]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_rocketlauncher.qc
argh, fix typo
[divverent/nexuiz.git] / data / qcsrc / server / w_rocketlauncher.qc
1 .float rl_release;
2 .float rl_detonate_later;
3
4 void W_Rocket_Unregister()
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") * W_WeaponRateFactor();
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         if(self.owner.lastrocket)
90         {
91                 if((self.spawnshieldtime >= 0)
92                         ? (time >= self.spawnshieldtime) // timer
93                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
94                 )
95                 {
96                         other = world;
97                         self.projectiledeathtype |= HITTYPE_BOUNCE;
98                         W_Rocket_Explode ();
99                 }
100                 else
101                 {
102                 }
103         }
104 }
105
106 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
107 {
108         if(thisdir * goaldir > maxturn_cos)
109                 return goaldir;
110         float f, m2;
111         vector v;
112         // solve:
113         //   g = normalize(thisdir + goaldir * X)
114         //   thisdir * g = maxturn
115         //
116         //   gg = thisdir + goaldir * X
117         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
118         //
119         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
120         f = thisdir * goaldir;
121         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
122         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
123         m2 = maxturn_cos * maxturn_cos;
124         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
125         return normalize(thisdir + goaldir * v_y); // the larger solution!
126 }
127
128 void W_Rocket_Think (void)
129 {
130         entity e;
131         vector desireddir, olddir, newdir, desiredorigin, goal;
132         float turnrate, velspeed, f;
133         self.nextthink = time;
134         if (time > self.cnt)
135         {
136                 other = world;
137                 self.projectiledeathtype |= HITTYPE_BOUNCE;
138                 W_Rocket_Explode ();
139                 return;
140         }
141
142         if(g_laserguided_missile)
143         {
144                 // accelerate
145                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
146                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
147                 if (velspeed > 0)
148                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
149         }
150         else
151         {
152                 // accelerate
153                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
154                 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
155                 if (velspeed > 0)
156                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
157         }
158
159         // laser guided, or remote detonation
160         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
161         {
162                 if(g_laserguided_missile)
163                 {
164                         if(self.rl_detonate_later)
165                                 W_Rocket_RemoteExplode();
166
167                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
168                         {
169                                 if(self.owner.laser_on)
170                                 {
171                                         if(self.attack_finished_single < time)
172                                         {
173                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
174                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
175                                         }
176
177                                         if(!self.enemy)
178                                                 self.enemy = self.owner.weaponentity.lasertarget;
179                                 }
180                                 else self.enemy = world;
181                         }
182                         else // don't allow stealing: always target my owner's laser (if it exists)
183                                 self.enemy = self.owner.weaponentity.lasertarget;
184
185                         if(self.enemy != world)
186                         {
187                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
188                                 velspeed = vlen(self.velocity);
189                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
190                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
191                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
192                                 olddir = normalize(self.velocity);                                      // get my current direction
193                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
194                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
195                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
196
197                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
198                         }
199                 }
200                 else
201                 {
202                         if(self == self.owner.lastrocket)
203                         if(!self.owner.rl_release)
204                         if(cvar("g_balance_rocketlauncher_guiderate"))
205                         if(time > self.pushltime)
206                         if(self.owner.deadflag == DEAD_NO)
207                         {
208                                 f = min(1, (time - self.pushltime) / cvar("g_balance_rocketlauncher_guideratedelay"));
209                                 velspeed = vlen(self.velocity);
210
211                                 makevectors(self.owner.v_angle);
212                                 desireddir = v_forward;
213                                 desiredorigin = self.owner.origin + self.owner.view_ofs;
214                                 olddir = normalize(self.velocity);
215
216                                 // now it gets tricky... we want to move like some curve to approximate the target direction
217                                 // but we are limiting the rate at which we can turn!
218                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
219                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * PI / 180));
220
221                                 self.velocity = newdir * velspeed;
222                         }
223
224                         if(self.rl_detonate_later)
225                                 W_Rocket_RemoteExplode();
226                 }
227         }
228
229         if(self.csqcprojectile_clientanimate == 0)
230                 UpdateCSQCProjectile(self);
231 }
232
233 void W_Rocket_Touch (void)
234 {
235         W_Rocket_Unregister();
236
237         PROJECTILE_TOUCH;
238         W_Rocket_Explode ();
239 }
240
241 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
242 {
243         if (self.health <= 0)
244                 return;
245         self.health = self.health - damage;
246         self.angles = vectoangles(self.velocity);
247         if (self.health <= 0)
248                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
249 }
250
251 void W_Rocket_Attack (void)
252 {
253         local entity missile;
254         local entity flash;
255
256         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
257                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
258
259         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
260         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
261
262         missile = spawn ();
263         missile.owner = self;
264         self.lastrocket = missile;
265         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
266                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
267         else
268                 missile.spawnshieldtime = -1;
269         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
270         missile.classname = "rocket";
271         missile.bot_dodge = TRUE;
272         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
273
274         missile.takedamage = DAMAGE_YES;
275         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
276         missile.health = cvar("g_balance_rocketlauncher_health");
277         missile.event_damage = W_Rocket_Damage;
278
279         missile.movetype = MOVETYPE_FLY;
280         PROJECTILE_MAKETRIGGER(missile);
281         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
282         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
283
284         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
285         if(g_laserguided_missile && self.laser_on)
286                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart") * g_weaponspeedfactor;
287         else
288                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart") * g_weaponspeedfactor;
289         W_SetupProjectileVelocity(missile);
290         missile.angles = vectoangles (missile.velocity);
291
292         missile.touch = W_Rocket_Touch;
293         missile.think = W_Rocket_Think;
294         missile.nextthink = time;
295         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
296         missile.flags = FL_PROJECTILE;
297
298         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
299
300         // muzzle flash for 1st person view
301         flash = spawn ();
302         setmodel (flash, "models/flash.md3"); // precision set below
303         SUB_SetFade (flash, time, 0.1);
304         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
305         W_AttachToShotorg(flash, '5 0 0');
306
307         // common properties
308 }
309
310 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
311
312 float w_rlauncher(float req)
313 {
314         entity rock;
315         float rockfound;
316         if (req == WR_AIM)
317         {
318                 // aim and decide to fire if appropriate
319                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
320                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
321                 {
322                         // decide whether to detonate rockets
323                         local entity missile, targetlist, targ;
324                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
325                         local float selfdamage, teamdamage, enemydamage;
326                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
327                         coredamage = cvar("g_balance_rocketlauncher_damage");
328                         edgeradius = cvar("g_balance_rocketlauncher_radius");
329                         recipricoledgeradius = 1 / edgeradius;
330                         selfdamage = 0;
331                         teamdamage = 0;
332                         enemydamage = 0;
333                         targetlist = findchainfloat(bot_attack, TRUE);
334                         missile = find(world, classname, "rocket");
335                         while (missile)
336                         {
337                                 if (missile.owner != self)
338                                 {
339                                         missile = find(missile, classname, "rocket");
340                                         continue;
341                                 }
342                                 targ = targetlist;
343                                 while (targ)
344                                 {
345                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
346                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
347                                         // count potential damage according to type of target
348                                         if (targ == self)
349                                                 selfdamage = selfdamage + d;
350                                         else if (targ.team == self.team && teams_matter)
351                                                 teamdamage = teamdamage + d;
352                                         else if (bot_shouldattack(targ))
353                                                 enemydamage = enemydamage + d;
354                                         targ = targ.chain;
355                                 }
356                                 missile = find(missile, classname, "rocket");
357                         }
358                         local float desirabledamage;
359                         desirabledamage = enemydamage;
360                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
361                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
362                         if (self.team && teamplay != 1)
363                                 desirabledamage = desirabledamage - teamdamage;
364
365                         missile = find(world, classname, "rocket");
366                         while (missile)
367                         {
368                                 if (missile.owner != self)
369                                 {
370                                         missile = find(missile, classname, "rocket");
371                                         continue;
372                                 }
373                                 makevectors(missile.v_angle);
374                                 targ = targetlist;
375                                 if (skill > 9) // normal players only do this for the target they are tracking
376                                 {
377                                         targ = targetlist;
378                                         while (targ)
379                                         {
380                                                 if (
381                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
382                                                         && desirabledamage > 0.1*coredamage
383                                                 )self.BUTTON_ATCK2 = TRUE;
384                                                 targ = targ.chain;
385                                         }
386                                 }else{
387                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
388                                         //As the distance gets larger, a correct detonation gets near imposible
389                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
390                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
391                                                 if(self.enemy.classname == "player")
392                                                         if(desirabledamage >= 0.1*coredamage)
393                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
394                                                                         self.BUTTON_ATCK2 = TRUE;
395                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
396                                 }
397
398                                 missile = find(missile, classname, "rocket");
399                         }
400                         // if we would be doing at X percent of the core damage, detonate it
401                         // but don't fire a new shot at the same time!
402                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
403                                 self.BUTTON_ATCK2 = TRUE;
404                         if ((skill > 6.5) && (selfdamage > self.health))
405                                 self.BUTTON_ATCK2 = FALSE;
406                         //if(self.BUTTON_ATCK2 == TRUE)
407                         //      dprint(ftos(desirabledamage),"\n");
408                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
409                 }
410         }
411         else if (req == WR_THINK)
412         {
413                 if(g_laserguided_missile)
414                 {
415                         if (self.BUTTON_ATCK && self.rl_release)
416                         {
417                                 rockfound = 0;
418                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
419                                 {
420                                         if(!rock.rl_detonate_later)
421                                         {
422                                                 rock.rl_detonate_later = TRUE;
423                                                 rockfound = 1;
424                                         }
425                                 }
426                                 if(rockfound)
427                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
428                                 else
429                                 {
430                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
431                                         {
432                                                 W_Rocket_Attack();
433                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
434                                         }
435                                 }
436                                 self.rl_release = 0;
437                         }
438                         if (!self.BUTTON_ATCK)
439                                 self.rl_release = 1;
440                         if (self.BUTTON_ATCK2)
441                         if(self.exteriorweaponentity.attack_finished_single < time)
442                         {
443                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
444                                 self.laser_on = !self.laser_on;
445                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
446                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
447                         }
448                 }
449                 else
450                 {
451                         if (self.BUTTON_ATCK)
452                         {
453                                 if(self.rl_release)
454                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
455                                 {
456                                         W_Rocket_Attack();
457                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
458                                         self.rl_release = 0;
459                                 }
460                         }
461                         else
462                                 self.rl_release = 1;
463
464                         if (self.BUTTON_ATCK2)
465                         {
466                                 rockfound = 0;
467                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
468                                 {
469                                         if(!rock.rl_detonate_later)
470                                         {
471                                                 rock.rl_detonate_later = TRUE;
472                                                 rockfound = 1;
473                                         }
474                                 }
475                                 if(rockfound)
476                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
477                         }
478                 }
479         }
480         else if (req == WR_PRECACHE)
481         {
482                 precache_model ("models/flash.md3");
483                 precache_model ("models/weapons/g_rl.md3");
484                 precache_model ("models/weapons/v_rl.md3");
485                 precache_model ("models/weapons/h_rl.dpm");
486                 precache_sound ("weapons/rocket_det.wav");
487                 precache_sound ("weapons/rocket_fire.wav");
488                 if (g_laserguided_missile)
489                 {
490                         precache_model ("models/laser_dot.mdl"); // rocket launcher
491                         precache_sound ("weapons/rocket_mode.wav");
492                 }
493         }
494         else if (req == WR_SETUP)
495         {
496                 weapon_setup(WEP_ROCKET_LAUNCHER);
497                 self.rl_release = 1;
498         }
499         else if (req == WR_CHECKAMMO1)
500         {
501                 // don't switch while guiding a missile
502                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
503                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
504                         return FALSE;
505         }
506         else if (req == WR_CHECKAMMO2)
507                 return FALSE;
508         else if (req == WR_SUICIDEMESSAGE)
509                 w_deathtypestring = "exploded";
510         else if (req == WR_KILLMESSAGE)
511         {
512                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
513                         w_deathtypestring = "got too close to #'s rocket";
514                 else if(w_deathtype & HITTYPE_SPLASH)
515                         w_deathtypestring = "almost dodged #'s rocket";
516                 else
517                         w_deathtypestring = "ate #'s rocket";
518         }
519         return TRUE;
520 };