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