]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_rocketlauncher.qc
whereever event_damage is set (or damageforcescale), also set takedamage
[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         self.takedamage = DAMAGE_NO;
19         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);
20
21         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
22         {
23                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
24                 {
25                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
26                         ATTACK_FINISHED(self.owner) = time;
27                         self.owner.switchweapon = w_getbestweapon(self.owner);
28                 }
29                 if(g_laserguided_missile)
30                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
31         }
32         remove (self);
33 }
34
35 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
36 {
37         entity head, selected;
38         vector dir;
39         float dist, maxdist,// bestdist,
40                 dot,// bestdot,
41                 points, bestpoints;
42         //bestdist = 9999;
43         //bestdot = -2;
44         bestpoints = 0;
45         maxdist = 800;
46         selected = world;
47
48         makevectors(e.angles);
49
50         head = find(world, classname, "laser_target");
51         while(head)
52         {
53                 points = 0;
54                 dir = normalize(head.origin - self.origin);
55                 dot = dir * v_forward;
56                 dist = vlen(head.origin - self.origin);
57                 if(dist > maxdist)
58                         dist = maxdist;
59
60                 // gain points for being in front
61                 points = points + ((dot+1)*0.5) * 500
62                         * (1 + crandom()*dot_variance);
63                 // gain points for being close away
64                 points = points + (1 - dist/maxdist) * 1000
65                         * (1 + crandom()*dot_variance);
66
67                 traceline(e.origin, head.origin, TRUE, self);
68                 if(trace_fraction < 1)
69                 {
70                         points = 0;
71                 }
72
73                 if(points > bestpoints)//random() > 0.5)//
74                 {
75                         bestpoints = points;
76                         selected = head;
77                 }
78
79                 head = find(head, classname, "laser_target");
80         }
81
82         //bprint(selected.owner.netname);
83         //bprint("\n");
84         return selected;
85 }
86
87 void W_Rocket_RemoteExplode()
88 {
89         if(self.owner.deadflag == DEAD_NO)
90         if(self.owner.lastrocket)
91         {
92                 if((self.spawnshieldtime >= 0)
93                         ? (time >= self.spawnshieldtime) // timer
94                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
95                 )
96                 {
97                         other = world;
98                         self.projectiledeathtype |= HITTYPE_BOUNCE;
99                         W_Rocket_Explode ();
100                 }
101                 else
102                 {
103                 }
104         }
105 }
106
107 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
108 {
109         if(thisdir * goaldir > maxturn_cos)
110                 return goaldir;
111         float f, m2;
112         vector v;
113         // solve:
114         //   g = normalize(thisdir + goaldir * X)
115         //   thisdir * g = maxturn
116         //
117         //   gg = thisdir + goaldir * X
118         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
119         //
120         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
121         f = thisdir * goaldir;
122         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
123         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
124         m2 = maxturn_cos * maxturn_cos;
125         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
126         return normalize(thisdir + goaldir * v_y); // the larger solution!
127 }
128
129 void W_Rocket_Think (void)
130 {
131         entity e;
132         vector desireddir, olddir, newdir, desiredorigin, goal;
133         float turnrate, velspeed, f;
134         self.nextthink = time;
135         if (time > self.cnt)
136         {
137                 other = world;
138                 self.projectiledeathtype |= HITTYPE_BOUNCE;
139                 W_Rocket_Explode ();
140                 return;
141         }
142
143         if(g_laserguided_missile)
144         {
145                 // accelerate
146                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
147                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
148                 if (velspeed > 0)
149                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
150         }
151         else
152         {
153                 // accelerate
154                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
155                 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
156                 if (velspeed > 0)
157                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
158         }
159
160         // laser guided, or remote detonation
161         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
162         {
163                 if(g_laserguided_missile)
164                 {
165                         if(self.rl_detonate_later)
166                                 W_Rocket_RemoteExplode();
167
168                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
169                         {
170                                 if(self.owner.laser_on)
171                                 {
172                                         if(self.attack_finished_single < time)
173                                         {
174                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
175                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
176                                         }
177
178                                         if(!self.enemy)
179                                                 self.enemy = self.owner.weaponentity.lasertarget;
180                                 }
181                                 else self.enemy = world;
182                         }
183                         else // don't allow stealing: always target my owner's laser (if it exists)
184                                 self.enemy = self.owner.weaponentity.lasertarget;
185
186                         if(self.enemy != world)
187                         {
188                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
189                                 velspeed = vlen(self.velocity);
190                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
191                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
192                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
193                                 olddir = normalize(self.velocity);                                      // get my current direction
194                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
195                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
196                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
197
198                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
199                         }
200                 }
201                 else
202                 {
203                         if(self == self.owner.lastrocket)
204                         if(!self.owner.rl_release)
205                         if(cvar("g_balance_rocketlauncher_guiderate"))
206                         if(time > self.pushltime)
207                         if(self.owner.deadflag == DEAD_NO)
208                         {
209                                 f = min(1, (time - self.pushltime) / cvar("g_balance_rocketlauncher_guideratedelay"));
210                                 velspeed = vlen(self.velocity);
211
212                                 makevectors(self.owner.v_angle);
213                                 desireddir = v_forward;
214                                 desiredorigin = self.owner.origin + self.owner.view_ofs;
215                                 olddir = normalize(self.velocity);
216
217                                 // now it gets tricky... we want to move like some curve to approximate the target direction
218                                 // but we are limiting the rate at which we can turn!
219                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
220                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * PI / 180));
221
222                                 self.velocity = newdir * velspeed;
223                         }
224
225                         if(self.rl_detonate_later)
226                                 W_Rocket_RemoteExplode();
227                 }
228         }
229
230         if(self.csqcprojectile_clientanimate == 0)
231                 UpdateCSQCProjectile(self);
232 }
233
234 void W_Rocket_Touch (void)
235 {
236         W_Rocket_Unregister();
237
238         PROJECTILE_TOUCH;
239         W_Rocket_Explode ();
240 }
241
242 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
243 {
244         if (self.health <= 0)
245                 return;
246         self.health = self.health - damage;
247         self.angles = vectoangles(self.velocity);
248         if (self.health <= 0)
249                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
250 }
251
252 void W_Rocket_Attack (void)
253 {
254         local entity missile;
255         local entity flash;
256
257         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
258                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
259
260         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
261         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
262
263         missile = spawn ();
264         missile.owner = self;
265         self.lastrocket = missile;
266         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
267                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
268         else
269                 missile.spawnshieldtime = -1;
270         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
271         missile.classname = "rocket";
272         missile.bot_dodge = TRUE;
273         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
274
275         missile.takedamage = DAMAGE_YES;
276         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
277         missile.health = cvar("g_balance_rocketlauncher_health");
278         missile.event_damage = W_Rocket_Damage;
279
280         missile.movetype = MOVETYPE_FLY;
281         PROJECTILE_MAKETRIGGER(missile);
282         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
283         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
284
285         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
286         if(g_laserguided_missile && self.laser_on)
287                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart") * g_weaponspeedfactor;
288         else
289                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart") * g_weaponspeedfactor;
290         W_SetupProjectileVelocity(missile);
291         missile.angles = vectoangles (missile.velocity);
292
293         missile.touch = W_Rocket_Touch;
294         missile.think = W_Rocket_Think;
295         missile.nextthink = time;
296         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
297         missile.flags = FL_PROJECTILE;
298
299         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
300
301         // muzzle flash for 1st person view
302         flash = spawn ();
303         setmodel (flash, "models/flash.md3"); // precision set below
304         SUB_SetFade (flash, time, 0.1);
305         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
306         W_AttachToShotorg(flash, '5 0 0');
307
308         // common properties
309 }
310
311 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
312
313 float w_rlauncher(float req)
314 {
315         entity rock;
316         float rockfound;
317         if (req == WR_AIM)
318         {
319                 // aim and decide to fire if appropriate
320                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
321                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
322                 {
323                         // decide whether to detonate rockets
324                         local entity missile, targetlist, targ;
325                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
326                         local float selfdamage, teamdamage, enemydamage;
327                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
328                         coredamage = cvar("g_balance_rocketlauncher_damage");
329                         edgeradius = cvar("g_balance_rocketlauncher_radius");
330                         recipricoledgeradius = 1 / edgeradius;
331                         selfdamage = 0;
332                         teamdamage = 0;
333                         enemydamage = 0;
334                         targetlist = findchainfloat(bot_attack, TRUE);
335                         missile = find(world, classname, "rocket");
336                         while (missile)
337                         {
338                                 if (missile.owner != self)
339                                 {
340                                         missile = find(missile, classname, "rocket");
341                                         continue;
342                                 }
343                                 targ = targetlist;
344                                 while (targ)
345                                 {
346                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
347                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
348                                         // count potential damage according to type of target
349                                         if (targ == self)
350                                                 selfdamage = selfdamage + d;
351                                         else if (targ.team == self.team && teams_matter)
352                                                 teamdamage = teamdamage + d;
353                                         else if (bot_shouldattack(targ))
354                                                 enemydamage = enemydamage + d;
355                                         targ = targ.chain;
356                                 }
357                                 missile = find(missile, classname, "rocket");
358                         }
359                         local float desirabledamage;
360                         desirabledamage = enemydamage;
361                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
362                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
363                         if (self.team && teamplay != 1)
364                                 desirabledamage = desirabledamage - teamdamage;
365
366                         missile = find(world, classname, "rocket");
367                         while (missile)
368                         {
369                                 if (missile.owner != self)
370                                 {
371                                         missile = find(missile, classname, "rocket");
372                                         continue;
373                                 }
374                                 makevectors(missile.v_angle);
375                                 targ = targetlist;
376                                 if (skill > 9) // normal players only do this for the target they are tracking
377                                 {
378                                         targ = targetlist;
379                                         while (targ)
380                                         {
381                                                 if (
382                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
383                                                         && desirabledamage > 0.1*coredamage
384                                                 )self.BUTTON_ATCK2 = TRUE;
385                                                 targ = targ.chain;
386                                         }
387                                 }else{
388                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
389                                         //As the distance gets larger, a correct detonation gets near imposible
390                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
391                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
392                                                 if(self.enemy.classname == "player")
393                                                         if(desirabledamage >= 0.1*coredamage)
394                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
395                                                                         self.BUTTON_ATCK2 = TRUE;
396                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
397                                 }
398
399                                 missile = find(missile, classname, "rocket");
400                         }
401                         // if we would be doing at X percent of the core damage, detonate it
402                         // but don't fire a new shot at the same time!
403                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
404                                 self.BUTTON_ATCK2 = TRUE;
405                         if ((skill > 6.5) && (selfdamage > self.health))
406                                 self.BUTTON_ATCK2 = FALSE;
407                         //if(self.BUTTON_ATCK2 == TRUE)
408                         //      dprint(ftos(desirabledamage),"\n");
409                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
410                 }
411         }
412         else if (req == WR_THINK)
413         {
414                 if(g_laserguided_missile)
415                 {
416                         if (self.BUTTON_ATCK && self.rl_release)
417                         {
418                                 rockfound = 0;
419                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
420                                 {
421                                         if(!rock.rl_detonate_later)
422                                         {
423                                                 rock.rl_detonate_later = TRUE;
424                                                 rockfound = 1;
425                                         }
426                                 }
427                                 if(rockfound)
428                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
429                                 else
430                                 {
431                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
432                                         {
433                                                 W_Rocket_Attack();
434                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
435                                         }
436                                 }
437                                 self.rl_release = 0;
438                         }
439                         if (!self.BUTTON_ATCK)
440                                 self.rl_release = 1;
441                         if (self.BUTTON_ATCK2)
442                         if(self.exteriorweaponentity.attack_finished_single < time)
443                         {
444                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
445                                 self.laser_on = !self.laser_on;
446                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
447                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
448                         }
449                 }
450                 else
451                 {
452                         if (self.BUTTON_ATCK)
453                         {
454                                 if(self.rl_release)
455                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
456                                 {
457                                         W_Rocket_Attack();
458                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
459                                         self.rl_release = 0;
460                                 }
461                         }
462                         else
463                                 self.rl_release = 1;
464
465                         if (self.BUTTON_ATCK2)
466                         {
467                                 rockfound = 0;
468                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
469                                 {
470                                         if(!rock.rl_detonate_later)
471                                         {
472                                                 rock.rl_detonate_later = TRUE;
473                                                 rockfound = 1;
474                                         }
475                                 }
476                                 if(rockfound)
477                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
478                         }
479                 }
480         }
481         else if (req == WR_PRECACHE)
482         {
483                 precache_model ("models/flash.md3");
484                 precache_model ("models/weapons/g_rl.md3");
485                 precache_model ("models/weapons/v_rl.md3");
486                 precache_model ("models/weapons/h_rl.dpm");
487                 precache_sound ("weapons/rocket_det.wav");
488                 precache_sound ("weapons/rocket_fire.wav");
489                 if (g_laserguided_missile)
490                 {
491                         precache_model ("models/laser_dot.mdl"); // rocket launcher
492                         precache_sound ("weapons/rocket_mode.wav");
493                 }
494         }
495         else if (req == WR_SETUP)
496         {
497                 weapon_setup(WEP_ROCKET_LAUNCHER);
498                 self.rl_release = 1;
499         }
500         else if (req == WR_CHECKAMMO1)
501         {
502                 // don't switch while guiding a missile
503                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
504                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
505                         return FALSE;
506         }
507         else if (req == WR_CHECKAMMO2)
508                 return FALSE;
509         else if (req == WR_SUICIDEMESSAGE)
510                 w_deathtypestring = "exploded";
511         else if (req == WR_KILLMESSAGE)
512         {
513                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
514                         w_deathtypestring = "got too close to #'s rocket";
515                 else if(w_deathtype & HITTYPE_SPLASH)
516                         w_deathtypestring = "almost dodged #'s rocket";
517                 else
518                         w_deathtypestring = "ate #'s rocket";
519         }
520         return TRUE;
521 };