57 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
59 self.old_clip_load = self.clip_load;
63 void W_Rocket_Unregister()
65 if(self.owner && self.owner.lastrocket == self)
67 self.owner.lastrocket = world;
68 // self.owner.rl_release = 1;
72 void W_Rocket_Explode ()
74 W_Rocket_Unregister();
76 if(other.takedamage == DAMAGE_AIM)
77 if(other.classname == "player")
78 if(IsDifferentTeam(self.owner, other))
80 AnnounceTo(self.owner, "airshot");
82 self.event_damage = SUB_Null;
83 self.takedamage = DAMAGE_NO;
85 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);
87 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
89 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
91 self.owner.cnt = WEP_ROCKET_LAUNCHER;
92 ATTACK_FINISHED(self.owner) = time;
93 self.owner.switchweapon = w_getbestweapon(self.owner);
99 void W_Rocket_DoRemoteExplode ()
101 W_Rocket_Unregister();
103 self.event_damage = SUB_Null;
104 self.takedamage = DAMAGE_NO;
106 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);
108 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
110 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
112 self.owner.cnt = WEP_ROCKET_LAUNCHER;
113 ATTACK_FINISHED(self.owner) = time;
114 self.owner.switchweapon = w_getbestweapon(self.owner);
120 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
122 entity head, selected;
124 float dist, maxdist,// bestdist,
133 makevectors(e.angles);
135 head = find(world, classname, "laser_target");
139 dir = normalize(head.origin - self.origin);
140 dot = dir * v_forward;
141 dist = vlen(head.origin - self.origin);
145 // gain points for being in front
146 points = points + ((dot+1)*0.5) * 500
147 * (1 + crandom()*dot_variance);
148 // gain points for being close away
149 points = points + (1 - dist/maxdist) * 1000
150 * (1 + crandom()*dot_variance);
152 traceline(e.origin, head.origin, TRUE, self);
153 if(trace_fraction < 1)
158 if(points > bestpoints)//random() > 0.5)//
164 head = find(head, classname, "laser_target");
167 //bprint(selected.owner.netname);
172 void W_Rocket_RemoteExplode()
174 if(self.owner.deadflag == DEAD_NO)
175 if(self.owner.lastrocket)
177 if((self.spawnshieldtime >= 0)
178 ? (time >= self.spawnshieldtime) // timer
179 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
182 W_Rocket_DoRemoteExplode();
187 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
189 if(thisdir * goaldir > maxturn_cos)
194 // g = normalize(thisdir + goaldir * X)
195 // thisdir * g = maxturn
197 // gg = thisdir + goaldir * X
198 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
200 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
201 f = thisdir * goaldir;
202 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
203 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
204 m2 = maxturn_cos * maxturn_cos;
205 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
206 return normalize(thisdir + goaldir * v_y); // the larger solution!
209 void W_Rocket_Think (void)
211 vector desireddir, olddir, newdir, desiredorigin, goal;
213 float cosminang, cosmaxang, cosang;
216 self.nextthink = time;
220 self.projectiledeathtype |= HITTYPE_BOUNCE;
226 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
227 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
229 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
231 // laser guided, or remote detonation
232 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
234 if(self == self.owner.lastrocket)
235 if not(self.owner.rl_release)
236 if not(self.BUTTON_ATCK2)
237 if(autocvar_g_balance_rocketlauncher_guiderate)
238 if(time > self.pushltime)
239 if(self.owner.deadflag == DEAD_NO)
241 f = autocvar_g_balance_rocketlauncher_guideratedelay;
243 f = bound(0, (time - self.pushltime) / f, 1);
247 velspeed = vlen(self.velocity);
249 makevectors(self.owner.v_angle);
250 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
251 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
252 olddir = normalize(self.velocity);
254 // now it gets tricky... we want to move like some curve to approximate the target direction
255 // but we are limiting the rate at which we can turn!
256 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
257 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
259 self.velocity = newdir * velspeed;
260 self.angles = vectoangles(self.velocity);
264 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
265 // TODO add a better sound here
266 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
271 if(self.rl_detonate_later)
272 W_Rocket_RemoteExplode();
275 if(self.csqcprojectile_clientanimate == 0)
276 UpdateCSQCProjectile(self);
279 void W_Rocket_Touch (void)
281 if(WarpZone_Projectile_Touch())
284 W_Rocket_Unregister();
287 W_Rocket_Unregister();
291 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
293 if (self.health <= 0)
295 self.health = self.health - damage;
296 self.angles = vectoangles(self.velocity);
297 if (self.health <= 0)
298 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
301 void W_Rocket_Attack (void)
303 local entity missile;
306 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
307 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
309 if(autocvar_g_balance_rocketlauncher_reload_ammo)
311 self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
312 self.rocketlauncher_load = self.clip_load;
315 self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
318 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
319 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
321 missile = WarpZone_RefSys_SpawnSameRefSys(self);
322 missile.owner = self;
323 self.lastrocket = missile;
324 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
325 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
327 missile.spawnshieldtime = -1;
328 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
329 missile.classname = "rocket";
330 missile.bot_dodge = TRUE;
331 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
333 missile.takedamage = DAMAGE_YES;
334 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
335 missile.health = autocvar_g_balance_rocketlauncher_health;
336 missile.event_damage = W_Rocket_Damage;
338 missile.movetype = MOVETYPE_FLY;
339 PROJECTILE_MAKETRIGGER(missile);
340 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
341 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
343 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
344 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
345 missile.angles = vectoangles (missile.velocity);
347 missile.touch = W_Rocket_Touch;
348 missile.think = W_Rocket_Think;
349 missile.nextthink = time;
350 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
351 missile.flags = FL_PROJECTILE;
353 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
355 // muzzle flash for 1st person view
357 setmodel (flash, "models/flash.md3"); // precision set below
358 SUB_SetFade (flash, time, 0.1);
359 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
360 W_AttachToShotorg(flash, '5 0 0');
363 other = missile; MUTATOR_CALLHOOK(EditProjectile);
366 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
368 float w_rlauncher(float req)
376 // aim and decide to fire if appropriate
377 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
378 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
380 // decide whether to detonate rockets
381 local entity missile, targetlist, targ;
382 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
383 local float selfdamage, teamdamage, enemydamage;
384 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
385 coredamage = autocvar_g_balance_rocketlauncher_damage;
386 edgeradius = autocvar_g_balance_rocketlauncher_radius;
387 recipricoledgeradius = 1 / edgeradius;
391 targetlist = findchainfloat(bot_attack, TRUE);
392 missile = find(world, classname, "rocket");
395 if (missile.owner != self)
397 missile = find(missile, classname, "rocket");
403 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
404 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
405 // count potential damage according to type of target
407 selfdamage = selfdamage + d;
408 else if (targ.team == self.team && teams_matter)
409 teamdamage = teamdamage + d;
410 else if (bot_shouldattack(targ))
411 enemydamage = enemydamage + d;
414 missile = find(missile, classname, "rocket");
416 local float desirabledamage;
417 desirabledamage = enemydamage;
418 if (time > self.invincible_finished && time > self.spawnshieldtime)
419 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
420 if (teams_matter && self.team)
421 desirabledamage = desirabledamage - teamdamage;
423 missile = find(world, classname, "rocket");
426 if (missile.owner != self)
428 missile = find(missile, classname, "rocket");
431 makevectors(missile.v_angle);
433 if (skill > 9) // normal players only do this for the target they are tracking
439 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
440 && desirabledamage > 0.1*coredamage
441 )self.BUTTON_ATCK2 = TRUE;
445 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
446 //As the distance gets larger, a correct detonation gets near imposible
447 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
448 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
449 if(self.enemy.classname == "player")
450 if(desirabledamage >= 0.1*coredamage)
451 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
452 self.BUTTON_ATCK2 = TRUE;
453 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
456 missile = find(missile, classname, "rocket");
458 // if we would be doing at X percent of the core damage, detonate it
459 // but don't fire a new shot at the same time!
460 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
461 self.BUTTON_ATCK2 = TRUE;
462 if ((skill > 6.5) && (selfdamage > self.health))
463 self.BUTTON_ATCK2 = FALSE;
464 //if(self.BUTTON_ATCK2 == TRUE)
465 // dprint(ftos(desirabledamage),"\n");
466 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
469 else if (req == WR_THINK)
471 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
472 W_RocketLauncher_Reload();
475 if (self.BUTTON_ATCK)
477 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
478 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
481 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
488 if (self.BUTTON_ATCK2)
491 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
493 if(!rock.rl_detonate_later)
495 rock.rl_detonate_later = TRUE;
500 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
504 else if (req == WR_PRECACHE)
506 precache_model ("models/flash.md3");
507 precache_model ("models/weapons/g_rl.md3");
508 precache_model ("models/weapons/v_rl.md3");
509 precache_model ("models/weapons/h_rl.iqm");
510 precache_sound ("weapons/rocket_det.wav");
511 precache_sound ("weapons/rocket_fire.wav");
512 precache_sound ("weapons/rocket_mode.wav");
513 precache_sound ("weapons/reload.wav");
515 else if (req == WR_SETUP)
517 weapon_setup(WEP_ROCKET_LAUNCHER);
518 W_RocketLauncher_SetAmmoCounter();
521 else if (req == WR_CHECKAMMO1)
523 // don't switch while guiding a missile
524 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
526 if(autocvar_g_balance_rocketlauncher_reload_ammo)
528 if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.rocketlauncher_load < autocvar_g_balance_rocketlauncher_ammo)
531 else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
536 else if (req == WR_CHECKAMMO2)
538 else if (req == WR_RESETPLAYER)
542 // all weapons must be fully loaded when we spawn
543 self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
545 else if (req == WR_RELOAD)
547 W_RocketLauncher_Reload();
553 float w_rlauncher(float req)
555 if(req == WR_IMPACTEFFECT)
558 org2 = w_org + w_backoff * 12;
559 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
561 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
563 else if(req == WR_PRECACHE)
565 precache_sound("weapons/rocket_impact.wav");
567 else if (req == WR_SUICIDEMESSAGE)
568 w_deathtypestring = _("%s exploded");
569 else if (req == WR_KILLMESSAGE)
571 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
572 w_deathtypestring = _("%s got too close to %s's rocket");
573 else if(w_deathtype & HITTYPE_SPLASH)
574 w_deathtypestring = _("%s almost dodged %s's rocket");
576 w_deathtypestring = _("%s ate %s's rocket");