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 void W_RocketLauncher_SetAmmoCounter()
10 // set clip_load to the weapon we have switched to, if the gun uses reloading
11 if(!autocvar_g_balance_rocketlauncher_reload_ammo)
12 self.clip_load = 0; // also keeps crosshair ammo from displaying
15 self.clip_load = self.rocketlauncher_load;
16 self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
20 void W_RocketLauncher_ReloadedAndReady()
24 // now do the ammo transfer
25 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26 while(self.clip_load < autocvar_g_balance_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
29 self.ammo_rockets -= 1;
31 self.rocketlauncher_load = self.clip_load;
33 t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
34 ATTACK_FINISHED(self) = t;
38 void W_RocketLauncher_Reload()
40 // return if reloading is disabled for this weapon
41 if(!autocvar_g_balance_rocketlauncher_reload_ammo)
44 if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
49 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
51 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
52 ATTACK_FINISHED(self) = t;
54 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
56 self.old_clip_load = self.clip_load;
60 void W_Rocket_Unregister()
62 if(self.owner && self.owner.lastrocket == self)
64 self.owner.lastrocket = world;
65 // self.owner.rl_release = 1;
69 void W_Rocket_Explode ()
71 W_Rocket_Unregister();
73 if(other.takedamage == DAMAGE_AIM)
74 if(other.classname == "player")
75 if(IsDifferentTeam(self.owner, other))
77 AnnounceTo(self.owner, "airshot");
79 self.event_damage = SUB_Null;
80 self.takedamage = DAMAGE_NO;
82 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);
84 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
86 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
88 self.owner.cnt = WEP_ROCKET_LAUNCHER;
89 ATTACK_FINISHED(self.owner) = time;
90 self.owner.switchweapon = w_getbestweapon(self.owner);
96 void W_Rocket_DoRemoteExplode ()
98 W_Rocket_Unregister();
100 self.event_damage = SUB_Null;
101 self.takedamage = DAMAGE_NO;
103 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);
105 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
107 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
109 self.owner.cnt = WEP_ROCKET_LAUNCHER;
110 ATTACK_FINISHED(self.owner) = time;
111 self.owner.switchweapon = w_getbestweapon(self.owner);
117 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
119 entity head, selected;
121 float dist, maxdist,// bestdist,
130 makevectors(e.angles);
132 head = find(world, classname, "laser_target");
136 dir = normalize(head.origin - self.origin);
137 dot = dir * v_forward;
138 dist = vlen(head.origin - self.origin);
142 // gain points for being in front
143 points = points + ((dot+1)*0.5) * 500
144 * (1 + crandom()*dot_variance);
145 // gain points for being close away
146 points = points + (1 - dist/maxdist) * 1000
147 * (1 + crandom()*dot_variance);
149 traceline(e.origin, head.origin, TRUE, self);
150 if(trace_fraction < 1)
155 if(points > bestpoints)//random() > 0.5)//
161 head = find(head, classname, "laser_target");
164 //bprint(selected.owner.netname);
169 void W_Rocket_RemoteExplode()
171 if(self.owner.deadflag == DEAD_NO)
172 if(self.owner.lastrocket)
174 if((self.spawnshieldtime >= 0)
175 ? (time >= self.spawnshieldtime) // timer
176 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
179 W_Rocket_DoRemoteExplode();
184 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
186 if(thisdir * goaldir > maxturn_cos)
191 // g = normalize(thisdir + goaldir * X)
192 // thisdir * g = maxturn
194 // gg = thisdir + goaldir * X
195 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
197 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
198 f = thisdir * goaldir;
199 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
200 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
201 m2 = maxturn_cos * maxturn_cos;
202 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
203 return normalize(thisdir + goaldir * v_y); // the larger solution!
206 void W_Rocket_Think (void)
208 vector desireddir, olddir, newdir, desiredorigin, goal;
210 float cosminang, cosmaxang, cosang;
213 self.nextthink = time;
217 self.projectiledeathtype |= HITTYPE_BOUNCE;
223 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
224 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
226 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
228 // laser guided, or remote detonation
229 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
231 if(self == self.owner.lastrocket)
232 if not(self.owner.rl_release)
233 if not(self.BUTTON_ATCK2)
234 if(autocvar_g_balance_rocketlauncher_guiderate)
235 if(time > self.pushltime)
236 if(self.owner.deadflag == DEAD_NO)
238 f = autocvar_g_balance_rocketlauncher_guideratedelay;
240 f = bound(0, (time - self.pushltime) / f, 1);
244 velspeed = vlen(self.velocity);
246 makevectors(self.owner.v_angle);
247 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
248 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
249 olddir = normalize(self.velocity);
251 // now it gets tricky... we want to move like some curve to approximate the target direction
252 // but we are limiting the rate at which we can turn!
253 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
254 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
256 self.velocity = newdir * velspeed;
257 self.angles = vectoangles(self.velocity);
261 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
262 // TODO add a better sound here
263 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
268 if(self.rl_detonate_later)
269 W_Rocket_RemoteExplode();
272 if(self.csqcprojectile_clientanimate == 0)
273 UpdateCSQCProjectile(self);
276 void W_Rocket_Touch (void)
278 if(WarpZone_Projectile_Touch())
281 W_Rocket_Unregister();
284 W_Rocket_Unregister();
288 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
290 if (self.health <= 0)
292 self.health = self.health - damage;
293 self.angles = vectoangles(self.velocity);
294 if (self.health <= 0)
295 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
298 void W_Rocket_Attack (void)
300 local entity missile;
303 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
304 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
306 if(autocvar_g_balance_rocketlauncher_reload_ammo)
308 self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
309 self.rocketlauncher_load = self.clip_load;
312 self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
315 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
316 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
318 missile = WarpZone_RefSys_SpawnSameRefSys(self);
319 missile.owner = self;
320 self.lastrocket = missile;
321 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
322 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
324 missile.spawnshieldtime = -1;
325 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
326 missile.classname = "rocket";
327 missile.bot_dodge = TRUE;
328 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
330 missile.takedamage = DAMAGE_YES;
331 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
332 missile.health = autocvar_g_balance_rocketlauncher_health;
333 missile.event_damage = W_Rocket_Damage;
335 missile.movetype = MOVETYPE_FLY;
336 PROJECTILE_MAKETRIGGER(missile);
337 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
338 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
340 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
341 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
342 missile.angles = vectoangles (missile.velocity);
344 missile.touch = W_Rocket_Touch;
345 missile.think = W_Rocket_Think;
346 missile.nextthink = time;
347 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
348 missile.flags = FL_PROJECTILE;
350 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
352 // muzzle flash for 1st person view
354 setmodel (flash, "models/flash.md3"); // precision set below
355 SUB_SetFade (flash, time, 0.1);
356 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
357 W_AttachToShotorg(flash, '5 0 0');
360 other = missile; MUTATOR_CALLHOOK(EditProjectile);
363 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
365 float w_rlauncher(float req)
371 // aim and decide to fire if appropriate
372 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
373 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
375 // decide whether to detonate rockets
376 local entity missile, targetlist, targ;
377 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
378 local float selfdamage, teamdamage, enemydamage;
379 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
380 coredamage = autocvar_g_balance_rocketlauncher_damage;
381 edgeradius = autocvar_g_balance_rocketlauncher_radius;
382 recipricoledgeradius = 1 / edgeradius;
386 targetlist = findchainfloat(bot_attack, TRUE);
387 missile = find(world, classname, "rocket");
390 if (missile.owner != self)
392 missile = find(missile, classname, "rocket");
398 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
399 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
400 // count potential damage according to type of target
402 selfdamage = selfdamage + d;
403 else if (targ.team == self.team && teams_matter)
404 teamdamage = teamdamage + d;
405 else if (bot_shouldattack(targ))
406 enemydamage = enemydamage + d;
409 missile = find(missile, classname, "rocket");
411 local float desirabledamage;
412 desirabledamage = enemydamage;
413 if (time > self.invincible_finished && time > self.spawnshieldtime)
414 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
415 if (teams_matter && self.team)
416 desirabledamage = desirabledamage - teamdamage;
418 missile = find(world, classname, "rocket");
421 if (missile.owner != self)
423 missile = find(missile, classname, "rocket");
426 makevectors(missile.v_angle);
428 if (skill > 9) // normal players only do this for the target they are tracking
434 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
435 && desirabledamage > 0.1*coredamage
436 )self.BUTTON_ATCK2 = TRUE;
440 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
441 //As the distance gets larger, a correct detonation gets near imposible
442 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
443 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
444 if(self.enemy.classname == "player")
445 if(desirabledamage >= 0.1*coredamage)
446 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
447 self.BUTTON_ATCK2 = TRUE;
448 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
451 missile = find(missile, classname, "rocket");
453 // if we would be doing at X percent of the core damage, detonate it
454 // but don't fire a new shot at the same time!
455 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
456 self.BUTTON_ATCK2 = TRUE;
457 if ((skill > 6.5) && (selfdamage > self.health))
458 self.BUTTON_ATCK2 = FALSE;
459 //if(self.BUTTON_ATCK2 == TRUE)
460 // dprint(ftos(desirabledamage),"\n");
461 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
464 else if (req == WR_THINK)
466 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
467 W_RocketLauncher_Reload();
470 if (self.BUTTON_ATCK)
472 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
473 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
476 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
483 if (self.BUTTON_ATCK2)
486 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
488 if(!rock.rl_detonate_later)
490 rock.rl_detonate_later = TRUE;
495 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
500 if(self.switchweapon == self.weapon)
502 if(self.weaponentity.state == WS_READY)
504 self.wish_reload = 0;
505 W_RocketLauncher_Reload();
510 else if (req == WR_PRECACHE)
512 precache_model ("models/flash.md3");
513 precache_model ("models/weapons/g_rl.md3");
514 precache_model ("models/weapons/v_rl.md3");
515 precache_model ("models/weapons/h_rl.iqm");
516 precache_sound ("weapons/rocket_det.wav");
517 precache_sound ("weapons/rocket_fire.wav");
518 precache_sound ("weapons/rocket_mode.wav");
519 precache_sound ("weapons/reload.wav");
521 else if (req == WR_SETUP)
523 weapon_setup(WEP_ROCKET_LAUNCHER);
524 W_RocketLauncher_SetAmmoCounter();
527 else if (req == WR_CHECKAMMO1)
529 if(autocvar_g_balance_rocketlauncher_reload_ammo)
531 // don't switch while guiding a missile
532 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
533 && self.clip_load < autocvar_g_balance_rocketlauncher_ammo)
538 // don't switch while guiding a missile
539 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
540 && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
544 else if (req == WR_CHECKAMMO2)
546 else if (req == WR_RESETPLAYER)
550 else if (req == WR_RELOAD)
552 W_RocketLauncher_Reload();
554 else if (req == WR_SWITCHABLE)
556 // checks if this weapon can be switched to, when reloading is enabled
557 // returns true if there's either enough load in the weapon to use it,
558 // or we have enough ammo to reload the weapon to a usable point
560 ammo_amount = autocvar_g_balance_rocketlauncher_ammo;
561 return self.rocketlauncher_load >= ammo_amount || self.ammo_rockets >= ammo_amount;
567 float w_rlauncher(float req)
569 if(req == WR_IMPACTEFFECT)
572 org2 = w_org + w_backoff * 12;
573 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
575 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
577 else if(req == WR_PRECACHE)
579 precache_sound("weapons/rocket_impact.wav");
581 else if (req == WR_SUICIDEMESSAGE)
582 w_deathtypestring = "%s exploded";
583 else if (req == WR_KILLMESSAGE)
585 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
586 w_deathtypestring = "%s got too close to %s's rocket";
587 else if(w_deathtype & HITTYPE_SPLASH)
588 w_deathtypestring = "%s almost dodged %s's rocket";
590 w_deathtypestring = "%s ate %s's rocket";