2 .float rl_detonate_later;
4 void W_Rocket_Unregister()
6 if(self.owner && self.owner.lastrocket == self)
8 self.owner.lastrocket = world;
9 // self.owner.rl_release = 1;
13 void W_Rocket_Explode (void)
15 W_Rocket_Unregister();
17 if(other.takedamage == DAMAGE_AIM)
18 if(other.classname == "player")
19 if(IsDifferentTeam(self.owner, other))
21 announce(self.owner, "announcer/male/airshot.wav");
23 self.event_damage = SUB_Null;
24 self.takedamage = DAMAGE_NO;
25 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"), self.projectiledeathtype, other);
27 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
29 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
31 self.owner.cnt = WEP_ROCKET_LAUNCHER;
32 ATTACK_FINISHED(self.owner) = time;
33 self.owner.switchweapon = w_getbestweapon(self.owner);
35 if(g_laserguided_missile)
36 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
41 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
43 entity head, selected;
45 float dist, maxdist,// bestdist,
54 makevectors(e.angles);
56 head = find(world, classname, "laser_target");
60 dir = normalize(head.origin - self.origin);
61 dot = dir * v_forward;
62 dist = vlen(head.origin - self.origin);
66 // gain points for being in front
67 points = points + ((dot+1)*0.5) * 500
68 * (1 + crandom()*dot_variance);
69 // gain points for being close away
70 points = points + (1 - dist/maxdist) * 1000
71 * (1 + crandom()*dot_variance);
73 traceline(e.origin, head.origin, TRUE, self);
74 if(trace_fraction < 1)
79 if(points > bestpoints)//random() > 0.5)//
85 head = find(head, classname, "laser_target");
88 //bprint(selected.owner.netname);
93 void W_Rocket_RemoteExplode()
95 if(self.owner.deadflag == DEAD_NO)
96 if(self.owner.lastrocket)
98 if((self.spawnshieldtime >= 0)
99 ? (time >= self.spawnshieldtime) // timer
100 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
104 self.projectiledeathtype |= HITTYPE_BOUNCE;
113 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
115 if(thisdir * goaldir > maxturn_cos)
120 // g = normalize(thisdir + goaldir * X)
121 // thisdir * g = maxturn
123 // gg = thisdir + goaldir * X
124 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
126 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
127 f = thisdir * goaldir;
128 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
129 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
130 m2 = maxturn_cos * maxturn_cos;
131 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
132 return normalize(thisdir + goaldir * v_y); // the larger solution!
135 void W_Rocket_Think (void)
138 vector desireddir, olddir, newdir, desiredorigin, goal;
140 float cosminang, cosmaxang, cosang;
142 float turnrate, velspeed, f;
143 self.nextthink = time;
147 self.projectiledeathtype |= HITTYPE_BOUNCE;
152 if(g_laserguided_missile)
155 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
156 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
158 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
163 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
164 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
166 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
169 // laser guided, or remote detonation
170 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
172 if(g_laserguided_missile)
174 if(self.rl_detonate_later)
175 W_Rocket_RemoteExplode();
177 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
179 if(self.owner.laser_on)
181 if(self.attack_finished_single < time)
183 self.attack_finished_single = time + 0.2 + random()*0.3;
184 self.enemy = FindLaserTarget(self, 0.7, 0.7);
188 self.enemy = self.owner.weaponentity.lasertarget;
190 else self.enemy = world;
192 else // don't allow stealing: always target my owner's laser (if it exists)
193 self.enemy = self.owner.weaponentity.lasertarget;
195 if(self.enemy != world)
197 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
198 velspeed = vlen(self.velocity);
199 e = self.enemy;//self.owner.weaponentity.lasertarget;
200 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
201 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
202 olddir = normalize(self.velocity); // get my current direction
203 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
204 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
205 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
207 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
212 if(self == self.owner.lastrocket)
213 if not(self.owner.rl_release)
214 if not(self.BUTTON_ATCK2)
215 if(cvar("g_balance_rocketlauncher_guiderate"))
216 if(time > self.pushltime)
217 if(self.owner.deadflag == DEAD_NO)
219 f = cvar("g_balance_rocketlauncher_guideratedelay");
221 f = bound(0, (time - self.pushltime) / f, 1);
225 velspeed = vlen(self.velocity);
227 makevectors(self.owner.v_angle);
228 desireddir = v_forward;
229 desiredorigin = self.owner.origin + self.owner.view_ofs;
230 olddir = normalize(self.velocity);
233 // disabled this code because it doesn't do what I want it to do :P
234 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
235 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
236 cosang = desireddir * normalize(self.origin - desiredorigin);
237 if(cosminang == cosmaxang)
238 f *= (cosang >= cosminang);
240 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
243 // now it gets tricky... we want to move like some curve to approximate the target direction
244 // but we are limiting the rate at which we can turn!
245 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
246 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
248 self.velocity = newdir * velspeed;
249 self.angles = vectoangles(self.velocity);
253 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
254 // TODO add a better sound here
255 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
260 if(self.rl_detonate_later)
261 W_Rocket_RemoteExplode();
265 if(self.csqcprojectile_clientanimate == 0)
266 UpdateCSQCProjectile(self);
269 void W_Rocket_Touch (void)
271 W_Rocket_Unregister();
277 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
279 if (self.health <= 0)
281 self.health = self.health - damage;
282 self.angles = vectoangles(self.velocity);
283 if (self.health <= 0)
284 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
287 void W_Rocket_Attack (void)
289 local entity missile;
292 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
293 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
295 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
296 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
299 missile.owner = self;
300 self.lastrocket = missile;
301 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
302 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
304 missile.spawnshieldtime = -1;
305 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
306 missile.classname = "rocket";
307 missile.bot_dodge = TRUE;
308 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
310 missile.takedamage = DAMAGE_YES;
311 missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
312 missile.health = cvar("g_balance_rocketlauncher_health");
313 missile.event_damage = W_Rocket_Damage;
315 missile.movetype = MOVETYPE_FLY;
316 PROJECTILE_MAKETRIGGER(missile);
317 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
318 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
320 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
321 if(g_laserguided_missile && self.laser_on)
322 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
324 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
325 missile.angles = vectoangles (missile.velocity);
327 missile.touch = W_Rocket_Touch;
328 missile.think = W_Rocket_Think;
329 missile.nextthink = time;
330 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
331 missile.flags = FL_PROJECTILE;
333 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
335 // muzzle flash for 1st person view
337 setmodel (flash, "models/flash.md3"); // precision set below
338 SUB_SetFade (flash, time, 0.1);
339 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
340 W_AttachToShotorg(flash, '5 0 0');
345 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
347 float w_rlauncher(float req)
353 // aim and decide to fire if appropriate
354 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
355 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
357 // decide whether to detonate rockets
358 local entity missile, targetlist, targ;
359 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
360 local float selfdamage, teamdamage, enemydamage;
361 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
362 coredamage = cvar("g_balance_rocketlauncher_damage");
363 edgeradius = cvar("g_balance_rocketlauncher_radius");
364 recipricoledgeradius = 1 / edgeradius;
368 targetlist = findchainfloat(bot_attack, TRUE);
369 missile = find(world, classname, "rocket");
372 if (missile.owner != self)
374 missile = find(missile, classname, "rocket");
380 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
381 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
382 // count potential damage according to type of target
384 selfdamage = selfdamage + d;
385 else if (targ.team == self.team && teams_matter)
386 teamdamage = teamdamage + d;
387 else if (bot_shouldattack(targ))
388 enemydamage = enemydamage + d;
391 missile = find(missile, classname, "rocket");
393 local float desirabledamage;
394 desirabledamage = enemydamage;
395 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
396 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
397 if (self.team && teamplay != 1)
398 desirabledamage = desirabledamage - teamdamage;
400 missile = find(world, classname, "rocket");
403 if (missile.owner != self)
405 missile = find(missile, classname, "rocket");
408 makevectors(missile.v_angle);
410 if (skill > 9) // normal players only do this for the target they are tracking
416 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
417 && desirabledamage > 0.1*coredamage
418 )self.BUTTON_ATCK2 = TRUE;
422 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
423 //As the distance gets larger, a correct detonation gets near imposible
424 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
425 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
426 if(self.enemy.classname == "player")
427 if(desirabledamage >= 0.1*coredamage)
428 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
429 self.BUTTON_ATCK2 = TRUE;
430 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
433 missile = find(missile, classname, "rocket");
435 // if we would be doing at X percent of the core damage, detonate it
436 // but don't fire a new shot at the same time!
437 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
438 self.BUTTON_ATCK2 = TRUE;
439 if ((skill > 6.5) && (selfdamage > self.health))
440 self.BUTTON_ATCK2 = FALSE;
441 //if(self.BUTTON_ATCK2 == TRUE)
442 // dprint(ftos(desirabledamage),"\n");
443 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
446 else if (req == WR_THINK)
448 if(g_laserguided_missile)
450 if (self.BUTTON_ATCK && self.rl_release)
453 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
455 if(!rock.rl_detonate_later)
457 rock.rl_detonate_later = TRUE;
462 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
465 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
468 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
473 if (!self.BUTTON_ATCK)
475 if (self.BUTTON_ATCK2)
476 if(self.exteriorweaponentity.attack_finished_single < time)
478 self.exteriorweaponentity.attack_finished_single = time + 0.4;
479 self.laser_on = !self.laser_on;
480 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
481 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
486 if (self.BUTTON_ATCK)
488 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
489 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
492 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
499 if (self.BUTTON_ATCK2)
502 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
504 if(!rock.rl_detonate_later)
506 rock.rl_detonate_later = TRUE;
511 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
515 else if (req == WR_PRECACHE)
517 precache_model ("models/flash.md3");
518 precache_model ("models/weapons/g_rl.md3");
519 precache_model ("models/weapons/v_rl.md3");
520 precache_model ("models/weapons/h_rl.dpm");
521 precache_sound ("weapons/rocket_det.wav");
522 precache_sound ("weapons/rocket_fire.wav");
523 precache_sound ("weapons/rocket_mode.wav");
524 if (g_laserguided_missile)
526 precache_model ("models/laser_dot.mdl"); // rocket launcher
529 else if (req == WR_SETUP)
531 weapon_setup(WEP_ROCKET_LAUNCHER);
534 else if (req == WR_CHECKAMMO1)
536 // don't switch while guiding a missile
537 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
538 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
541 else if (req == WR_CHECKAMMO2)
543 else if (req == WR_SUICIDEMESSAGE)
544 w_deathtypestring = "exploded";
545 else if (req == WR_KILLMESSAGE)
547 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
548 w_deathtypestring = "got too close to #'s rocket";
549 else if(w_deathtype & HITTYPE_SPLASH)
550 w_deathtypestring = "almost dodged #'s rocket";
552 w_deathtypestring = "ate #'s rocket";
554 else if (req == WR_RESETPLAYER)