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rocket guiding: no revenge from the grave
[divverent/nexuiz.git] / data / qcsrc / server / w_rocketlauncher.qc
1 .float rl_release;
2 .float rl_detonate_later;
3
4 void W_Rocket_Unregister(float complain)
5 {
6         if(self.owner && self.owner.lastrocket == self)
7         {
8                 self.owner.lastrocket = world;
9                 // self.owner.rl_release = 1;
10         }
11 }
12
13 void W_Rocket_Explode (void)
14 {
15         W_Rocket_Unregister();
16
17         self.event_damage = SUB_Null;
18         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);
19
20         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
21         {
22                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
23                 {
24                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
25                         ATTACK_FINISHED(self.owner) = time;
26                         self.owner.switchweapon = w_getbestweapon(self.owner);
27                 }
28                 if(g_laserguided_missile)
29                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
30         }
31         remove (self);
32 }
33
34 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
35 {
36         entity head, selected;
37         vector dir;
38         float dist, maxdist,// bestdist,
39                 dot,// bestdot,
40                 points, bestpoints;
41         //bestdist = 9999;
42         //bestdot = -2;
43         bestpoints = 0;
44         maxdist = 800;
45         selected = world;
46
47         makevectors(e.angles);
48
49         head = find(world, classname, "laser_target");
50         while(head)
51         {
52                 points = 0;
53                 dir = normalize(head.origin - self.origin);
54                 dot = dir * v_forward;
55                 dist = vlen(head.origin - self.origin);
56                 if(dist > maxdist)
57                         dist = maxdist;
58
59                 // gain points for being in front
60                 points = points + ((dot+1)*0.5) * 500
61                         * (1 + crandom()*dot_variance);
62                 // gain points for being close away
63                 points = points + (1 - dist/maxdist) * 1000
64                         * (1 + crandom()*dot_variance);
65
66                 traceline(e.origin, head.origin, TRUE, self);
67                 if(trace_fraction < 1)
68                 {
69                         points = 0;
70                 }
71
72                 if(points > bestpoints)//random() > 0.5)//
73                 {
74                         bestpoints = points;
75                         selected = head;
76                 }
77
78                 head = find(head, classname, "laser_target");
79         }
80
81         //bprint(selected.owner.netname);
82         //bprint("\n");
83         return selected;
84 }
85
86 void W_Rocket_RemoteExplode()
87 {
88         if(self.owner.deadflag == DEAD_NO)
89         {
90                 if((self.spawnshieldtime >= 0)
91                         ? (time >= self.spawnshieldtime) // timer
92                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
93                 )
94                 {
95                         other = world;
96                         self.projectiledeathtype |= HITTYPE_BOUNCE;
97                         W_Rocket_Explode ();
98                 }
99                 else
100                 {
101                 }
102         }
103 }
104
105 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
106 {
107         if(thisdir * goaldir > maxturn_cos)
108                 return goaldir;
109         float f, m2;
110         vector v;
111         // solve:
112         //   g = normalize(thisdir + goaldir * X)
113         //   thisdir * g = maxturn
114         //
115         //   gg = thisdir + goaldir * X
116         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
117         //
118         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
119         f = thisdir * goaldir;
120         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
121         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
122         m2 = maxturn_cos * maxturn_cos;
123         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
124         return normalize(thisdir + goaldir * v_y); // the larger solution!
125 }
126
127 void W_Rocket_Think (void)
128 {
129         entity e;
130         vector desireddir, olddir, newdir, desiredorigin, goal;
131         float turnrate, velspeed;
132         self.nextthink = time;
133         if (time > self.cnt)
134         {
135                 other = world;
136                 self.projectiledeathtype |= HITTYPE_BOUNCE;
137                 W_Rocket_Explode ();
138                 return;
139         }
140
141         if(g_laserguided_missile)
142         {
143                 // accelerate
144                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
145                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
146                 if (velspeed > 0)
147                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
148         }
149         else
150         {
151                 // accelerate
152                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
153                 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
154                 if (velspeed > 0)
155                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
156         }
157
158         // laser guided, or remote detonation
159         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
160         {
161                 if(g_laserguided_missile)
162                 {
163                         if(self.rl_detonate_later)
164                                 W_Rocket_RemoteExplode();
165
166                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
167                         {
168                                 if(self.owner.laser_on)
169                                 {
170                                         if(self.attack_finished_single < time)
171                                         {
172                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
173                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
174                                         }
175
176                                         if(!self.enemy)
177                                                 self.enemy = self.owner.weaponentity.lasertarget;
178                                 }
179                                 else self.enemy = world;
180                         }
181                         else // don't allow stealing: always target my owner's laser (if it exists)
182                                 self.enemy = self.owner.weaponentity.lasertarget;
183
184                         if(self.enemy != world)
185                         {
186                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
187                                 velspeed = vlen(self.velocity);
188                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
189                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
190                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
191                                 olddir = normalize(self.velocity);                                      // get my current direction
192                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
193                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
194                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
195
196                                 ATTACK_FINISHED(self.owner) = time + 0.2;
197                         }
198                 }
199                 else
200                 {
201                         if(self == self.owner.lastrocket)
202                         if(!self.owner.rl_release)
203                         if(cvar("g_balance_rocketlauncher_guiderate"))
204                         if(time > self.pushltime)
205                         {
206                                 velspeed = vlen(self.velocity);
207
208                                 makevectors(self.owner.v_angle);
209                                 desireddir = v_forward;
210                                 desiredorigin = self.owner.origin + self.owner.view_ofs;
211                                 olddir = normalize(self.velocity);
212
213                                 // now it gets tricky... we want to move like some curve to approximate the target direction
214                                 // but we are limiting the rate at which we can turn!
215                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
216                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * frametime * PI / 180));
217
218                                 self.velocity = newdir * velspeed;
219                         }
220
221                         if(self.rl_detonate_later)
222                                 W_Rocket_RemoteExplode();
223                 }
224         }
225
226         if(self.csqcprojectile_clientanimate == 0)
227                 UpdateCSQCProjectile(self);
228 }
229
230 void W_Rocket_Touch (void)
231 {
232         W_Rocket_Unregister();
233
234         PROJECTILE_TOUCH;
235         W_Rocket_Explode ();
236 }
237
238 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
239 {
240         self.health = self.health - damage;
241         self.angles = vectoangles(self.velocity);
242         if (self.health <= 0)
243                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
244 }
245
246 void W_Rocket_Attack (void)
247 {
248         local entity missile;
249         local entity flash;
250
251         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
252                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
253
254         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav");
255         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
256
257         missile = spawn ();
258         missile.owner = self;
259         self.lastrocket = missile;
260         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
261                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
262         else
263                 missile.spawnshieldtime = -1;
264         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
265         missile.classname = "rocket";
266         missile.bot_dodge = TRUE;
267         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
268
269         missile.takedamage = DAMAGE_YES;
270         missile.damageforcescale = 4;
271         missile.health = cvar("g_balance_rocketlauncher_health");
272         missile.event_damage = W_Rocket_Damage;
273
274         missile.movetype = MOVETYPE_FLY;
275         missile.solid = SOLID_BBOX;
276         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
277         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
278
279         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
280         if(g_laserguided_missile && self.laser_on)
281                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
282         else
283                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
284         W_SetupProjectileVelocity(missile);
285         missile.angles = vectoangles (missile.velocity);
286
287         missile.touch = W_Rocket_Touch;
288         missile.think = W_Rocket_Think;
289         missile.nextthink = time;
290         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
291         missile.flags = FL_PROJECTILE;
292
293         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
294
295         // muzzle flash for 1st person view
296         flash = spawn ();
297         setmodel (flash, "models/flash.md3"); // precision set below
298         SUB_SetFade (flash, time, 0.1);
299         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
300         W_AttachToShotorg(flash, '5 0 0');
301
302         // common properties
303 }
304
305 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
306
307 float w_rlauncher(float req)
308 {
309         entity rock;
310         float rockfound;
311         if (req == WR_AIM)
312         {
313                 // aim and decide to fire if appropriate
314                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
315                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
316                 {
317                         // decide whether to detonate rockets
318                         local entity missile, targetlist, targ;
319                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
320                         local float selfdamage, teamdamage, enemydamage;
321                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
322                         coredamage = cvar("g_balance_rocketlauncher_damage");
323                         edgeradius = cvar("g_balance_rocketlauncher_radius");
324                         recipricoledgeradius = 1 / edgeradius;
325                         selfdamage = 0;
326                         teamdamage = 0;
327                         enemydamage = 0;
328                         targetlist = findchainfloat(bot_attack, TRUE);
329                         missile = find(world, classname, "rocket");
330                         while (missile)
331                         {
332                                 if (missile.owner != self)
333                                 {
334                                         missile = find(missile, classname, "rocket");
335                                         continue;
336                                 }
337                                 targ = targetlist;
338                                 while (targ)
339                                 {
340                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
341                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
342                                         // count potential damage according to type of target
343                                         if (targ == self)
344                                                 selfdamage = selfdamage + d;
345                                         else if (targ.team == self.team && teams_matter)
346                                                 teamdamage = teamdamage + d;
347                                         else if (bot_shouldattack(targ))
348                                                 enemydamage = enemydamage + d;
349                                         targ = targ.chain;
350                                 }
351                                 missile = find(missile, classname, "rocket");
352                         }
353                         local float desirabledamage;
354                         desirabledamage = enemydamage;
355                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
356                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
357                         if (self.team && teamplay != 1)
358                                 desirabledamage = desirabledamage - teamdamage;
359
360                         missile = find(world, classname, "rocket");
361                         while (missile)
362                         {
363                                 if (missile.owner != self)
364                                 {
365                                         missile = find(missile, classname, "rocket");
366                                         continue;
367                                 }
368                                 makevectors(missile.v_angle);
369                                 targ = targetlist;
370                                 if (skill > 9) // normal players only do this for the target they are tracking
371                                 {
372                                         targ = targetlist;
373                                         while (targ)
374                                         {
375                                                 if (
376                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
377                                                         && desirabledamage > 0.1*coredamage
378                                                 )self.BUTTON_ATCK2 = TRUE;
379                                                 targ = targ.chain;
380                                         }
381                                 }else{
382                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
383                                         //As the distance gets larger, a correct detonation gets near imposible
384                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
385                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
386                                                 if(self.enemy.classname == "player")
387                                                         if(desirabledamage >= 0.1*coredamage)
388                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
389                                                                         self.BUTTON_ATCK2 = TRUE;
390                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
391                                 }
392
393                                 missile = find(missile, classname, "rocket");
394                         }
395                         // if we would be doing at X percent of the core damage, detonate it
396                         // but don't fire a new shot at the same time!
397                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
398                                 self.BUTTON_ATCK2 = TRUE;
399                         if ((skill > 6.5) && (selfdamage > self.health))
400                                 self.BUTTON_ATCK2 = FALSE;
401                         //if(self.BUTTON_ATCK2 == TRUE)
402                         //      dprint(ftos(desirabledamage),"\n");
403                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
404                 }
405         }
406         else if (req == WR_THINK)
407         {
408                 if(g_laserguided_missile)
409                 {
410                         if (self.BUTTON_ATCK && self.rl_release)
411                         {
412                                 rockfound = 0;
413                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
414                                 {
415                                         if(!rock.rl_detonate_later)
416                                         {
417                                                 rock.rl_detonate_later = TRUE;
418                                                 rockfound = 1;
419                                         }
420                                 }
421                                 if(rockfound)
422                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
423                                 else
424                                 {
425                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
426                                         {
427                                                 W_Rocket_Attack();
428                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
429                                         }
430                                 }
431                                 self.rl_release = 0;
432                         }
433                         if (!self.BUTTON_ATCK)
434                                 self.rl_release = 1;
435                         if (self.BUTTON_ATCK2)
436                         if(self.exteriorweaponentity.attack_finished_single < time)
437                         {
438                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
439                                 self.laser_on = !self.laser_on;
440                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
441                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
442                         }
443                 }
444                 else
445                 {
446                         if (self.BUTTON_ATCK)
447                         {
448                                 if(self.rl_release)
449                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
450                                 {
451                                         W_Rocket_Attack();
452                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
453                                         self.rl_release = 0;
454                                 }
455                         }
456                         else
457                                 self.rl_release = 1;
458
459                         if (self.BUTTON_ATCK2)
460                         {
461                                 rockfound = 0;
462                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
463                                 {
464                                         if(!rock.rl_detonate_later)
465                                         {
466                                                 rock.rl_detonate_later = TRUE;
467                                                 rockfound = 1;
468                                         }
469                                 }
470                                 if(rockfound)
471                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
472                         }
473                 }
474         }
475         else if (req == WR_PRECACHE)
476         {
477                 precache_model ("models/flash.md3");
478                 precache_model ("models/weapons/g_rl.md3");
479                 precache_model ("models/weapons/v_rl.md3");
480                 precache_model ("models/weapons/h_rl.dpm");
481                 precache_sound ("weapons/rocket_det.wav");
482                 precache_sound ("weapons/rocket_fire.wav");
483                 if (g_laserguided_missile)
484                 {
485                         precache_model ("models/laser_dot.mdl"); // rocket launcher
486                         precache_sound ("weapons/rocket_mode.wav");
487                 }
488         }
489         else if (req == WR_SETUP)
490         {
491                 weapon_setup(WEP_ROCKET_LAUNCHER);
492                 self.rl_release = 1;
493         }
494         else if (req == WR_CHECKAMMO1)
495         {
496                 // don't switch while guiding a missile
497                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
498                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
499                         return FALSE;
500         }
501         else if (req == WR_CHECKAMMO2)
502                 return FALSE;
503         else if (req == WR_SUICIDEMESSAGE)
504                 w_deathtypestring = "exploded";
505         else if (req == WR_KILLMESSAGE)
506         {
507                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
508                         w_deathtypestring = "got too close to #'s rocket";
509                 else if(w_deathtype & HITTYPE_SPLASH)
510                         w_deathtypestring = "almost dodged #'s rocket";
511                 else
512                         w_deathtypestring = "ate #'s rocket";
513         }
514         return TRUE;
515 };