2 .float rl_detonate_later;
4 void W_Rocket_Unregister()
6 if(self.owner && self.owner.lastrocket == self)
8 self.owner.lastrocket = world;
9 // self.owner.rl_release = 1;
13 void W_Rocket_Explode (void)
15 W_Rocket_Unregister();
17 if(other.takedamage == DAMAGE_AIM)
18 if(other.classname == "player")
19 if(IsDifferentTeam(self.owner, other))
21 announce(self.owner, "announcer/male/airshot.wav");
23 self.event_damage = SUB_Null;
24 self.takedamage = DAMAGE_NO;
25 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);
27 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
29 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
31 self.owner.cnt = WEP_ROCKET_LAUNCHER;
32 ATTACK_FINISHED(self.owner) = time;
33 self.owner.switchweapon = w_getbestweapon(self.owner);
35 if(g_laserguided_missile)
36 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
41 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
43 entity head, selected;
45 float dist, maxdist,// bestdist,
54 makevectors(e.angles);
56 head = find(world, classname, "laser_target");
60 dir = normalize(head.origin - self.origin);
61 dot = dir * v_forward;
62 dist = vlen(head.origin - self.origin);
66 // gain points for being in front
67 points = points + ((dot+1)*0.5) * 500
68 * (1 + crandom()*dot_variance);
69 // gain points for being close away
70 points = points + (1 - dist/maxdist) * 1000
71 * (1 + crandom()*dot_variance);
73 traceline(e.origin, head.origin, TRUE, self);
74 if(trace_fraction < 1)
79 if(points > bestpoints)//random() > 0.5)//
85 head = find(head, classname, "laser_target");
88 //bprint(selected.owner.netname);
93 void W_Rocket_RemoteExplode()
95 if(self.owner.deadflag == DEAD_NO)
96 if(self.owner.lastrocket)
98 if((self.spawnshieldtime >= 0)
99 ? (time >= self.spawnshieldtime) // timer
100 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
104 self.projectiledeathtype |= HITTYPE_BOUNCE;
113 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
115 if(thisdir * goaldir > maxturn_cos)
120 // g = normalize(thisdir + goaldir * X)
121 // thisdir * g = maxturn
123 // gg = thisdir + goaldir * X
124 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
126 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
127 f = thisdir * goaldir;
128 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
129 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
130 m2 = maxturn_cos * maxturn_cos;
131 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
132 return normalize(thisdir + goaldir * v_y); // the larger solution!
135 void W_Rocket_Think (void)
138 vector desireddir, olddir, newdir, desiredorigin, goal;
139 float turnrate, velspeed, f;
140 self.nextthink = time;
144 self.projectiledeathtype |= HITTYPE_BOUNCE;
149 if(g_laserguided_missile)
152 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
153 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
155 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
160 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
161 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
163 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
166 // laser guided, or remote detonation
167 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
169 if(g_laserguided_missile)
171 if(self.rl_detonate_later)
172 W_Rocket_RemoteExplode();
174 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
176 if(self.owner.laser_on)
178 if(self.attack_finished_single < time)
180 self.attack_finished_single = time + 0.2 + random()*0.3;
181 self.enemy = FindLaserTarget(self, 0.7, 0.7);
185 self.enemy = self.owner.weaponentity.lasertarget;
187 else self.enemy = world;
189 else // don't allow stealing: always target my owner's laser (if it exists)
190 self.enemy = self.owner.weaponentity.lasertarget;
192 if(self.enemy != world)
194 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
195 velspeed = vlen(self.velocity);
196 e = self.enemy;//self.owner.weaponentity.lasertarget;
197 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
198 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
199 olddir = normalize(self.velocity); // get my current direction
200 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
201 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
202 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
204 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
209 if(self == self.owner.lastrocket)
210 if(!self.owner.rl_release)
211 if(cvar("g_balance_rocketlauncher_guiderate"))
212 if(time > self.pushltime)
213 if(self.owner.deadflag == DEAD_NO)
215 f = min(1, (time - self.pushltime) / cvar("g_balance_rocketlauncher_guideratedelay"));
216 velspeed = vlen(self.velocity);
218 makevectors(self.owner.v_angle);
219 desireddir = v_forward;
220 desiredorigin = self.owner.origin + self.owner.view_ofs;
221 olddir = normalize(self.velocity);
223 // now it gets tricky... we want to move like some curve to approximate the target direction
224 // but we are limiting the rate at which we can turn!
225 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
226 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * PI / 180));
228 self.velocity = newdir * velspeed;
231 if(self.rl_detonate_later)
232 W_Rocket_RemoteExplode();
236 if(self.csqcprojectile_clientanimate == 0)
237 UpdateCSQCProjectile(self);
240 void W_Rocket_Touch (void)
242 W_Rocket_Unregister();
248 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
250 if (self.health <= 0)
252 self.health = self.health - damage;
253 self.angles = vectoangles(self.velocity);
254 if (self.health <= 0)
255 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
258 void W_Rocket_Attack (void)
260 local entity missile;
263 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
264 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
266 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
267 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
270 missile.owner = self;
271 self.lastrocket = missile;
272 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
273 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
275 missile.spawnshieldtime = -1;
276 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
277 missile.classname = "rocket";
278 missile.bot_dodge = TRUE;
279 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
281 missile.takedamage = DAMAGE_YES;
282 missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
283 missile.health = cvar("g_balance_rocketlauncher_health");
284 missile.event_damage = W_Rocket_Damage;
286 missile.movetype = MOVETYPE_FLY;
287 PROJECTILE_MAKETRIGGER(missile);
288 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
289 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
291 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
292 if(g_laserguided_missile && self.laser_on)
293 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart") * g_weaponspeedfactor;
295 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart") * g_weaponspeedfactor;
296 W_SetupProjectileVelocity(missile);
297 missile.angles = vectoangles (missile.velocity);
299 missile.touch = W_Rocket_Touch;
300 missile.think = W_Rocket_Think;
301 missile.nextthink = time;
302 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
303 missile.flags = FL_PROJECTILE;
305 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
307 // muzzle flash for 1st person view
309 setmodel (flash, "models/flash.md3"); // precision set below
310 SUB_SetFade (flash, time, 0.1);
311 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
312 W_AttachToShotorg(flash, '5 0 0');
317 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
319 float w_rlauncher(float req)
325 // aim and decide to fire if appropriate
326 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
327 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
329 // decide whether to detonate rockets
330 local entity missile, targetlist, targ;
331 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
332 local float selfdamage, teamdamage, enemydamage;
333 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
334 coredamage = cvar("g_balance_rocketlauncher_damage");
335 edgeradius = cvar("g_balance_rocketlauncher_radius");
336 recipricoledgeradius = 1 / edgeradius;
340 targetlist = findchainfloat(bot_attack, TRUE);
341 missile = find(world, classname, "rocket");
344 if (missile.owner != self)
346 missile = find(missile, classname, "rocket");
352 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
353 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
354 // count potential damage according to type of target
356 selfdamage = selfdamage + d;
357 else if (targ.team == self.team && teams_matter)
358 teamdamage = teamdamage + d;
359 else if (bot_shouldattack(targ))
360 enemydamage = enemydamage + d;
363 missile = find(missile, classname, "rocket");
365 local float desirabledamage;
366 desirabledamage = enemydamage;
367 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
368 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
369 if (self.team && teamplay != 1)
370 desirabledamage = desirabledamage - teamdamage;
372 missile = find(world, classname, "rocket");
375 if (missile.owner != self)
377 missile = find(missile, classname, "rocket");
380 makevectors(missile.v_angle);
382 if (skill > 9) // normal players only do this for the target they are tracking
388 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
389 && desirabledamage > 0.1*coredamage
390 )self.BUTTON_ATCK2 = TRUE;
394 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
395 //As the distance gets larger, a correct detonation gets near imposible
396 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
397 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
398 if(self.enemy.classname == "player")
399 if(desirabledamage >= 0.1*coredamage)
400 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
401 self.BUTTON_ATCK2 = TRUE;
402 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
405 missile = find(missile, classname, "rocket");
407 // if we would be doing at X percent of the core damage, detonate it
408 // but don't fire a new shot at the same time!
409 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
410 self.BUTTON_ATCK2 = TRUE;
411 if ((skill > 6.5) && (selfdamage > self.health))
412 self.BUTTON_ATCK2 = FALSE;
413 //if(self.BUTTON_ATCK2 == TRUE)
414 // dprint(ftos(desirabledamage),"\n");
415 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
418 else if (req == WR_THINK)
420 if(g_laserguided_missile)
422 if (self.BUTTON_ATCK && self.rl_release)
425 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
427 if(!rock.rl_detonate_later)
429 rock.rl_detonate_later = TRUE;
434 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
437 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
440 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
445 if (!self.BUTTON_ATCK)
447 if (self.BUTTON_ATCK2)
448 if(self.exteriorweaponentity.attack_finished_single < time)
450 self.exteriorweaponentity.attack_finished_single = time + 0.4;
451 self.laser_on = !self.laser_on;
452 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
453 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
458 if (self.BUTTON_ATCK)
460 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
461 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
464 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
471 if (self.BUTTON_ATCK2)
474 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
476 if(!rock.rl_detonate_later)
478 rock.rl_detonate_later = TRUE;
483 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
487 else if (req == WR_PRECACHE)
489 precache_model ("models/flash.md3");
490 precache_model ("models/weapons/g_rl.md3");
491 precache_model ("models/weapons/v_rl.md3");
492 precache_model ("models/weapons/h_rl.dpm");
493 precache_sound ("weapons/rocket_det.wav");
494 precache_sound ("weapons/rocket_fire.wav");
495 if (g_laserguided_missile)
497 precache_model ("models/laser_dot.mdl"); // rocket launcher
498 precache_sound ("weapons/rocket_mode.wav");
501 else if (req == WR_SETUP)
503 weapon_setup(WEP_ROCKET_LAUNCHER);
506 else if (req == WR_CHECKAMMO1)
508 // don't switch while guiding a missile
509 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
510 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
513 else if (req == WR_CHECKAMMO2)
515 else if (req == WR_SUICIDEMESSAGE)
516 w_deathtypestring = "exploded";
517 else if (req == WR_KILLMESSAGE)
519 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
520 w_deathtypestring = "got too close to #'s rocket";
521 else if(w_deathtype & HITTYPE_SPLASH)
522 w_deathtypestring = "almost dodged #'s rocket";
524 w_deathtypestring = "ate #'s rocket";