]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_rocketlauncher.c
renamed almost all weapon cvars, added distinct cvars for primary/secondary
[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
6 float() rlauncher_check =
7 {
8         if ((self.attack_finished > time && self.weapon == WEP_ROCKET_LAUNCHER)  // don't switch while guiding a missile
9                 || self.ammo_rockets >= cvar("g_balance_rocketlauncher_ammo"))
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.ogg", 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         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
46         org2 = findbetterlocation (self.origin);
47         te_explosion (org2);
48         effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
49         self.event_damage = SUB_Null;
50         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);
51
52         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
53         {
54                 if(cvar("g_homing_missile"))
55                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
56         }
57         remove (self);
58 }
59
60 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
61 {
62         entity head, selected;
63         vector dir;
64         float dist, maxdist,// bestdist,
65                 dot,// bestdot,
66                 points, bestpoints;
67         //bestdist = 9999;
68         //bestdot = -2;
69         bestpoints = 0;
70         maxdist = 800;
71         selected = world;
72
73         makevectors(e.angles);
74
75         head = find(world, classname, "laser_target");
76         while(head)
77         {
78                 points = 0;
79                 dir = normalize(head.origin - self.origin);
80                 dot = dir * v_forward;
81                 dist = vlen(head.origin - self.origin);
82                 if(dist > maxdist)
83                         dist = maxdist;
84
85                 // gain points for being in front
86                 points = points + ((dot+1)*0.5) * 500
87                         * (1 + crandom()*dot_variance);
88                 // gain points for being close away
89                 points = points + (1 - dist/maxdist) * 1000
90                         * (1 + crandom()*dot_variance);
91
92                 traceline(e.origin, head.origin, TRUE, self);
93                 if(trace_fraction < 1)
94                 {
95                         points = 0;
96                 }
97
98                 if(points > bestpoints)//random() > 0.5)//
99                 {
100                         bestpoints = points;
101                         selected = head;
102                 }
103
104
105                 /*
106                 dot = dir * v_forward;
107                 if(dot > bestdot * (1 + crandom()*dot_variance))
108                 {
109                         dist = vlen(head.origin - self.origin);
110                         if(dist < bestdist * (1 + crandom()*dist_variance))
111                         {
112                                 traceline(e.origin, head.origin, TRUE, self);
113                                 if(trace_fraction >= 1)
114                                 {
115                                 }
116                         }
117                 }
118                 */
119                 head = find(head, classname, "laser_target");
120         }
121
122         //bprint(selected.owner.netname);
123         //bprint("\n");
124         return selected;
125 }
126
127 void W_Rocket_Think (void)
128 {
129         entity e;
130         vector desireddir, olddir, newdir;
131         float turnrate;
132         self.nextthink = time;
133         if (time > self.cnt)
134         {
135                 W_Rocket_Explode ();
136                 return;
137         }
138         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
139         {
140                 if(cvar("g_homing_missile"))
141                 {
142                         if(!self.owner.button0)
143                                 self.ltime = -1; // indicate that the player has let go of the button
144
145
146                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
147                         {
148                                   W_Rocket_Explode ();
149                                   return;
150                         }
151
152                         if(cvar("g_balance_rocketlauncher_homing_allow_steal"))
153                         {
154                                 if(self.owner.laser_on)
155                                 {
156                                         if(self.attack_finished < time)
157                                         {
158                                                 self.attack_finished = time + 0.2 + random()*0.3;
159                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
160                                         }
161
162                                         if(!self.enemy)
163                                                 self.enemy = self.owner.weaponentity.lasertarget;
164                                 }
165                                 else self.enemy = world;
166                         }
167                         else // don't allow stealing: always target my owner's laser (if it exists)
168                                 self.enemy = self.owner.weaponentity.lasertarget;
169
170                         if(self.enemy != world)
171                         {
172                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
173                                 if(!self.speed)
174                                         self.speed = vlen(self.velocity);
175                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
176                                 turnrate = cvar("g_balance_rocketlauncher_homing_turnrate");//0.65;                                             // how fast to turn
177                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
178                                 olddir = normalize(self.velocity);                              // get my current direction
179                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
180                                 self.velocity = newdir * self.speed;                    // make me fly in the new direction at my flight speed
181                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
182
183                                 self.owner.attack_finished = time + 0.2;
184                         }
185                 }
186                 else
187                 {
188                         if (self.owner.button3)
189                                   W_Rocket_Explode ();
190                 }
191         }
192 }
193
194 void W_Rocket_Touch (void)
195 {
196         if (pointcontents (self.origin) == CONTENT_SKY)
197         {
198                 remove (self);
199                 return;
200         }
201         else
202                 W_Rocket_Explode ();
203 }
204
205 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
206 {
207         self.health = self.health - damage;
208         if (self.health <= 0)
209                 W_Rocket_Explode();
210 }
211
212 void W_Rocket_Attack (void)
213 {
214         local entity missile;
215         local entity flash;
216         local vector org;
217
218         local vector trueaim;
219         trueaim = W_TrueAim();
220
221         sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
222         if (self.items & IT_STRENGTH) {
223                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
224         }
225
226         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
227                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
228         self.punchangle_x = -4;
229         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 3 + v_up * -11;
230         te_smallflash(org);
231
232         missile = spawn ();
233         missile.owner = self;
234         missile.classname = "missile";
235
236         missile.takedamage = DAMAGE_YES;
237         missile.damageforcescale = 4;
238         missile.health = 30;
239         missile.event_damage = W_Rocket_Damage;
240
241         missile.movetype = MOVETYPE_FLY;
242         missile.solid = SOLID_BBOX;
243         setmodel (missile, "models/rocket.md3");
244         setsize (missile, '0 0 0', '0 0 0');
245
246         setorigin (missile, org);
247         if(cvar("g_homing_missile") && self.laser_on)
248                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_homing_speed");
249         else
250                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
251         missile.angles = vectoangles (missile.velocity);
252
253         missile.touch = W_Rocket_Touch;
254         missile.think = W_Rocket_Think;
255         missile.nextthink = time;
256         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
257         missile.effects = EF_NOSHADOW;
258         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
259
260         flash = spawn ();
261         setorigin (flash, org);
262         setmodel (flash, "models/flash.md3");
263         flash.velocity = v_forward * 20;
264         flash.angles = vectoangles (flash.velocity);
265         SUB_SetFade (flash, time, 0.4);
266         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
267 }
268
269 // weapon frames
270
271 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
272 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;};
273 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;};
274 void()  rlauncher_fire1_01 =
275 {
276         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
277         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);
278 };