]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_rocketlauncher.c
fixed repeating sound with weapons stay
[divverent/nexuiz.git] / data / qcsrc / server / 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 .float rl_sound;
6
7 float() rlauncher_check =
8 {
9         if ((self.attack_finished > time && self.weapon == WEP_ROCKET_LAUNCHER)  // don't switch while guiding a missile
10                 || self.ammo_rockets >= cvar("g_balance_rocketlauncher_ammo"))
11                 return TRUE;
12         return FALSE;
13 };
14
15 void(float req) w_rlauncher =
16 {
17         if (req == WR_IDLE)
18                 rlauncher_ready_01();
19         else if (req == WR_FIRE1)
20                 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
21         else if (req == WR_FIRE2)
22         {
23                 if(time > self.rl_sound)
24                 {
25                         self.rl_sound = time + 1;
26                         sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
27                 }
28                 if(cvar("g_laserguided_missile"))
29                 if(self.exteriorweaponentity.attack_finished < time)
30                 {
31                         self.exteriorweaponentity.attack_finished = time + 0.4;
32                         self.laser_on = !self.laser_on;
33                         sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
34                 }
35         }
36         else if (req == WR_RAISE)
37                 rlauncher_select_01();
38         else if (req == WR_UPDATECOUNTS)
39                 self.currentammo = self.ammo_rockets;
40         else if (req == WR_DROP)
41                 rlauncher_deselect_01();
42         else if (req == WR_SETUP)
43                 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
44         else if (req == WR_CHECKAMMO)
45                 weapon_hasammo = rlauncher_check();
46 };
47
48
49 void W_Rocket_Explode (void)
50 {
51         vector  org2;
52         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
53         org2 = findbetterlocation (self.origin);
54         te_explosion (org2);
55         effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
56         self.event_damage = SUB_Null;
57         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);
58
59         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
60         {
61                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
62                 {
63                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
64                         self.owner.attack_finished = time;
65                         self.owner.switchweapon = w_getbestweapon(self.owner);
66                 }
67                 if(cvar("g_laserguided_missile"))
68                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
69         }
70         remove (self);
71 }
72
73 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
74 {
75         entity head, selected;
76         vector dir;
77         float dist, maxdist,// bestdist,
78                 dot,// bestdot,
79                 points, bestpoints;
80         //bestdist = 9999;
81         //bestdot = -2;
82         bestpoints = 0;
83         maxdist = 800;
84         selected = world;
85
86         makevectors(e.angles);
87
88         head = find(world, classname, "laser_target");
89         while(head)
90         {
91                 points = 0;
92                 dir = normalize(head.origin - self.origin);
93                 dot = dir * v_forward;
94                 dist = vlen(head.origin - self.origin);
95                 if(dist > maxdist)
96                         dist = maxdist;
97
98                 // gain points for being in front
99                 points = points + ((dot+1)*0.5) * 500
100                         * (1 + crandom()*dot_variance);
101                 // gain points for being close away
102                 points = points + (1 - dist/maxdist) * 1000
103                         * (1 + crandom()*dot_variance);
104
105                 traceline(e.origin, head.origin, TRUE, self);
106                 if(trace_fraction < 1)
107                 {
108                         points = 0;
109                 }
110
111                 if(points > bestpoints)//random() > 0.5)//
112                 {
113                         bestpoints = points;
114                         selected = head;
115                 }
116
117
118                 /*
119                 dot = dir * v_forward;
120                 if(dot > bestdot * (1 + crandom()*dot_variance))
121                 {
122                         dist = vlen(head.origin - self.origin);
123                         if(dist < bestdist * (1 + crandom()*dist_variance))
124                         {
125                                 traceline(e.origin, head.origin, TRUE, self);
126                                 if(trace_fraction >= 1)
127                                 {
128                                 }
129                         }
130                 }
131                 */
132                 head = find(head, classname, "laser_target");
133         }
134
135         //bprint(selected.owner.netname);
136         //bprint("\n");
137         return selected;
138 }
139
140 void W_Rocket_Think (void)
141 {
142         entity e;
143         vector desireddir, olddir, newdir;
144         float turnrate;
145         self.nextthink = time;
146         if (time > self.cnt)
147         {
148                 W_Rocket_Explode ();
149                 return;
150         }
151         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
152         {
153                 if(cvar("g_laserguided_missile"))
154                 {
155                         if(!self.owner.button0)
156                                 self.ltime = -1; // indicate that the player has let go of the button
157
158
159                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
160                         {
161                                   W_Rocket_Explode ();
162                                   return;
163                         }
164
165                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
166                         {
167                                 if(self.owner.laser_on)
168                                 {
169                                         if(self.attack_finished < time)
170                                         {
171                                                 self.attack_finished = time + 0.2 + random()*0.3;
172                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
173                                         }
174
175                                         if(!self.enemy)
176                                                 self.enemy = self.owner.weaponentity.lasertarget;
177                                 }
178                                 else self.enemy = world;
179                         }
180                         else // don't allow stealing: always target my owner's laser (if it exists)
181                                 self.enemy = self.owner.weaponentity.lasertarget;
182
183                         if(self.enemy != world)
184                         {
185                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
186                                 if(!self.speed)
187                                         self.speed = 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) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
193                                 self.velocity = newdir * self.speed;                    // 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                                 self.owner.attack_finished = time + 0.2;
197                         }
198                 }
199                 else
200                 {
201                         if (self.owner.button3)
202                                   W_Rocket_Explode ();
203                 }
204         }
205 }
206
207 void W_Rocket_Touch (void)
208 {
209         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
210         {
211                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
212                 remove(self);
213                 return;
214         }
215         W_Rocket_Explode ();
216 }
217
218 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
219 {
220         self.health = self.health - damage;
221         if (self.health <= 0)
222         {
223                 self.owner = attacker;
224                 W_Rocket_Explode();
225         }
226 }
227
228 void W_Rocket_Attack (void)
229 {
230         local entity missile;
231         local entity flash;
232         local vector org;
233
234         local vector trueaim;
235         trueaim = W_TrueAim();
236
237         sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
238         if (self.items & IT_STRENGTH)
239                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
240
241         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
242                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
243         self.punchangle_x = -4;
244
245         org = W_MuzzleOrigin (self, '15 3 -11');
246         te_smallflash(org);
247
248         missile = spawn ();
249         missile.owner = self;
250         missile.classname = "missile";
251
252         missile.takedamage = DAMAGE_YES;
253         missile.damageforcescale = 4;
254         missile.health = 30;
255         missile.event_damage = W_Rocket_Damage;
256
257         missile.movetype = MOVETYPE_FLY;
258         missile.solid = SOLID_BBOX;
259         setmodel (missile, "models/rocket.md3");
260         setsize (missile, '0 0 0', '0 0 0');
261
262         setorigin (missile, org);
263         if(cvar("g_laserguided_missile") && self.laser_on)
264                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
265         else
266                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
267         missile.angles = vectoangles (missile.velocity);
268
269         missile.touch = W_Rocket_Touch;
270         missile.think = W_Rocket_Think;
271         missile.nextthink = time;
272         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
273         missile.effects = EF_NOSHADOW;
274         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
275
276         flash = spawn ();
277         setorigin (flash, org);
278         setmodel (flash, "models/flash.md3");
279         flash.velocity = v_forward * 20;
280         flash.angles = vectoangles (flash.velocity);
281         SUB_SetFade (flash, time, 0.4);
282         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
283 }
284
285 // weapon frames
286
287 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
288 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;};
289 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;};
290 void()  rlauncher_fire1_01 =
291 {
292         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
293         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);
294 };