]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_rocketlauncher.qc
fix some precaches
[divverent/nexuiz.git] / data / qcsrc / server / w_rocketlauncher.qc
1 .float rl_release;
2 .float rl_detonate_later;
3
4 void W_Rocket_Explode (void)
5 {
6         self.event_damage = SUB_Null;
7         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);
8
9         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
10         {
11                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
12                 {
13                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
14                         ATTACK_FINISHED(self.owner) = time;
15                         self.owner.switchweapon = w_getbestweapon(self.owner);
16                 }
17                 if(g_laserguided_missile)
18                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
19         }
20         remove (self);
21 }
22
23 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
24 {
25         entity head, selected;
26         vector dir;
27         float dist, maxdist,// bestdist,
28                 dot,// bestdot,
29                 points, bestpoints;
30         //bestdist = 9999;
31         //bestdot = -2;
32         bestpoints = 0;
33         maxdist = 800;
34         selected = world;
35
36         makevectors(e.angles);
37
38         head = find(world, classname, "laser_target");
39         while(head)
40         {
41                 points = 0;
42                 dir = normalize(head.origin - self.origin);
43                 dot = dir * v_forward;
44                 dist = vlen(head.origin - self.origin);
45                 if(dist > maxdist)
46                         dist = maxdist;
47
48                 // gain points for being in front
49                 points = points + ((dot+1)*0.5) * 500
50                         * (1 + crandom()*dot_variance);
51                 // gain points for being close away
52                 points = points + (1 - dist/maxdist) * 1000
53                         * (1 + crandom()*dot_variance);
54
55                 traceline(e.origin, head.origin, TRUE, self);
56                 if(trace_fraction < 1)
57                 {
58                         points = 0;
59                 }
60
61                 if(points > bestpoints)//random() > 0.5)//
62                 {
63                         bestpoints = points;
64                         selected = head;
65                 }
66
67                 head = find(head, classname, "laser_target");
68         }
69
70         //bprint(selected.owner.netname);
71         //bprint("\n");
72         return selected;
73 }
74
75 void W_Rocket_RemoteExplode()
76 {
77         if(self.owner.deadflag == DEAD_NO)
78         {
79                 if((self.spawnshieldtime >= 0)
80                         ? (time >= self.spawnshieldtime) // timer
81                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
82                 )
83                 {
84                         other = world;
85                         self.projectiledeathtype |= HITTYPE_BOUNCE;
86                         W_Rocket_Explode ();
87                 }
88                 else
89                 {
90                 }
91         }
92 }
93
94 void W_Rocket_Think (void)
95 {
96         entity e;
97         vector desireddir, olddir, newdir;
98         float turnrate, velspeed;
99         self.nextthink = time;
100         if (time > self.cnt)
101         {
102                 other = world;
103                 self.projectiledeathtype |= HITTYPE_BOUNCE;
104                 W_Rocket_Explode ();
105                 return;
106         }
107
108         if(g_laserguided_missile)
109         {
110                 // accelerate
111                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
112                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
113                 if (velspeed > 0)
114                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
115         }
116         else
117         {
118                 // accelerate
119                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
120                 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
121                 if (velspeed > 0)
122                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
123         }
124
125         // laser guided, or remote detonation
126         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
127         {
128                 if(g_laserguided_missile)
129                 {
130                         if(self.rl_detonate_later)
131                                 W_Rocket_RemoteExplode();
132
133                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
134                         {
135                                 if(self.owner.laser_on)
136                                 {
137                                         if(self.attack_finished_single < time)
138                                         {
139                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
140                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
141                                         }
142
143                                         if(!self.enemy)
144                                                 self.enemy = self.owner.weaponentity.lasertarget;
145                                 }
146                                 else self.enemy = world;
147                         }
148                         else // don't allow stealing: always target my owner's laser (if it exists)
149                                 self.enemy = self.owner.weaponentity.lasertarget;
150
151                         if(self.enemy != world)
152                         {
153                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
154                                 velspeed = vlen(self.velocity);
155                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
156                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
157                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
158                                 olddir = normalize(self.velocity);                                      // get my current direction
159                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
160                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
161                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
162
163                                 ATTACK_FINISHED(self.owner) = time + 0.2;
164                         }
165                 }
166                 else
167                 {
168                         if(self.rl_detonate_later)
169                                 W_Rocket_RemoteExplode();
170                 }
171         }
172
173         if(self.csqcprojectile_clientanimate == 0)
174                 UpdateCSQCProjectile(self);
175 }
176
177 void W_Rocket_Touch (void)
178 {
179         if(self.owner && self.owner.lastrocket == self)
180                 self.owner.lastrocket = world;
181         PROJECTILE_TOUCH;
182         W_Rocket_Explode ();
183 }
184
185 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
186 {
187         self.health = self.health - damage;
188         self.angles = vectoangles(self.velocity);
189         if (self.health <= 0)
190                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
191 }
192
193 void W_Rocket_Attack (void)
194 {
195         local entity missile;
196         local entity flash, flash2;
197
198         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
199                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
200
201         W_SetupShot (self, FALSE, 5, "weapons/rocket_fire.wav");
202         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
203
204         missile = spawn ();
205         missile.owner = self;
206         self.lastrocket = missile;
207         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
208                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
209         else
210                 missile.spawnshieldtime = -1;
211         missile.classname = "rocket";
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 = cvar("g_balance_rocketlauncher_health");
218         missile.event_damage = W_Rocket_Damage;
219
220         missile.movetype = MOVETYPE_FLY;
221         missile.solid = SOLID_BBOX;
222         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
223         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
224
225         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
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.flags = FL_PROJECTILE;
238
239         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
240
241         // muzzle flash for 1st person view
242         flash = spawn ();
243         flash.angles_z = flash.v_angle_z + random() * 180;
244         flash.owner = self;
245         flash.viewmodelforclient = self;
246         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
247         setorigin (flash, '5 0 0');
248         setmodel (flash, "models/flash.md3"); // precision set below
249         setattachment(flash, self.weaponentity, "shot");
250         SUB_SetFade (flash, time, 0.1);
251
252         // muzzle flash for 3rd person view
253         flash2 = spawn ();
254         flash2.scale = 0.8;
255         flash2.angles_y = 180;
256         flash2.angles_z = 90;
257         setorigin (flash2, '42 0 5');
258         setmodel (flash2, "models/flash.md3"); // precision set below
259         setattachment(flash2, self.exteriorweaponentity, "");
260         SUB_SetFade (flash2, time, 0.4);
261
262         // common properties
263         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
264 }
265
266 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
267
268 float w_rlauncher(float req)
269 {
270         entity rock;
271         float rockfound;
272         if (req == WR_AIM)
273         {
274                 // aim and decide to fire if appropriate
275                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
276                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
277                 {
278                         // decide whether to detonate rockets
279                         local entity missile, targetlist, targ;
280                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
281                         local float selfdamage, teamdamage, enemydamage;
282                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
283                         coredamage = cvar("g_balance_rocketlauncher_damage");
284                         edgeradius = cvar("g_balance_rocketlauncher_radius");
285                         recipricoledgeradius = 1 / edgeradius;
286                         selfdamage = 0;
287                         teamdamage = 0;
288                         enemydamage = 0;
289                         targetlist = findchainfloat(bot_attack, TRUE);
290                         missile = find(world, classname, "rocket");
291                         while (missile)
292                         {
293                                 if (missile.owner != self)
294                                 {
295                                         missile = find(missile, classname, "rocket");
296                                         continue;
297                                 }
298                                 targ = targetlist;
299                                 while (targ)
300                                 {
301                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
302                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
303                                         // count potential damage according to type of target
304                                         if (targ == self)
305                                                 selfdamage = selfdamage + d;
306                                         else if (targ.team == self.team && teams_matter)
307                                                 teamdamage = teamdamage + d;
308                                         else if (bot_shouldattack(targ))
309                                                 enemydamage = enemydamage + d;
310                                         targ = targ.chain;
311                                 }
312                                 missile = find(missile, classname, "rocket");
313                         }
314                         local float desirabledamage;
315                         desirabledamage = enemydamage;
316                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
317                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
318                         if (self.team && teamplay != 1)
319                                 desirabledamage = desirabledamage - teamdamage;
320
321                         missile = find(world, classname, "rocket");
322                         while (missile)
323                         {
324                                 if (missile.owner != self)
325                                 {
326                                         missile = find(missile, classname, "rocket");
327                                         continue;
328                                 }
329                                 makevectors(missile.v_angle);
330                                 targ = targetlist;
331                                 if (skill > 9) // normal players only do this for the target they are tracking
332                                 {
333                                         targ = targetlist;
334                                         while (targ)
335                                         {
336                                                 if (
337                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
338                                                         && desirabledamage > 0.1*coredamage
339                                                 )self.BUTTON_ATCK2 = TRUE;
340                                                 targ = targ.chain;
341                                         }
342                                 }else{
343                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
344                                         //As the distance gets larger, a correct detonation gets near imposible
345                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
346                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
347                                                 if(self.enemy.classname == "player")
348                                                         if(desirabledamage >= 0.1*coredamage)
349                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
350                                                                         self.BUTTON_ATCK2 = TRUE;
351                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
352                                 }
353
354                                 missile = find(missile, classname, "rocket");
355                         }
356                         // if we would be doing at X percent of the core damage, detonate it
357                         // but don't fire a new shot at the same time!
358                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
359                                 self.BUTTON_ATCK2 = TRUE;
360                         if ((skill > 6.5) && (selfdamage > self.health))
361                                 self.BUTTON_ATCK2 = FALSE;
362                         //if(self.BUTTON_ATCK2 == TRUE)
363                         //      dprint(ftos(desirabledamage),"\n");
364                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
365                 }
366         }
367         else if (req == WR_THINK)
368         {
369                 if(g_laserguided_missile)
370                 {
371                         if (self.BUTTON_ATCK && self.rl_release)
372                         {
373                                 rockfound = 0;
374                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
375                                 {
376                                         if(!rock.rl_detonate_later)
377                                         {
378                                                 rock.rl_detonate_later = TRUE;
379                                                 rockfound = 1;
380                                         }
381                                 }
382                                 if(rockfound)
383                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
384                                 else
385                                 {
386                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
387                                         {
388                                                 W_Rocket_Attack();
389                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
390                                         }
391                                 }
392                                 self.rl_release = 0;
393                         }
394                         if (!self.BUTTON_ATCK)
395                                 self.rl_release = 1;
396                         if (self.BUTTON_ATCK2)
397                         if(self.exteriorweaponentity.attack_finished_single < time)
398                         {
399                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
400                                 self.laser_on = !self.laser_on;
401                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
402                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
403                         }
404                 }
405                 else
406                 {
407                         if (self.BUTTON_ATCK)
408                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
409                         {
410                                 W_Rocket_Attack();
411                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
412                         }
413                         if (self.BUTTON_ATCK2)
414                         {
415                                 rockfound = 0;
416                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
417                                 {
418                                         if(!rock.rl_detonate_later)
419                                         {
420                                                 rock.rl_detonate_later = TRUE;
421                                                 rockfound = 1;
422                                         }
423                                 }
424                                 if(rockfound)
425                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
426                         }
427                 }
428         }
429         else if (req == WR_PRECACHE)
430         {
431                 precache_model ("models/flash.md3");
432                 precache_model ("models/weapons/g_rl.md3");
433                 precache_model ("models/weapons/v_rl.md3");
434                 precache_model ("models/weapons/h_rl.dpm");
435                 precache_sound ("weapons/rocket_det.wav");
436                 precache_sound ("weapons/rocket_fire.wav");
437                 if (g_laserguided_missile)
438                 {
439                         precache_model ("models/laser_dot.mdl"); // rocket launcher
440                         precache_sound ("weapons/rocket_mode.wav");
441                 }
442         }
443         else if (req == WR_SETUP)
444         {
445                 weapon_setup(WEP_ROCKET_LAUNCHER);
446                 self.rl_release = 1;
447         }
448         else if (req == WR_CHECKAMMO1)
449         {
450                 // don't switch while guiding a missile
451                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
452                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
453                         return FALSE;
454         }
455         else if (req == WR_CHECKAMMO2)
456                 return FALSE;
457         else if (req == WR_SUICIDEMESSAGE)
458                 w_deathtypestring = "exploded";
459         else if (req == WR_KILLMESSAGE)
460         {
461                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
462                         w_deathtypestring = "got too close to #'s rocket";
463                 else if(w_deathtype & HITTYPE_SPLASH)
464                         w_deathtypestring = "almost dodged #'s rocket";
465                 else
466                         w_deathtypestring = "ate #'s rocket";
467         }
468         return TRUE;
469 };