]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_rocketlauncher.qc
Tenshihan 4.1.0, better g_casings support. Please test, maybe make default now?
[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         vector  org2;
7         sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, 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"), self.projectiledeathtype, other);
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_RemoteExplode()
83 {
84         if(self.owner.deadflag == DEAD_NO)
85         {
86                 if((self.spawnshieldtime >= 0)
87                         ? (time >= self.spawnshieldtime) // timer
88                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
89                 )
90                 {
91                         other = world;
92                         self.projectiledeathtype |= HITTYPE_BOUNCE;
93                         W_Rocket_Explode ();
94                 }
95                 else
96                 {
97                 }
98         }
99 }
100
101 void W_Rocket_Think (void)
102 {
103         entity e;
104         vector desireddir, olddir, newdir;
105         float turnrate, velspeed;
106         self.nextthink = time;
107         if (time > self.cnt)
108         {
109                 other = world;
110                 self.projectiledeathtype |= HITTYPE_BOUNCE;
111                 W_Rocket_Explode ();
112                 return;
113         }
114
115         if(g_laserguided_missile)
116         {
117                 // accelerate
118                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
119                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
120                 if (velspeed > 0)
121                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
122         }
123         else
124         {
125                 // accelerate
126                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
127                 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
128                 if (velspeed > 0)
129                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
130         }
131
132         // laser guided, or remote detonation
133         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
134         {
135                 if(g_laserguided_missile)
136                 {
137                         if(self.rl_detonate_later)
138                                 W_Rocket_RemoteExplode();
139
140                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
141                         {
142                                 if(self.owner.laser_on)
143                                 {
144                                         if(self.attack_finished_single < time)
145                                         {
146                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
147                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
148                                         }
149
150                                         if(!self.enemy)
151                                                 self.enemy = self.owner.weaponentity.lasertarget;
152                                 }
153                                 else self.enemy = world;
154                         }
155                         else // don't allow stealing: always target my owner's laser (if it exists)
156                                 self.enemy = self.owner.weaponentity.lasertarget;
157
158                         if(self.enemy != world)
159                         {
160                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
161                                 velspeed = vlen(self.velocity);
162                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
163                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
164                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
165                                 olddir = normalize(self.velocity);                                      // get my current direction
166                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
167                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
168                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
169
170                                 ATTACK_FINISHED(self.owner) = time + 0.2;
171                         }
172                 }
173                 else
174                 {
175                         if(self.rl_detonate_later)
176                                 W_Rocket_RemoteExplode();
177                 }
178         }
179 }
180
181 void W_Rocket_Touch (void)
182 {
183         if(self.owner && self.owner.lastrocket == self)
184                 self.owner.lastrocket = world;
185         PROJECTILE_TOUCH_NOSOUND;
186         W_Rocket_Explode ();
187 }
188
189 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
190 {
191         self.health = self.health - damage;
192         self.angles = vectoangles(self.velocity);
193         if (self.health <= 0)
194                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
195 }
196
197 void W_Rocket_Attack (void)
198 {
199         local entity missile;
200         local entity flash, flash2;
201
202         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
203                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
204
205         W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
206         //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
207         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
208
209         missile = spawn ();
210         missile.owner = self;
211         self.lastrocket = missile;
212         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
213                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
214         else
215                 missile.spawnshieldtime = -1;
216         missile.classname = "rocket";
217         missile.bot_dodge = TRUE;
218         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
219
220         missile.takedamage = DAMAGE_YES;
221         missile.damageforcescale = 4;
222         missile.health = cvar("g_balance_rocketlauncher_health");
223         missile.event_damage = W_Rocket_Damage;
224
225         missile.movetype = MOVETYPE_FLY;
226         missile.solid = SOLID_BBOX;
227         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
228         setmodel (missile, "models/rocket.md3"); // precision set below
229         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
230
231         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
232         if(g_laserguided_missile && self.laser_on)
233                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
234         else
235                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
236         W_SetupProjectileVelocity(missile);
237         missile.angles = vectoangles (missile.velocity);
238
239         missile.touch = W_Rocket_Touch;
240         missile.think = W_Rocket_Think;
241         missile.nextthink = time;
242         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
243         missile.effects = EF_LOWPRECISION;
244         sound (missile, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
245         missile.flags = FL_PROJECTILE;
246
247         // muzzle flash for 1st person view
248         flash = spawn ();
249         flash.scale = 1.2;
250         flash.angles_z = 180;
251         flash.owner = self;
252         flash.viewmodelforclient = self;
253         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
254         setorigin (flash, '35 8 0');
255         setmodel (flash, "models/flash.md3"); // precision set below
256         setattachment(flash, self.weaponentity, "bone01");
257         SUB_SetFade (flash, time, 0.4);
258
259         // muzzle flash for 3rd person view
260         flash2 = spawn ();
261         flash2.scale = 0.8;
262         flash2.angles_y = 180;
263         flash2.angles_z = 90;
264         setorigin (flash2, '42 0 5');
265         setmodel (flash2, "models/flash.md3"); // precision set below
266         setattachment(flash2, self.exteriorweaponentity, "");
267         SUB_SetFade (flash2, time, 0.4);
268
269         // common properties
270         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
271 }
272
273 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
274
275 float w_rlauncher(float req)
276 {
277         entity rock;
278         float rockfound;
279         if (req == WR_AIM)
280         {
281                 // aim and decide to fire if appropriate
282                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
283                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
284                 {
285                         // decide whether to detonate rockets
286                         local entity missile, targetlist, targ;
287                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
288                         local float selfdamage, teamdamage, enemydamage;
289                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
290                         coredamage = cvar("g_balance_rocketlauncher_damage");
291                         edgeradius = cvar("g_balance_rocketlauncher_radius");
292                         recipricoledgeradius = 1 / edgeradius;
293                         selfdamage = 0;
294                         teamdamage = 0;
295                         enemydamage = 0;
296                         targetlist = findchainfloat(bot_attack, TRUE);
297                         missile = find(world, classname, "rocket");
298                         while (missile)
299                         {
300                                 if (missile.owner != self)
301                                 {
302                                         missile = find(missile, classname, "rocket");
303                                         continue;
304                                 }
305                                 targ = targetlist;
306                                 while (targ)
307                                 {
308                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
309                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
310                                         // count potential damage according to type of target
311                                         if (targ == self)
312                                                 selfdamage = selfdamage + d;
313                                         else if (targ.team == self.team && teamplay)
314                                                 teamdamage = teamdamage + d;
315                                         else if (bot_shouldattack(targ))
316                                                 enemydamage = enemydamage + d;
317                                         targ = targ.chain;
318                                 }
319                                 missile = find(missile, classname, "rocket");
320                         }
321                         local float desirabledamage;
322                         desirabledamage = enemydamage;
323                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
324                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
325                         if (self.team && teamplay == 2)
326                                 desirabledamage = desirabledamage - teamdamage;
327
328                         missile = find(world, classname, "rocket");
329                         while (missile)
330                         {
331                                 if (missile.owner != self)
332                                 {
333                                         missile = find(missile, classname, "rocket");
334                                         continue;
335                                 }
336                                 makevectors(missile.v_angle);
337                                 targ = targetlist;
338                                 if (skill > 9) // normal players only do this for the target they are tracking
339                                 {
340                                         targ = targetlist;
341                                         while (targ)
342                                         {
343                                                 if (
344                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
345                                                         && desirabledamage > 0.1*coredamage
346                                                 )self.BUTTON_ATCK2 = TRUE;
347                                                 targ = targ.chain;
348                                         }
349                                 }else{
350                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
351                                         //As the distance gets larger, a correct detonation gets near imposible
352                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
353                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
354                                                 if(self.enemy.classname == "player")
355                                                         if(desirabledamage >= 0.1*coredamage)
356                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
357                                                                         self.BUTTON_ATCK2 = TRUE;
358                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
359                                 }
360
361                                 missile = find(missile, classname, "rocket");
362                         }
363                         // if we would be doing at X percent of the core damage, detonate it
364                         // but don't fire a new shot at the same time!
365                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
366                                 self.BUTTON_ATCK2 = TRUE;
367                         if ((skill > 6.5) && (selfdamage > self.health))
368                                 self.BUTTON_ATCK2 = FALSE;
369                         //if(self.BUTTON_ATCK2 == TRUE)
370                         //      dprint(ftos(desirabledamage),"\n");
371                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
372                 }
373         }
374         else if (req == WR_THINK)
375         {
376                 if(g_laserguided_missile)
377                 {
378                         if (self.BUTTON_ATCK && self.rl_release)
379                         {
380                                 rockfound = 0;
381                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
382                                 {
383                                         if(!rock.rl_detonate_later)
384                                         {
385                                                 rock.rl_detonate_later = TRUE;
386                                                 rockfound = 1;
387                                         }
388                                 }
389                                 if(rockfound)
390                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
391                                 else
392                                 {
393                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
394                                         {
395                                                 W_Rocket_Attack();
396                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
397                                         }
398                                 }
399                                 self.rl_release = 0;
400                         }
401                         if (!self.BUTTON_ATCK)
402                                 self.rl_release = 1;
403                         if (self.BUTTON_ATCK2)
404                         if(self.exteriorweaponentity.attack_finished_single < time)
405                         {
406                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
407                                 self.laser_on = !self.laser_on;
408                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
409                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
410                         }
411                 }
412                 else
413                 {
414                         if (self.BUTTON_ATCK)
415                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
416                         {
417                                 W_Rocket_Attack();
418                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
419                         }
420                         if (self.BUTTON_ATCK2)
421                         {
422                                 rockfound = 0;
423                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
424                                 {
425                                         if(!rock.rl_detonate_later)
426                                         {
427                                                 rock.rl_detonate_later = TRUE;
428                                                 rockfound = 1;
429                                         }
430                                 }
431                                 if(rockfound)
432                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
433                         }
434                 }
435         }
436         else if (req == WR_PRECACHE)
437         {
438                 precache_model ("models/flash.md3");
439                 precache_model ("models/rocket.md3");
440                 precache_model ("models/weapons/g_rl.md3");
441                 precache_model ("models/weapons/v_rl.md3");
442                 precache_model ("models/weapons/w_rl.zym");
443                 precache_sound ("weapons/rocket_det.wav");
444                 precache_sound ("weapons/rocket_fire.wav");
445                 precache_sound ("weapons/rocket_fly.wav");
446                 precache_sound ("weapons/rocket_impact.wav");
447                 if (g_laserguided_missile)
448                 {
449                         precache_model ("models/laser_dot.mdl"); // rocket launcher
450                         precache_sound ("weapons/tink1.wav");
451                 }
452         }
453         else if (req == WR_SETUP)
454         {
455                 weapon_setup(WEP_ROCKET_LAUNCHER);
456                 self.rl_release = 1;
457         }
458         else if (req == WR_CHECKAMMO1)
459         {
460                 // don't switch while guiding a missile
461                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
462                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
463                         return FALSE;
464         }
465         else if (req == WR_CHECKAMMO2)
466                 return FALSE;
467         else if (req == WR_SUICIDEMESSAGE)
468                 w_deathtypestring = "exploded";
469         else if (req == WR_KILLMESSAGE)
470         {
471                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
472                         w_deathtypestring = "got too close to #'s rocket";
473                 else if(w_deathtype & HITTYPE_SPLASH)
474                         w_deathtypestring = "almost dodged #'s rocket";
475                 else
476                         w_deathtypestring = "ate #'s rocket";
477         }
478         return TRUE;
479 };