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[divverent/nexuiz.git] / data / qcsrc / server / gamec / w_rocketlauncher.c
1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_deselect_01;
4 void() rlauncher_select_01;
5 .float rl_sound;
6
7 float() rlauncher_check =
8 {
9         if ((self.attack_finished > time && self.weapon == WEP_ROCKET_LAUNCHER)  // don't switch while guiding a missile
10                 || self.ammo_rockets >= cvar("g_balance_rocketlauncher_ammo"))
11                 return TRUE;
12         return FALSE;
13 };
14
15 void(float req) w_rlauncher =
16 {
17         if (req == WR_IDLE)
18                 rlauncher_ready_01();
19         else if (req == WR_FIRE1)
20                 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
21         else if (req == WR_FIRE2)
22         {
23                 if(time > self.rl_sound)
24                 {
25                         self.rl_sound = time + 1;
26                         sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
27                 }
28                 if(cvar("g_laserguided_missile"))
29                 if(self.exteriorweaponentity.attack_finished < time)
30                 {
31                         self.exteriorweaponentity.attack_finished = time + 0.4;
32                         self.laser_on = !self.laser_on;
33                         sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
34                 }
35         }
36         else if (req == WR_RAISE)
37                 rlauncher_select_01();
38         else if (req == WR_UPDATECOUNTS)
39                 self.currentammo = self.ammo_rockets;
40         else if (req == WR_DROP)
41                 rlauncher_deselect_01();
42         else if (req == WR_SETUP)
43                 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
44         else if (req == WR_CHECKAMMO)
45                 weapon_hasammo = rlauncher_check();
46 };
47
48
49 void W_Rocket_Explode (void)
50 {
51         vector  org2;
52         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
53         org2 = findbetterlocation (self.origin, 16);
54
55         //te_explosion (org2);
56         // LordHavoc: TE_TEI_BIGEXPLOSION
57         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
58         WriteByte (MSG_BROADCAST, 78);
59         WriteCoord (MSG_BROADCAST, org2_x);
60         WriteCoord (MSG_BROADCAST, org2_y);
61         WriteCoord (MSG_BROADCAST, org2_z);
62
63         //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
64         self.event_damage = SUB_Null;
65         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), IT_ROCKET_LAUNCHER);
66
67         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
68         {
69                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
70                 {
71                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
72                         self.owner.attack_finished = time;
73                         self.owner.switchweapon = w_getbestweapon(self.owner);
74                 }
75                 if(cvar("g_laserguided_missile"))
76                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
77         }
78         remove (self);
79 }
80
81 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
82 {
83         entity head, selected;
84         vector dir;
85         float dist, maxdist,// bestdist,
86                 dot,// bestdot,
87                 points, bestpoints;
88         //bestdist = 9999;
89         //bestdot = -2;
90         bestpoints = 0;
91         maxdist = 800;
92         selected = world;
93
94         makevectors(e.angles);
95
96         head = find(world, classname, "laser_target");
97         while(head)
98         {
99                 points = 0;
100                 dir = normalize(head.origin - self.origin);
101                 dot = dir * v_forward;
102                 dist = vlen(head.origin - self.origin);
103                 if(dist > maxdist)
104                         dist = maxdist;
105
106                 // gain points for being in front
107                 points = points + ((dot+1)*0.5) * 500
108                         * (1 + crandom()*dot_variance);
109                 // gain points for being close away
110                 points = points + (1 - dist/maxdist) * 1000
111                         * (1 + crandom()*dot_variance);
112
113                 traceline(e.origin, head.origin, TRUE, self);
114                 if(trace_fraction < 1)
115                 {
116                         points = 0;
117                 }
118
119                 if(points > bestpoints)//random() > 0.5)//
120                 {
121                         bestpoints = points;
122                         selected = head;
123                 }
124
125
126                 /*
127                 dot = dir * v_forward;
128                 if(dot > bestdot * (1 + crandom()*dot_variance))
129                 {
130                         dist = vlen(head.origin - self.origin);
131                         if(dist < bestdist * (1 + crandom()*dist_variance))
132                         {
133                                 traceline(e.origin, head.origin, TRUE, self);
134                                 if(trace_fraction >= 1)
135                                 {
136                                 }
137                         }
138                 }
139                 */
140                 head = find(head, classname, "laser_target");
141         }
142
143         //bprint(selected.owner.netname);
144         //bprint("\n");
145         return selected;
146 }
147
148 void W_Rocket_Think (void)
149 {
150         entity e;
151         vector desireddir, olddir, newdir;
152         float turnrate;
153         self.nextthink = time;
154         if (time > self.cnt)
155         {
156                 W_Rocket_Explode ();
157                 return;
158         }
159         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
160         {
161                 if(cvar("g_laserguided_missile"))
162                 {
163                         if(!self.owner.button0)
164                                 self.ltime = -1; // indicate that the player has let go of the button
165
166
167                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
168                         {
169                                   W_Rocket_Explode ();
170                                   return;
171                         }
172
173                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
174                         {
175                                 if(self.owner.laser_on)
176                                 {
177                                         if(self.attack_finished < time)
178                                         {
179                                                 self.attack_finished = time + 0.2 + random()*0.3;
180                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
181                                         }
182
183                                         if(!self.enemy)
184                                                 self.enemy = self.owner.weaponentity.lasertarget;
185                                 }
186                                 else self.enemy = world;
187                         }
188                         else // don't allow stealing: always target my owner's laser (if it exists)
189                                 self.enemy = self.owner.weaponentity.lasertarget;
190
191                         if(self.enemy != world)
192                         {
193                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
194                                 if(!self.speed)
195                                         self.speed = vlen(self.velocity);
196                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
197                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
198                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
199                                 olddir = normalize(self.velocity);                              // get my current direction
200                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
201                                 self.velocity = newdir * self.speed;                    // make me fly in the new direction at my flight speed
202                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
203
204                                 self.owner.attack_finished = time + 0.2;
205                         }
206                 }
207                 else
208                 {
209                         if (self.owner.button3)
210                                   W_Rocket_Explode ();
211                 }
212         }
213 }
214
215 void W_Rocket_Touch (void)
216 {
217         if(self.owner && self.owner.lastrocket == self)
218                 self.owner.lastrocket = world;
219         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
220         {
221                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
222                 remove(self);
223                 return;
224         }
225         W_Rocket_Explode ();
226 }
227
228 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
229 {
230         self.health = self.health - damage;
231         if (self.health <= 0)
232         {
233                 self.owner = attacker;
234                 W_Rocket_Explode();
235         }
236 }
237
238 void W_Rocket_Attack (void)
239 {
240         local entity missile;
241         local entity flash;
242         local vector org;
243
244         local vector trueaim;
245         trueaim = W_TrueAim();
246
247         sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
248         if (self.items & IT_STRENGTH)
249                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
250
251         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
252                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
253         self.punchangle_x = -4;
254
255         org = W_MuzzleOrigin (self, '15 3 -11');
256         te_smallflash(org);
257
258         missile = spawn ();
259         missile.owner = self;
260         self.lastrocket = missile;
261         missile.classname = "missile";
262
263         missile.takedamage = DAMAGE_YES;
264         missile.damageforcescale = 4;
265         missile.health = 30;
266         missile.event_damage = W_Rocket_Damage;
267
268         missile.movetype = MOVETYPE_FLY;
269         missile.solid = SOLID_BBOX;
270         setmodel (missile, "models/rocket.md3");
271         setsize (missile, '0 0 0', '0 0 0');
272
273         setorigin (missile, org);
274         if(cvar("g_laserguided_missile") && self.laser_on)
275                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
276         else
277                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
278         missile.angles = vectoangles (missile.velocity);
279
280         missile.touch = W_Rocket_Touch;
281         missile.think = W_Rocket_Think;
282         missile.nextthink = time;
283         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
284         missile.effects = EF_NOSHADOW;
285         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
286         missile.flags = FL_PROJECTILE;
287
288         flash = spawn ();
289         setorigin (flash, org);
290         setmodel (flash, "models/flash.md3");
291         flash.velocity = v_forward * 20;
292         flash.angles = vectoangles (flash.velocity);
293         SUB_SetFade (flash, time, 0.4);
294         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
295 }
296
297 // weapon frames
298
299 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
300 void()  rlauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); self.laser_on = 1;};
301 void()  rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);  self.laser_on = 0;};
302 void()  rlauncher_fire1_01 =
303 {
304         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
305         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);
306 };