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 .float rocketlauncher_load;
10 void W_RocketLauncher_SetAmmoCounter()
12 // set clip_load to the weapon we have switched to, if the gun uses reloading
13 if(!autocvar_g_balance_rocketlauncher_reload_ammo)
14 self.clip_load = 0; // also keeps crosshair ammo from displaying
17 self.clip_load = self.rocketlauncher_load;
18 self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
22 void W_RocketLauncher_ReloadedAndReady()
26 // now do the ammo transfer
27 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
28 while(self.clip_load < autocvar_g_balance_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
31 self.ammo_rockets -= 1;
33 self.rocketlauncher_load = self.clip_load;
35 t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
36 ATTACK_FINISHED(self) = t;
40 void W_RocketLauncher_Reload()
42 // return if reloading is disabled for this weapon
43 if(!autocvar_g_balance_rocketlauncher_reload_ammo)
46 if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
51 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
53 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
54 ATTACK_FINISHED(self) = t;
56 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
58 self.old_clip_load = self.clip_load;
62 void W_Rocket_Unregister()
64 if(self.owner && self.owner.lastrocket == self)
66 self.owner.lastrocket = world;
67 // self.owner.rl_release = 1;
71 void W_Rocket_Explode ()
73 W_Rocket_Unregister();
75 if(other.takedamage == DAMAGE_AIM)
76 if(other.classname == "player")
77 if(IsDifferentTeam(self.owner, other))
79 AnnounceTo(self.owner, "airshot");
81 self.event_damage = SUB_Null;
82 self.takedamage = DAMAGE_NO;
84 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);
86 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
88 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
90 self.owner.cnt = WEP_ROCKET_LAUNCHER;
91 ATTACK_FINISHED(self.owner) = time;
92 self.owner.switchweapon = w_getbestweapon(self.owner);
98 void W_Rocket_DoRemoteExplode ()
100 W_Rocket_Unregister();
102 self.event_damage = SUB_Null;
103 self.takedamage = DAMAGE_NO;
105 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);
107 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
109 if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
111 self.owner.cnt = WEP_ROCKET_LAUNCHER;
112 ATTACK_FINISHED(self.owner) = time;
113 self.owner.switchweapon = w_getbestweapon(self.owner);
119 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
121 entity head, selected;
123 float dist, maxdist,// bestdist,
132 makevectors(e.angles);
134 head = find(world, classname, "laser_target");
138 dir = normalize(head.origin - self.origin);
139 dot = dir * v_forward;
140 dist = vlen(head.origin - self.origin);
144 // gain points for being in front
145 points = points + ((dot+1)*0.5) * 500
146 * (1 + crandom()*dot_variance);
147 // gain points for being close away
148 points = points + (1 - dist/maxdist) * 1000
149 * (1 + crandom()*dot_variance);
151 traceline(e.origin, head.origin, TRUE, self);
152 if(trace_fraction < 1)
157 if(points > bestpoints)//random() > 0.5)//
163 head = find(head, classname, "laser_target");
166 //bprint(selected.owner.netname);
171 void W_Rocket_RemoteExplode()
173 if(self.owner.deadflag == DEAD_NO)
174 if(self.owner.lastrocket)
176 if((self.spawnshieldtime >= 0)
177 ? (time >= self.spawnshieldtime) // timer
178 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
181 W_Rocket_DoRemoteExplode();
186 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
188 if(thisdir * goaldir > maxturn_cos)
193 // g = normalize(thisdir + goaldir * X)
194 // thisdir * g = maxturn
196 // gg = thisdir + goaldir * X
197 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
199 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
200 f = thisdir * goaldir;
201 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
202 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
203 m2 = maxturn_cos * maxturn_cos;
204 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
205 return normalize(thisdir + goaldir * v_y); // the larger solution!
208 void W_Rocket_Think (void)
210 vector desireddir, olddir, newdir, desiredorigin, goal;
212 float cosminang, cosmaxang, cosang;
215 self.nextthink = time;
219 self.projectiledeathtype |= HITTYPE_BOUNCE;
225 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
226 velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
228 self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
230 // laser guided, or remote detonation
231 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
233 if(self == self.owner.lastrocket)
234 if not(self.owner.rl_release)
235 if not(self.BUTTON_ATCK2)
236 if(autocvar_g_balance_rocketlauncher_guiderate)
237 if(time > self.pushltime)
238 if(self.owner.deadflag == DEAD_NO)
240 f = autocvar_g_balance_rocketlauncher_guideratedelay;
242 f = bound(0, (time - self.pushltime) / f, 1);
246 velspeed = vlen(self.velocity);
248 makevectors(self.owner.v_angle);
249 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
250 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
251 olddir = normalize(self.velocity);
253 // now it gets tricky... we want to move like some curve to approximate the target direction
254 // but we are limiting the rate at which we can turn!
255 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
256 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
258 self.velocity = newdir * velspeed;
259 self.angles = vectoangles(self.velocity);
263 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
264 // TODO add a better sound here
265 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
270 if(self.rl_detonate_later)
271 W_Rocket_RemoteExplode();
274 if(self.csqcprojectile_clientanimate == 0)
275 UpdateCSQCProjectile(self);
278 void W_Rocket_Touch (void)
280 if(WarpZone_Projectile_Touch())
283 W_Rocket_Unregister();
286 W_Rocket_Unregister();
290 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
292 if (self.health <= 0)
294 self.health = self.health - damage;
295 self.angles = vectoangles(self.velocity);
296 if (self.health <= 0)
297 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
300 void W_Rocket_Attack (void)
302 local entity missile;
305 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
306 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
308 if(autocvar_g_balance_rocketlauncher_reload_ammo)
310 self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
311 self.rocketlauncher_load = self.clip_load;
314 self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
317 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
318 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
320 missile = WarpZone_RefSys_SpawnSameRefSys(self);
321 missile.owner = self;
322 self.lastrocket = missile;
323 if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
324 missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
326 missile.spawnshieldtime = -1;
327 missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
328 missile.classname = "rocket";
329 missile.bot_dodge = TRUE;
330 missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
332 missile.takedamage = DAMAGE_YES;
333 missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
334 missile.health = autocvar_g_balance_rocketlauncher_health;
335 missile.event_damage = W_Rocket_Damage;
337 missile.movetype = MOVETYPE_FLY;
338 PROJECTILE_MAKETRIGGER(missile);
339 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
340 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
342 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
343 W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
344 missile.angles = vectoangles (missile.velocity);
346 missile.touch = W_Rocket_Touch;
347 missile.think = W_Rocket_Think;
348 missile.nextthink = time;
349 missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
350 missile.flags = FL_PROJECTILE;
352 CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
354 // muzzle flash for 1st person view
356 setmodel (flash, "models/flash.md3"); // precision set below
357 SUB_SetFade (flash, time, 0.1);
358 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
359 W_AttachToShotorg(flash, '5 0 0');
362 other = missile; MUTATOR_CALLHOOK(EditProjectile);
365 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
367 float w_rlauncher(float req)
373 // aim and decide to fire if appropriate
374 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
375 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
377 // decide whether to detonate rockets
378 local entity missile, targetlist, targ;
379 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
380 local float selfdamage, teamdamage, enemydamage;
381 edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
382 coredamage = autocvar_g_balance_rocketlauncher_damage;
383 edgeradius = autocvar_g_balance_rocketlauncher_radius;
384 recipricoledgeradius = 1 / edgeradius;
388 targetlist = findchainfloat(bot_attack, TRUE);
389 missile = find(world, classname, "rocket");
392 if (missile.owner != self)
394 missile = find(missile, classname, "rocket");
400 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
401 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
402 // count potential damage according to type of target
404 selfdamage = selfdamage + d;
405 else if (targ.team == self.team && teams_matter)
406 teamdamage = teamdamage + d;
407 else if (bot_shouldattack(targ))
408 enemydamage = enemydamage + d;
411 missile = find(missile, classname, "rocket");
413 local float desirabledamage;
414 desirabledamage = enemydamage;
415 if (time > self.invincible_finished && time > self.spawnshieldtime)
416 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
417 if (teams_matter && self.team)
418 desirabledamage = desirabledamage - teamdamage;
420 missile = find(world, classname, "rocket");
423 if (missile.owner != self)
425 missile = find(missile, classname, "rocket");
428 makevectors(missile.v_angle);
430 if (skill > 9) // normal players only do this for the target they are tracking
436 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
437 && desirabledamage > 0.1*coredamage
438 )self.BUTTON_ATCK2 = TRUE;
442 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
443 //As the distance gets larger, a correct detonation gets near imposible
444 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
445 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
446 if(self.enemy.classname == "player")
447 if(desirabledamage >= 0.1*coredamage)
448 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
449 self.BUTTON_ATCK2 = TRUE;
450 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
453 missile = find(missile, classname, "rocket");
455 // if we would be doing at X percent of the core damage, detonate it
456 // but don't fire a new shot at the same time!
457 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
458 self.BUTTON_ATCK2 = TRUE;
459 if ((skill > 6.5) && (selfdamage > self.health))
460 self.BUTTON_ATCK2 = FALSE;
461 //if(self.BUTTON_ATCK2 == TRUE)
462 // dprint(ftos(desirabledamage),"\n");
463 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
466 else if (req == WR_THINK)
468 if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
469 W_RocketLauncher_Reload();
472 if (self.BUTTON_ATCK)
474 if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
475 if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
478 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
485 if (self.BUTTON_ATCK2)
488 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
490 if(!rock.rl_detonate_later)
492 rock.rl_detonate_later = TRUE;
497 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
502 if(self.switchweapon == self.weapon)
504 if(self.weaponentity.state == WS_READY)
506 self.wish_reload = 0;
507 W_RocketLauncher_Reload();
512 else if (req == WR_PRECACHE)
514 precache_model ("models/flash.md3");
515 precache_model ("models/weapons/g_rl.md3");
516 precache_model ("models/weapons/v_rl.md3");
517 precache_model ("models/weapons/h_rl.iqm");
518 precache_sound ("weapons/rocket_det.wav");
519 precache_sound ("weapons/rocket_fire.wav");
520 precache_sound ("weapons/rocket_mode.wav");
522 else if (req == WR_SETUP)
524 weapon_setup(WEP_ROCKET_LAUNCHER);
525 W_RocketLauncher_SetAmmoCounter();
528 else if (req == WR_CHECKAMMO1)
530 if(autocvar_g_balance_rocketlauncher_reload_ammo)
532 // don't switch while guiding a missile
533 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
534 && self.clip_load < autocvar_g_balance_rocketlauncher_ammo)
539 // don't switch while guiding a missile
540 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
541 && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
545 else if (req == WR_CHECKAMMO2)
547 else if (req == WR_RESETPLAYER)
551 else if (req == WR_RELOAD)
553 W_RocketLauncher_Reload();
559 float w_rlauncher(float req)
561 if(req == WR_IMPACTEFFECT)
564 org2 = w_org + w_backoff * 12;
565 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
567 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
569 else if(req == WR_PRECACHE)
571 precache_sound("weapons/rocket_impact.wav");
573 else if (req == WR_SUICIDEMESSAGE)
574 w_deathtypestring = "%s exploded";
575 else if (req == WR_KILLMESSAGE)
577 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
578 w_deathtypestring = "%s got too close to %s's rocket";
579 else if(w_deathtype & HITTYPE_SPLASH)
580 w_deathtypestring = "%s almost dodged %s's rocket";
582 w_deathtypestring = "%s ate %s's rocket";