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1
2 .float rl_sound;
3
4 void W_Rocket_Explode (void)
5 {
6         vector  org2;
7         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
8         org2 = findbetterlocation (self.origin, 16);
9
10         //te_explosion (org2);
11         // LordHavoc: TE_TEI_BIGEXPLOSION
12         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
13         WriteByte (MSG_BROADCAST, 78);
14         WriteCoord (MSG_BROADCAST, org2_x);
15         WriteCoord (MSG_BROADCAST, org2_y);
16         WriteCoord (MSG_BROADCAST, org2_z);
17
18         //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
19         self.event_damage = SUB_Null;
20         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);
21
22         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
23         {
24                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
25                 {
26                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
27                         self.owner.attack_finished = time;
28                         self.owner.switchweapon = w_getbestweapon(self.owner);
29                 }
30                 if(cvar("g_laserguided_missile"))
31                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
32         }
33         remove (self);
34 }
35
36 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
37 {
38         entity head, selected;
39         vector dir;
40         float dist, maxdist,// bestdist,
41                 dot,// bestdot,
42                 points, bestpoints;
43         //bestdist = 9999;
44         //bestdot = -2;
45         bestpoints = 0;
46         maxdist = 800;
47         selected = world;
48
49         makevectors(e.angles);
50
51         head = find(world, classname, "laser_target");
52         while(head)
53         {
54                 points = 0;
55                 dir = normalize(head.origin - self.origin);
56                 dot = dir * v_forward;
57                 dist = vlen(head.origin - self.origin);
58                 if(dist > maxdist)
59                         dist = maxdist;
60
61                 // gain points for being in front
62                 points = points + ((dot+1)*0.5) * 500
63                         * (1 + crandom()*dot_variance);
64                 // gain points for being close away
65                 points = points + (1 - dist/maxdist) * 1000
66                         * (1 + crandom()*dot_variance);
67
68                 traceline(e.origin, head.origin, TRUE, self);
69                 if(trace_fraction < 1)
70                 {
71                         points = 0;
72                 }
73
74                 if(points > bestpoints)//random() > 0.5)//
75                 {
76                         bestpoints = points;
77                         selected = head;
78                 }
79
80                 head = find(head, classname, "laser_target");
81         }
82
83         //bprint(selected.owner.netname);
84         //bprint("\n");
85         return selected;
86 }
87
88 void W_Rocket_Think (void)
89 {
90         entity e;
91         vector desireddir, olddir, newdir;
92         float turnrate;
93         self.nextthink = time;
94         if (time > self.cnt)
95         {
96                 W_Rocket_Explode ();
97                 return;
98         }
99         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
100         {
101                 if(cvar("g_laserguided_missile"))
102                 {
103                         if(!self.owner.button0)
104                                 self.ltime = -1; // indicate that the player has let go of the button
105
106
107                         if(self.owner.deadflag == DEAD_NO)
108                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
109                         {
110                                   W_Rocket_Explode ();
111                                   return;
112                         }
113
114                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
115                         {
116                                 if(self.owner.laser_on)
117                                 {
118                                         if(self.attack_finished < time)
119                                         {
120                                                 self.attack_finished = time + 0.2 + random()*0.3;
121                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
122                                         }
123
124                                         if(!self.enemy)
125                                                 self.enemy = self.owner.weaponentity.lasertarget;
126                                 }
127                                 else self.enemy = world;
128                         }
129                         else // don't allow stealing: always target my owner's laser (if it exists)
130                                 self.enemy = self.owner.weaponentity.lasertarget;
131
132                         if(self.enemy != world)
133                         {
134                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
135                                 if(!self.speed)
136                                         self.speed = vlen(self.velocity);
137                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
138                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
139                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
140                                 olddir = normalize(self.velocity);                              // get my current direction
141                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
142                                 self.velocity = newdir * self.speed;                    // make me fly in the new direction at my flight speed
143                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
144
145                                 self.owner.attack_finished = time + 0.2;
146                         }
147                 }
148                 else
149                 {
150                         if(self.owner.deadflag == DEAD_NO)
151                         if (self.owner.button3)
152                                   W_Rocket_Explode ();
153                 }
154         }
155 }
156
157 void W_Rocket_Touch (void)
158 {
159         if(self.owner && self.owner.lastrocket == self)
160                 self.owner.lastrocket = world;
161         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
162         {
163                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
164                 remove(self);
165                 return;
166         }
167         W_Rocket_Explode ();
168 }
169
170 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
171 {
172         self.health = self.health - damage;
173         if (self.health <= 0)
174         {
175                 self.owner = attacker;
176                 W_Rocket_Explode();
177         }
178 }
179
180 void W_Rocket_Attack (void)
181 {
182         local entity missile;
183         local entity flash;
184
185         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
186                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
187
188         W_SetupShot (self, '15 3 -8', FALSE, 5, "weapons/rocket_fire.ogg");
189         te_smallflash(w_shotorg);
190
191         missile = spawn ();
192         missile.owner = self;
193         self.lastrocket = missile;
194         missile.classname = "missile";
195         missile.bot_dodge = TRUE;
196         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
197
198         missile.takedamage = DAMAGE_YES;
199         missile.damageforcescale = 4;
200         missile.health = 30;
201         missile.event_damage = W_Rocket_Damage;
202
203         missile.movetype = MOVETYPE_FLY;
204         missile.solid = SOLID_BBOX;
205         setmodel (missile, "models/rocket.md3");
206         setsize (missile, '0 0 0', '0 0 0');
207
208         setorigin (missile, w_shotorg);
209         if(cvar("g_laserguided_missile") && self.laser_on)
210                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speed");
211         else
212                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speed");
213         W_SetupProjectileVelocity(missile);
214         missile.angles = vectoangles (missile.velocity);
215
216         missile.touch = W_Rocket_Touch;
217         missile.think = W_Rocket_Think;
218         missile.nextthink = time;
219         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
220         missile.effects = EF_NOSHADOW;
221         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
222         missile.flags = FL_PROJECTILE;
223
224         flash = spawn ();
225         setorigin (flash, w_shotorg);
226         setmodel (flash, "models/flash.md3");
227         flash.angles = vectoangles (w_shotdir);
228         SUB_SetFade (flash, time, 0.4);
229         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
230 }
231
232 float(float req) w_rlauncher =
233 {
234         if (req == WR_AIM)
235         {
236                 // aim and decide to fire if appropriate
237                 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
238                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
239                 {
240                         // decide whether to detonate rockets
241                         local entity missile, targetlist, targ;
242                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
243                         local float selfdamage, teamdamage, enemydamage;
244                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
245                         coredamage = cvar("g_balance_rocketlauncher_damage");
246                         edgeradius = cvar("g_balance_rocketlauncher_radius");
247                         recipricoledgeradius = 1 / edgeradius;
248                         selfdamage = 0;
249                         teamdamage = 0;
250                         enemydamage = 0;
251                         targetlist = findchainfloat(bot_attack, TRUE);
252                         missile = find(world, classname, "missile");
253                         while (missile)
254                         {
255                                 if (missile.owner != self)
256                                 {
257                                         missile = find(missile, classname, "missile");
258                                         continue;
259                                 }
260                                 targ = targetlist;
261                                 while (targ)
262                                 {
263                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
264                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
265                                         // count potential damage according to type of target
266                                         if (targ == self)
267                                                 selfdamage = selfdamage + d;
268                                         else if (targ.team == self.team && teamplay)
269                                                 teamdamage = teamdamage + d;
270                                         else if (bot_shouldattack(targ))
271                                                 enemydamage = enemydamage + d;
272                                         targ = targ.chain;
273                                 }
274                                 missile = find(missile, classname, "missile");
275                         }
276                         local float desirabledamage;
277                         desirabledamage = enemydamage;
278                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
279                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
280                         if (self.team && teamplay == 2)
281                                 desirabledamage = desirabledamage - teamdamage;
282                         
283                         missile = find(world, classname, "missile");
284                         while (missile)
285                         {
286                                 if (missile.owner != self)
287                                 {
288                                         missile = find(missile, classname, "missile");
289                                         continue;
290                                 }
291                                 makevectors(missile.v_angle);
292                                 targ = targetlist;
293                                 if (skill > 9) // normal players only do this for the target they are tracking
294                                 {
295                                         targ = targetlist;
296                                         while (targ)
297                                         {
298                                                 if (
299                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
300                                                         && desirabledamage > 0.1*coredamage
301                                                 )self.button3 = TRUE;
302                                                 targ = targ.chain;
303                                         }
304                                 }else{
305                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
306                                         //As the distance gets larger, a correct detonation gets near imposible
307                                         //Bots are assumed to use the rocket light to see if the rocket gets near a player
308                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
309                                                 if(self.enemy.classname == "player")
310                                                         if(desirabledamage >= 0.1*coredamage)
311                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
312                                                                         self.button3 = TRUE;
313                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
314                                 }
315                                 
316                                 missile = find(missile, classname, "missile");
317                         }
318                         // if we would be doing at X percent of the core damage, detonate it
319                         // but don't fire a new shot at the same time!
320                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
321                                 self.button3 = TRUE;
322                         if ((skill > 6.5) && (selfdamage > self.health))
323                                 self.button3 = FALSE;
324                         //if(self.button3 == TRUE)
325                         //      dprint(ftos(desirabledamage),"\n");
326                         if (self.button3 == TRUE) self.button0 = FALSE;
327                 }
328         }
329         else if (req == WR_THINK)
330         {
331                 if (self.button0)
332                 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
333                 {
334                         W_Rocket_Attack();
335                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
336                 }
337                 if (self.button3)
338                 if(time > self.rl_sound)
339                 {
340                         self.rl_sound = time + 1;
341                         sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
342                 }
343                 if (self.button3)
344                 if(cvar("g_laserguided_missile"))
345                 if(self.exteriorweaponentity.attack_finished < time)
346                 {
347                         self.exteriorweaponentity.attack_finished = time + 0.4;
348                         self.laser_on = !self.laser_on;
349                         sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
350                 }
351         }
352         else if (req == WR_SETUP)
353                 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
354         else if (req == WR_CHECKAMMO1)
355         {
356                 // don't switch while guiding a missile
357                 if ((self.attack_finished <= time || self.weapon != WEP_ROCKET_LAUNCHER)
358                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
359                         return FALSE;
360         }
361         else if (req == WR_CHECKAMMO2)
362                 return FALSE;
363         return TRUE;
364 };