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Fixed g_campaign team balance
[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_AIM)
20         {
21                 // aim and decide to fire if appropriate
22                 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
23                 // decide whether to detonate rockets
24                 local entity missile, targetlist, targ;
25                 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
26                 local float selfdamage, teamdamage, enemydamage;
27                 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
28                 coredamage = cvar("g_balance_rocketlauncher_damage");
29                 edgeradius = cvar("g_balance_rocketlauncher_radius");
30                 recipricoledgeradius = 1 / edgeradius;
31                 selfdamage = 0;
32                 teamdamage = 0;
33                 enemydamage = 0;
34                 targetlist = findchainfloat(bot_attack, TRUE);
35                 missile = find(world, classname, "missile");
36                 while (missile)
37                 {
38                         targ = targetlist;
39                         while (targ)
40                         {
41                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
42                                 d = edgedamage + (coredamage - edgedamage) * (1 - d * recipricoledgeradius);
43                                 // count potential damage according to type of target
44                                 if (targ == self)
45                                         selfdamage = selfdamage + d;
46                                 else if (targ.team == self.team && teamplay)
47                                         teamdamage = teamdamage + d;
48                                 else if (bot_shouldattack(targ))
49                                         enemydamage = enemydamage + d;
50                                 targ = targ.chain;
51                         }
52                         missile = find(missile, classname, "missile");
53                 }
54                 local float desirabledamage;
55                 desirabledamage = enemydamage;
56                 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
57                         desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
58                 if (self.team && teamplay == 2)
59                         desirabledamage = desirabledamage - teamdamage;
60                 // if we would be doing at least half of the core damage, detonate it
61                 // but don't fire a new shot at the same time!
62                 if (desirabledamage >= 0.5 * coredamage)
63                 {
64                         self.button3 = TRUE;
65                         self.button0 = FALSE;
66                 }
67         }
68         else if (req == WR_FIRE1)
69                 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
70         else if (req == WR_FIRE2)
71         {
72                 if(time > self.rl_sound)
73                 {
74                         self.rl_sound = time + 1;
75                         sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
76                 }
77                 if(cvar("g_laserguided_missile"))
78                 if(self.exteriorweaponentity.attack_finished < time)
79                 {
80                         self.exteriorweaponentity.attack_finished = time + 0.4;
81                         self.laser_on = !self.laser_on;
82                         sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
83                 }
84         }
85         else if (req == WR_RAISE)
86                 rlauncher_select_01();
87         else if (req == WR_UPDATECOUNTS)
88                 self.currentammo = self.ammo_rockets;
89         else if (req == WR_DROP)
90                 rlauncher_deselect_01();
91         else if (req == WR_SETUP)
92                 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
93         else if (req == WR_CHECKAMMO)
94                 weapon_hasammo = rlauncher_check();
95 };
96
97
98 void W_Rocket_Explode (void)
99 {
100         vector  org2;
101         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
102         org2 = findbetterlocation (self.origin, 16);
103
104         //te_explosion (org2);
105         // LordHavoc: TE_TEI_BIGEXPLOSION
106         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
107         WriteByte (MSG_BROADCAST, 78);
108         WriteCoord (MSG_BROADCAST, org2_x);
109         WriteCoord (MSG_BROADCAST, org2_y);
110         WriteCoord (MSG_BROADCAST, org2_z);
111
112         //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
113         self.event_damage = SUB_Null;
114         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);
115
116         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
117         {
118                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
119                 {
120                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
121                         self.owner.attack_finished = time;
122                         self.owner.switchweapon = w_getbestweapon(self.owner);
123                 }
124                 if(cvar("g_laserguided_missile"))
125                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
126         }
127         remove (self);
128 }
129
130 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
131 {
132         entity head, selected;
133         vector dir;
134         float dist, maxdist,// bestdist,
135                 dot,// bestdot,
136                 points, bestpoints;
137         //bestdist = 9999;
138         //bestdot = -2;
139         bestpoints = 0;
140         maxdist = 800;
141         selected = world;
142
143         makevectors(e.angles);
144
145         head = find(world, classname, "laser_target");
146         while(head)
147         {
148                 points = 0;
149                 dir = normalize(head.origin - self.origin);
150                 dot = dir * v_forward;
151                 dist = vlen(head.origin - self.origin);
152                 if(dist > maxdist)
153                         dist = maxdist;
154
155                 // gain points for being in front
156                 points = points + ((dot+1)*0.5) * 500
157                         * (1 + crandom()*dot_variance);
158                 // gain points for being close away
159                 points = points + (1 - dist/maxdist) * 1000
160                         * (1 + crandom()*dot_variance);
161
162                 traceline(e.origin, head.origin, TRUE, self);
163                 if(trace_fraction < 1)
164                 {
165                         points = 0;
166                 }
167
168                 if(points > bestpoints)//random() > 0.5)//
169                 {
170                         bestpoints = points;
171                         selected = head;
172                 }
173
174
175                 /*
176                 dot = dir * v_forward;
177                 if(dot > bestdot * (1 + crandom()*dot_variance))
178                 {
179                         dist = vlen(head.origin - self.origin);
180                         if(dist < bestdist * (1 + crandom()*dist_variance))
181                         {
182                                 traceline(e.origin, head.origin, TRUE, self);
183                                 if(trace_fraction >= 1)
184                                 {
185                                 }
186                         }
187                 }
188                 */
189                 head = find(head, classname, "laser_target");
190         }
191
192         //bprint(selected.owner.netname);
193         //bprint("\n");
194         return selected;
195 }
196
197 void W_Rocket_Think (void)
198 {
199         entity e;
200         vector desireddir, olddir, newdir;
201         float turnrate;
202         self.nextthink = time;
203         if (time > self.cnt)
204         {
205                 W_Rocket_Explode ();
206                 return;
207         }
208         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
209         {
210                 if(cvar("g_laserguided_missile"))
211                 {
212                         if(!self.owner.button0)
213                                 self.ltime = -1; // indicate that the player has let go of the button
214
215
216                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
217                         {
218                                   W_Rocket_Explode ();
219                                   return;
220                         }
221
222                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
223                         {
224                                 if(self.owner.laser_on)
225                                 {
226                                         if(self.attack_finished < time)
227                                         {
228                                                 self.attack_finished = time + 0.2 + random()*0.3;
229                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
230                                         }
231
232                                         if(!self.enemy)
233                                                 self.enemy = self.owner.weaponentity.lasertarget;
234                                 }
235                                 else self.enemy = world;
236                         }
237                         else // don't allow stealing: always target my owner's laser (if it exists)
238                                 self.enemy = self.owner.weaponentity.lasertarget;
239
240                         if(self.enemy != world)
241                         {
242                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
243                                 if(!self.speed)
244                                         self.speed = vlen(self.velocity);
245                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
246                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
247                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
248                                 olddir = normalize(self.velocity);                              // get my current direction
249                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
250                                 self.velocity = newdir * self.speed;                    // make me fly in the new direction at my flight speed
251                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
252
253                                 self.owner.attack_finished = time + 0.2;
254                         }
255                 }
256                 else
257                 {
258                         if (self.owner.button3)
259                                   W_Rocket_Explode ();
260                 }
261         }
262 }
263
264 void W_Rocket_Touch (void)
265 {
266         if(self.owner && self.owner.lastrocket == self)
267                 self.owner.lastrocket = world;
268         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
269         {
270                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
271                 remove(self);
272                 return;
273         }
274         W_Rocket_Explode ();
275 }
276
277 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
278 {
279         self.health = self.health - damage;
280         if (self.health <= 0)
281         {
282                 self.owner = attacker;
283                 W_Rocket_Explode();
284         }
285 }
286
287 void W_Rocket_Attack (void)
288 {
289         local entity missile;
290         local entity flash;
291         local vector org;
292
293         local vector trueaim;
294         trueaim = W_TrueAim();
295
296         sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
297         if (self.items & IT_STRENGTH)
298                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
299
300         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
301                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
302         self.punchangle_x = -4;
303
304         org = W_MuzzleOrigin (self, '15 3 -11');
305         te_smallflash(org);
306
307         missile = spawn ();
308         missile.owner = self;
309         self.lastrocket = missile;
310         missile.classname = "missile";
311         missile.bot_dodge = TRUE;
312         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
313
314         missile.takedamage = DAMAGE_YES;
315         missile.damageforcescale = 4;
316         missile.health = 30;
317         missile.event_damage = W_Rocket_Damage;
318
319         missile.movetype = MOVETYPE_FLY;
320         missile.solid = SOLID_BBOX;
321         setmodel (missile, "models/rocket.md3");
322         setsize (missile, '0 0 0', '0 0 0');
323
324         setorigin (missile, org);
325         if(cvar("g_laserguided_missile") && self.laser_on)
326                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
327         else
328                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
329         missile.angles = vectoangles (missile.velocity);
330
331         missile.touch = W_Rocket_Touch;
332         missile.think = W_Rocket_Think;
333         missile.nextthink = time;
334         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
335         missile.effects = EF_NOSHADOW;
336         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
337         missile.flags = FL_PROJECTILE;
338
339         flash = spawn ();
340         setorigin (flash, org);
341         setmodel (flash, "models/flash.md3");
342         flash.velocity = v_forward * 20;
343         flash.angles = vectoangles (flash.velocity);
344         SUB_SetFade (flash, time, 0.4);
345         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
346 }
347
348 // weapon frames
349
350 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
351 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;};
352 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;};
353 void()  rlauncher_fire1_01 =
354 {
355         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
356         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);
357 };