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new gamemode: "Last Man Standing" (g_lms)
[divverent/nexuiz.git] / data / qcsrc / gamec / w_rocketlauncher.c
1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_deselect_01;
4 void() rlauncher_select_01;
5
6 float() rlauncher_check =
7 {
8         if (self.attack_finished > time  // don't switch while guiding a missile
9                 || self.ammo_rockets >= 3)
10                 return TRUE;
11         return FALSE;
12 };
13
14 void(float req) w_rlauncher =
15 {
16         if (req == WR_IDLE)
17                 rlauncher_ready_01();
18         else if (req == WR_FIRE1)
19                 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
20         else if (req == WR_FIRE2 && cvar("g_homing_missile"))
21         {
22                 if(self.exteriorweaponentity.attack_finished < time)
23                 {
24                         self.exteriorweaponentity.attack_finished = time + 0.4;
25                         self.laser_on = !self.laser_on;
26                         sound (self, CHAN_AUTO, "weapons/tink1.wav", 1, ATTN_NORM);
27                 }
28         }
29         else if (req == WR_RAISE)
30                 rlauncher_select_01();
31         else if (req == WR_UPDATECOUNTS)
32                 self.currentammo = self.ammo_rockets;
33         else if (req == WR_DROP)
34                 rlauncher_deselect_01();
35         else if (req == WR_SETUP)
36                 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
37         else if (req == WR_CHECKAMMO)
38                 weapon_hasammo = rlauncher_check();
39 };
40
41
42 void W_Rocket_Explode (void)
43 {
44         vector  org2;
45         org2 = findbetterlocation (self.origin);
46         te_explosion (org2);
47         effect (org2, "models/sprites/rocketexplosion.spr32", 0, 26, 30);
48         sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);
49
50         self.event_damage = SUB_Null;
51         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), IT_ROCKET_LAUNCHER);
52
53         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
54         {
55                 if(cvar("g_homing_missile"))
56                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
57         }
58
59         remove (self);
60 }
61
62 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
63 {
64         entity head, selected;
65         vector dir;
66         float dist, maxdist,// bestdist,
67                 dot,// bestdot,
68                 points, bestpoints;
69         //bestdist = 9999;
70         //bestdot = -2;
71         bestpoints = 0;
72         maxdist = 800;
73         selected = world;
74
75         makevectors(e.angles);
76
77         head = find(world, classname, "laser_target");
78         while(head)
79         {
80                 points = 0;
81                 dir = normalize(head.origin - self.origin);
82                 dot = dir * v_forward;
83                 dist = vlen(head.origin - self.origin);
84                 if(dist > maxdist)
85                         dist = maxdist;
86
87                 // gain points for being in front
88                 points = points + ((dot+1)*0.5) * 500
89                         * (1 + crandom()*dot_variance);
90                 // gain points for being close away
91                 points = points + (1 - dist/maxdist) * 1000
92                         * (1 + crandom()*dot_variance);
93
94                 traceline(e.origin, head.origin, TRUE, self);
95                 if(trace_fraction < 1)
96                 {
97                         points = 0;
98                 }
99
100                 if(points > bestpoints)//random() > 0.5)//
101                 {
102                         bestpoints = points;
103                         selected = head;
104                 }
105
106
107                 /*
108                 dot = dir * v_forward;
109                 if(dot > bestdot * (1 + crandom()*dot_variance))
110                 {
111                         dist = vlen(head.origin - self.origin);
112                         if(dist < bestdist * (1 + crandom()*dist_variance))
113                         {
114                                 traceline(e.origin, head.origin, TRUE, self);
115                                 if(trace_fraction >= 1)
116                                 {
117                                 }
118                         }
119                 }
120                 */
121                 head = find(head, classname, "laser_target");
122         }
123
124         //bprint(selected.owner.netname);
125         //bprint("\n");
126         return selected;
127 }
128
129 void W_Rocket_Think (void)
130 {
131         entity e;
132         vector desireddir, olddir, newdir;
133         float turnrate;
134         self.nextthink = time;
135         if (time > self.cnt)
136         {
137                 W_Rocket_Explode ();
138                 return;
139         }
140         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
141         {
142                 if(cvar("g_homing_missile"))
143                 {
144                         if(!self.owner.button0)
145                                 self.ltime = -1; // indicate that the player has let go of the button
146
147
148                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
149                         {
150                                   W_Rocket_Explode ();
151                                   return;
152                         }
153
154                         if(cvar("g_balance_rocketlauncher_homing_allow_steal"))
155                         {
156                                 if(self.owner.laser_on)
157                                 {
158                                         if(self.attack_finished < time)
159                                         {
160                                                 self.attack_finished = time + 0.2 + random()*0.3;
161                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
162                                         }
163
164                                         if(!self.enemy)
165                                                 self.enemy = self.owner.weaponentity.lasertarget;
166                                 }
167                                 else self.enemy = world;
168                         }
169                         else // don't allow stealing: always target my owner's laser (if it exists)
170                                 self.enemy = self.owner.weaponentity.lasertarget;
171
172                         if(self.enemy != world)
173                         {
174                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
175                                 if(!self.speed)
176                                         self.speed = vlen(self.velocity);
177                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
178                                 turnrate = cvar("g_balance_rocketlauncher_homing_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) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
182                                 self.velocity = newdir * self.speed;                    // 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                                 self.owner.attack_finished = time + 0.2;
186                         }
187                 }
188                 else
189                 {
190                         if (self.owner.button3)
191                                   W_Rocket_Explode ();
192                 }
193         }
194 }
195
196 void W_Rocket_Touch (void)
197 {
198         if (pointcontents (self.origin) == CONTENT_SKY)
199         {
200                 remove (self);
201                 return;
202         }
203         else
204                 W_Rocket_Explode ();
205 }
206
207 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
208 {
209         self.health = self.health - damage;
210         if (self.health <= 0)
211                 W_Rocket_Explode();
212 }
213
214 void W_Rocket_Attack (void)
215 {
216         local entity missile;
217         local entity flash;
218         local vector org;
219         sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);
220         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
221                 self.ammo_rockets = self.ammo_rockets - 3;
222         self.punchangle_x = -4;
223         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 3 + v_up * -11;
224         te_smallflash(org);
225
226         missile = spawn ();
227         missile.owner = self;
228         missile.classname = "missile";
229
230         missile.takedamage = DAMAGE_YES;
231         missile.damageforcescale = 4;
232         missile.health = 30;
233         missile.event_damage = W_Rocket_Damage;
234
235         missile.movetype = MOVETYPE_FLY;
236         missile.solid = SOLID_BBOX;
237         setmodel (missile, "models/rocket.md3");
238         setsize (missile, '0 0 0', '0 0 0');
239
240         setorigin (missile, org);
241         if(cvar("g_homing_missile") && self.laser_on)
242                 missile.velocity = v_forward * cvar("g_balance_rocketlauncher_homing_speed");
243         else
244                 missile.velocity = v_forward * cvar("g_balance_rocketlauncher_speed");
245         missile.angles = vectoangles (missile.velocity);
246
247         missile.touch = W_Rocket_Touch;
248         missile.think = W_Rocket_Think;
249         missile.nextthink = time;
250         missile.cnt = time + 9;
251         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
252
253         flash = spawn ();
254         setorigin (flash, org);
255         setmodel (flash, "models/flash.md3");
256         flash.velocity = v_forward * 20;
257         flash.angles = vectoangles (flash.velocity);
258         SUB_SetFade (flash, time, 0.4);
259         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
260 }
261
262 // weapon frames
263
264 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
265 void()  rlauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); self.laser_on = 1;};
266 void()  rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);  self.laser_on = 0;};
267 void()  rlauncher_fire1_01 =
268 {
269         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
270         weapon_thinkf(WFRAME_FIRE1, 0.3, rlauncher_ready_01);
271 };