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 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);
21 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
23 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
25 self.owner.cnt = WEP_ROCKET_LAUNCHER;
26 ATTACK_FINISHED(self.owner) = time;
27 self.owner.switchweapon = w_getbestweapon(self.owner);
29 if(g_laserguided_missile)
30 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
35 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
37 entity head, selected;
39 float dist, maxdist,// bestdist,
48 makevectors(e.angles);
50 head = find(world, classname, "laser_target");
54 dir = normalize(head.origin - self.origin);
55 dot = dir * v_forward;
56 dist = vlen(head.origin - self.origin);
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);
67 traceline(e.origin, head.origin, TRUE, self);
68 if(trace_fraction < 1)
73 if(points > bestpoints)//random() > 0.5)//
79 head = find(head, classname, "laser_target");
82 //bprint(selected.owner.netname);
87 void W_Rocket_RemoteExplode()
89 if(self.owner.deadflag == DEAD_NO)
90 if(self.owner.lastrocket)
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
98 self.projectiledeathtype |= HITTYPE_BOUNCE;
107 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
109 if(thisdir * goaldir > maxturn_cos)
114 // g = normalize(thisdir + goaldir * X)
115 // thisdir * g = maxturn
117 // gg = thisdir + goaldir * X
118 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
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!
129 void W_Rocket_Think (void)
132 vector desireddir, olddir, newdir, desiredorigin, goal;
133 float turnrate, velspeed, f;
134 self.nextthink = time;
138 self.projectiledeathtype |= HITTYPE_BOUNCE;
143 if(g_laserguided_missile)
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);
149 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
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);
157 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
160 // laser guided, or remote detonation
161 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
163 if(g_laserguided_missile)
165 if(self.rl_detonate_later)
166 W_Rocket_RemoteExplode();
168 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
170 if(self.owner.laser_on)
172 if(self.attack_finished_single < time)
174 self.attack_finished_single = time + 0.2 + random()*0.3;
175 self.enemy = FindLaserTarget(self, 0.7, 0.7);
179 self.enemy = self.owner.weaponentity.lasertarget;
181 else self.enemy = world;
183 else // don't allow stealing: always target my owner's laser (if it exists)
184 self.enemy = self.owner.weaponentity.lasertarget;
186 if(self.enemy != world)
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
198 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
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)
209 f = min(1, (time - self.pushltime) / cvar("g_balance_rocketlauncher_guideratedelay"));
210 velspeed = vlen(self.velocity);
212 makevectors(self.owner.v_angle);
213 desireddir = v_forward;
214 desiredorigin = self.owner.origin + self.owner.view_ofs;
215 olddir = normalize(self.velocity);
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));
222 self.velocity = newdir * velspeed;
225 if(self.rl_detonate_later)
226 W_Rocket_RemoteExplode();
230 if(self.csqcprojectile_clientanimate == 0)
231 UpdateCSQCProjectile(self);
234 void W_Rocket_Touch (void)
236 W_Rocket_Unregister();
242 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
244 if (self.health <= 0)
246 self.health = self.health - damage;
247 self.angles = vectoangles(self.velocity);
248 if (self.health <= 0)
249 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
252 void W_Rocket_Attack (void)
254 local entity missile;
257 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
258 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
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);
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");
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
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;
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
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;
289 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart") * g_weaponspeedfactor;
290 W_SetupProjectileVelocity(missile);
291 missile.angles = vectoangles (missile.velocity);
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;
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
301 // muzzle flash for 1st person view
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');
311 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
313 float w_rlauncher(float req)
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!
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;
334 targetlist = findchainfloat(bot_attack, TRUE);
335 missile = find(world, classname, "rocket");
338 if (missile.owner != self)
340 missile = find(missile, classname, "rocket");
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
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;
357 missile = find(missile, classname, "rocket");
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;
366 missile = find(world, classname, "rocket");
369 if (missile.owner != self)
371 missile = find(missile, classname, "rocket");
374 makevectors(missile.v_angle);
376 if (skill > 9) // normal players only do this for the target they are tracking
382 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
383 && desirabledamage > 0.1*coredamage
384 )self.BUTTON_ATCK2 = TRUE;
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");
399 missile = find(missile, classname, "rocket");
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;
412 else if (req == WR_THINK)
414 if(g_laserguided_missile)
416 if (self.BUTTON_ATCK && self.rl_release)
419 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
421 if(!rock.rl_detonate_later)
423 rock.rl_detonate_later = TRUE;
428 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
431 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
434 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
439 if (!self.BUTTON_ATCK)
441 if (self.BUTTON_ATCK2)
442 if(self.exteriorweaponentity.attack_finished_single < time)
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);
452 if (self.BUTTON_ATCK)
455 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
458 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
465 if (self.BUTTON_ATCK2)
468 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
470 if(!rock.rl_detonate_later)
472 rock.rl_detonate_later = TRUE;
477 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
481 else if (req == WR_PRECACHE)
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)
491 precache_model ("models/laser_dot.mdl"); // rocket launcher
492 precache_sound ("weapons/rocket_mode.wav");
495 else if (req == WR_SETUP)
497 weapon_setup(WEP_ROCKET_LAUNCHER);
500 else if (req == WR_CHECKAMMO1)
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"))
507 else if (req == WR_CHECKAMMO2)
509 else if (req == WR_SUICIDEMESSAGE)
510 w_deathtypestring = "exploded";
511 else if (req == WR_KILLMESSAGE)
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";
518 w_deathtypestring = "ate #'s rocket";