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even more RL fixes
[divverent/nexuiz.git] / data / qcsrc / server / w_rocketlauncher.qc
1
2 .float rl_sound;
3
4 void W_Rocket_Explode (void)
5 {
6         vector  org2;
7         sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);
8         org2 = findbetterlocation (self.origin, 16);
9
10         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
11
12         //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
13         self.event_damage = SUB_Null;
14         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);
15
16         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
17         {
18                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
19                 {
20                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
21                         ATTACK_FINISHED(self.owner) = time;
22                         self.owner.switchweapon = w_getbestweapon(self.owner);
23                 }
24                 if(g_laserguided_missile)
25                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
26         }
27         remove (self);
28 }
29
30 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
31 {
32         entity head, selected;
33         vector dir;
34         float dist, maxdist,// bestdist,
35                 dot,// bestdot,
36                 points, bestpoints;
37         //bestdist = 9999;
38         //bestdot = -2;
39         bestpoints = 0;
40         maxdist = 800;
41         selected = world;
42
43         makevectors(e.angles);
44
45         head = find(world, classname, "laser_target");
46         while(head)
47         {
48                 points = 0;
49                 dir = normalize(head.origin - self.origin);
50                 dot = dir * v_forward;
51                 dist = vlen(head.origin - self.origin);
52                 if(dist > maxdist)
53                         dist = maxdist;
54
55                 // gain points for being in front
56                 points = points + ((dot+1)*0.5) * 500
57                         * (1 + crandom()*dot_variance);
58                 // gain points for being close away
59                 points = points + (1 - dist/maxdist) * 1000
60                         * (1 + crandom()*dot_variance);
61
62                 traceline(e.origin, head.origin, TRUE, self);
63                 if(trace_fraction < 1)
64                 {
65                         points = 0;
66                 }
67
68                 if(points > bestpoints)//random() > 0.5)//
69                 {
70                         bestpoints = points;
71                         selected = head;
72                 }
73
74                 head = find(head, classname, "laser_target");
75         }
76
77         //bprint(selected.owner.netname);
78         //bprint("\n");
79         return selected;
80 }
81
82 void W_Rocket_Think (void)
83 {
84         entity e;
85         vector desireddir, olddir, newdir;
86         float turnrate, velspeed;
87         self.nextthink = time;
88         if (time > self.cnt)
89         {
90                 W_Rocket_Explode ();
91                 return;
92         }
93
94         if(g_laserguided_missile)
95         {
96                 // accelerate
97                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
98                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
99                 if (velspeed > 0)
100                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
101         }
102         else
103         {
104                 // accelerate
105                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
106                 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
107                 if (velspeed > 0)
108                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
109         }
110
111         // laser guided, or remote detonation
112         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
113         {
114                 if(g_laserguided_missile)
115                 {
116                         if(!self.owner.button0)
117                                 self.ltime = -1; // indicate that the player has let go of the button
118
119
120                         if(self.owner.deadflag == DEAD_NO)
121                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
122                         if(time >= self.spawnshieldtime)
123                         {
124                                   W_Rocket_Explode ();
125                                   return;
126                         }
127
128                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
129                         {
130                                 if(self.owner.laser_on)
131                                 {
132                                         if(self.attack_finished_single < time)
133                                         {
134                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
135                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
136                                         }
137
138                                         if(!self.enemy)
139                                                 self.enemy = self.owner.weaponentity.lasertarget;
140                                 }
141                                 else self.enemy = world;
142                         }
143                         else // don't allow stealing: always target my owner's laser (if it exists)
144                                 self.enemy = self.owner.weaponentity.lasertarget;
145
146                         if(self.enemy != world)
147                         {
148                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
149                                 velspeed = vlen(self.velocity);
150                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
151                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
152                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
153                                 olddir = normalize(self.velocity);                                      // get my current direction
154                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
155                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
156                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
157
158                                 ATTACK_FINISHED(self.owner) = time + 0.2;
159                         }
160                 }
161                 else
162                 {
163                         if(self.owner.deadflag == DEAD_NO)
164                         if (self.owner.button3)
165                         if(time >= self.spawnshieldtime)
166                                   W_Rocket_Explode ();
167                 }
168         }
169 }
170
171 void W_Rocket_Touch (void)
172 {
173         if(self.owner && self.owner.lastrocket == self)
174                 self.owner.lastrocket = world;
175         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
176         {
177                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
178                 remove(self);
179                 return;
180         }
181         W_Rocket_Explode ();
182 }
183
184 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
185 {
186         self.health = self.health - damage;
187         self.angles = vectoangles(self.velocity);
188         if (self.health <= 0)
189         {
190                 self.owner = attacker;
191                 W_Rocket_Explode();
192         }
193 }
194
195 void W_Rocket_Attack (void)
196 {
197         local entity missile;
198         local entity flash, flash2;
199
200         if (cvar("g_use_ammunition") && !g_rocketarena)
201                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
202
203         W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
204         //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
205         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
206
207         missile = spawn ();
208         missile.owner = self;
209         self.lastrocket = missile;
210         missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
211         missile.classname = "missile";
212         missile.bot_dodge = TRUE;
213         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
214
215         missile.takedamage = DAMAGE_YES;
216         missile.damageforcescale = 4;
217         missile.health = 30;
218         missile.event_damage = W_Rocket_Damage;
219
220         missile.movetype = MOVETYPE_FLY;
221         missile.solid = SOLID_BBOX;
222         setmodel (missile, "models/rocket.md3"); // precision set below
223         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
224
225         setorigin (missile, w_shotorg);
226         if(g_laserguided_missile && self.laser_on)
227                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
228         else
229                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
230         W_SetupProjectileVelocity(missile);
231         missile.angles = vectoangles (missile.velocity);
232
233         missile.touch = W_Rocket_Touch;
234         missile.think = W_Rocket_Think;
235         missile.nextthink = time;
236         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
237         missile.effects = EF_LOWPRECISION;
238         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
239         missile.flags = FL_PROJECTILE;
240
241         // muzzle flash for 1st person view
242         flash = spawn ();
243         flash.scale = 1.2;
244         flash.angles_z = 180;
245         flash.owner = self;
246         flash.viewmodelforclient = self;
247         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
248         setorigin (flash, '35 8 0');
249         setmodel (flash, "models/flash.md3"); // precision set below
250         setattachment(flash, self.weaponentity, "bone01");
251         SUB_SetFade (flash, time, 0.4);
252
253         // muzzle flash for 3rd person view
254         flash2 = spawn ();
255         flash2.scale = 0.8;
256         flash2.angles_y = 180;
257         flash2.angles_z = 90;
258         setorigin (flash2, '42 0 5');
259         setmodel (flash2, "models/flash.md3"); // precision set below
260         setattachment(flash2, self.exteriorweaponentity, "");
261         SUB_SetFade (flash2, time, 0.4);
262
263         // common properties
264         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
265 }
266
267 float(float req) w_rlauncher =
268 {
269         if (req == WR_AIM)
270         {
271                 // aim and decide to fire if appropriate
272                 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
273                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
274                 {
275                         // decide whether to detonate rockets
276                         local entity missile, targetlist, targ;
277                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
278                         local float selfdamage, teamdamage, enemydamage;
279                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
280                         coredamage = cvar("g_balance_rocketlauncher_damage");
281                         edgeradius = cvar("g_balance_rocketlauncher_radius");
282                         recipricoledgeradius = 1 / edgeradius;
283                         selfdamage = 0;
284                         teamdamage = 0;
285                         enemydamage = 0;
286                         targetlist = findchainfloat(bot_attack, TRUE);
287                         missile = find(world, classname, "missile");
288                         while (missile)
289                         {
290                                 if (missile.owner != self)
291                                 {
292                                         missile = find(missile, classname, "missile");
293                                         continue;
294                                 }
295                                 targ = targetlist;
296                                 while (targ)
297                                 {
298                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
299                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
300                                         // count potential damage according to type of target
301                                         if (targ == self)
302                                                 selfdamage = selfdamage + d;
303                                         else if (targ.team == self.team && teamplay)
304                                                 teamdamage = teamdamage + d;
305                                         else if (bot_shouldattack(targ))
306                                                 enemydamage = enemydamage + d;
307                                         targ = targ.chain;
308                                 }
309                                 missile = find(missile, classname, "missile");
310                         }
311                         local float desirabledamage;
312                         desirabledamage = enemydamage;
313                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
314                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
315                         if (self.team && teamplay == 2)
316                                 desirabledamage = desirabledamage - teamdamage;
317
318                         missile = find(world, classname, "missile");
319                         while (missile)
320                         {
321                                 if (missile.owner != self)
322                                 {
323                                         missile = find(missile, classname, "missile");
324                                         continue;
325                                 }
326                                 makevectors(missile.v_angle);
327                                 targ = targetlist;
328                                 if (skill > 9) // normal players only do this for the target they are tracking
329                                 {
330                                         targ = targetlist;
331                                         while (targ)
332                                         {
333                                                 if (
334                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
335                                                         && desirabledamage > 0.1*coredamage
336                                                 )self.button3 = TRUE;
337                                                 targ = targ.chain;
338                                         }
339                                 }else{
340                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
341                                         //As the distance gets larger, a correct detonation gets near imposible
342                                         //Bots are assumed to use the rocket light to see if the rocket gets near a player
343                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
344                                                 if(self.enemy.classname == "player")
345                                                         if(desirabledamage >= 0.1*coredamage)
346                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
347                                                                         self.button3 = TRUE;
348                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
349                                 }
350
351                                 missile = find(missile, classname, "missile");
352                         }
353                         // if we would be doing at X percent of the core damage, detonate it
354                         // but don't fire a new shot at the same time!
355                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
356                                 self.button3 = TRUE;
357                         if ((skill > 6.5) && (selfdamage > self.health))
358                                 self.button3 = FALSE;
359                         //if(self.button3 == TRUE)
360                         //      dprint(ftos(desirabledamage),"\n");
361                         if (self.button3 == TRUE) self.button0 = FALSE;
362                 }
363         }
364         else if (req == WR_THINK)
365         {
366                 if (self.button0)
367                 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
368                 {
369                         W_Rocket_Attack();
370                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
371                 }
372                 if (self.button3)
373                 if(time > self.rl_sound)
374                 {
375                         self.rl_sound = time + 1;
376                         sound (self, CHAN_BODY, "weapons/rocket_det.wav", 0.5, ATTN_NORM);
377                 }
378                 if (self.button3)
379                 if(g_laserguided_missile)
380                 if(self.exteriorweaponentity.attack_finished_single < time)
381                 {
382                         self.exteriorweaponentity.attack_finished_single = time + 0.4;
383                         self.laser_on = !self.laser_on;
384                         sound (self, CHAN_AUTO, "weapons/tink1.wav", 1, ATTN_NORM);
385                 }
386         }
387         else if (req == WR_PRECACHE)
388         {
389                 precache_model ("models/flash.md3");
390                 precache_model ("models/rocket.md3");
391                 precache_model ("models/weapons/g_rl.md3");
392                 precache_model ("models/weapons/v_rl.md3");
393                 precache_model ("models/weapons/w_rl.zym");
394                 precache_sound ("weapons/rocket_det.wav");
395                 precache_sound ("weapons/rocket_fire.wav");
396                 precache_sound ("weapons/rocket_fly.wav");
397                 precache_sound ("weapons/rocket_impact.wav");
398                 if (g_laserguided_missile)
399                         precache_model ("models/laser_dot.mdl"); // rocket launcher
400         }
401         else if (req == WR_SETUP)
402                 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
403         else if (req == WR_CHECKAMMO1)
404         {
405                 // don't switch while guiding a missile
406                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
407                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
408                         return FALSE;
409         }
410         else if (req == WR_CHECKAMMO2)
411                 return FALSE;
412         else if (req == WR_REGISTER)
413                 weapon_register(WEP_ROCKET_LAUNCHER, cvar("g_balance_rocketlauncher_ammo"));
414         return TRUE;
415 };