]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_rocketlauncher.qc
rocket launcher now detonates in the think function, should fix problems with shortly...
[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         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
186         {
187                 sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
188                 remove(self);
189                 return;
190         }
191         W_Rocket_Explode ();
192 }
193
194 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
195 {
196         self.health = self.health - damage;
197         self.angles = vectoangles(self.velocity);
198         if (self.health <= 0)
199         {
200                 self.owner = attacker;
201                 W_Rocket_Explode();
202         }
203 }
204
205 void W_Rocket_Attack (void)
206 {
207         local entity missile;
208         local entity flash, flash2;
209
210         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
211                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
212
213         W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
214         //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
215         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
216
217         missile = spawn ();
218         missile.owner = self;
219         self.lastrocket = missile;
220         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
221                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
222         else
223                 missile.spawnshieldtime = -1;
224         missile.classname = "rocket";
225         missile.bot_dodge = TRUE;
226         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
227
228         missile.takedamage = DAMAGE_YES;
229         missile.damageforcescale = 4;
230         missile.health = cvar("g_balance_rocketlauncher_health");
231         missile.event_damage = W_Rocket_Damage;
232
233         missile.movetype = MOVETYPE_FLY;
234         missile.solid = SOLID_BBOX;
235         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
236         setmodel (missile, "models/rocket.md3"); // precision set below
237         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
238
239         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
240         if(g_laserguided_missile && self.laser_on)
241                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
242         else
243                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
244         W_SetupProjectileVelocity(missile);
245         missile.angles = vectoangles (missile.velocity);
246
247         missile.touch = W_Rocket_Touch;
248         missile.think = W_Rocket_Think;
249         missile.nextthink = time;
250         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
251         missile.effects = EF_LOWPRECISION;
252         sound (missile, CHAN_PROJECTILE, "weapons/rocket_fly.wav", 0.4 * VOL_BASE, ATTN_NORM);
253         missile.flags = FL_PROJECTILE;
254
255         // muzzle flash for 1st person view
256         flash = spawn ();
257         flash.scale = 1.2;
258         flash.angles_z = 180;
259         flash.owner = self;
260         flash.viewmodelforclient = self;
261         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
262         setorigin (flash, '35 8 0');
263         setmodel (flash, "models/flash.md3"); // precision set below
264         setattachment(flash, self.weaponentity, "bone01");
265         SUB_SetFade (flash, time, 0.4);
266
267         // muzzle flash for 3rd person view
268         flash2 = spawn ();
269         flash2.scale = 0.8;
270         flash2.angles_y = 180;
271         flash2.angles_z = 90;
272         setorigin (flash2, '42 0 5');
273         setmodel (flash2, "models/flash.md3"); // precision set below
274         setattachment(flash2, self.exteriorweaponentity, "");
275         SUB_SetFade (flash2, time, 0.4);
276
277         // common properties
278         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
279 }
280
281 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
282
283 float w_rlauncher(float req)
284 {
285         entity rock;
286         float rockfound;
287         if (req == WR_AIM)
288         {
289                 // aim and decide to fire if appropriate
290                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
291                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
292                 {
293                         // decide whether to detonate rockets
294                         local entity missile, targetlist, targ;
295                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
296                         local float selfdamage, teamdamage, enemydamage;
297                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
298                         coredamage = cvar("g_balance_rocketlauncher_damage");
299                         edgeradius = cvar("g_balance_rocketlauncher_radius");
300                         recipricoledgeradius = 1 / edgeradius;
301                         selfdamage = 0;
302                         teamdamage = 0;
303                         enemydamage = 0;
304                         targetlist = findchainfloat(bot_attack, TRUE);
305                         missile = find(world, classname, "rocket");
306                         while (missile)
307                         {
308                                 if (missile.owner != self)
309                                 {
310                                         missile = find(missile, classname, "rocket");
311                                         continue;
312                                 }
313                                 targ = targetlist;
314                                 while (targ)
315                                 {
316                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
317                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
318                                         // count potential damage according to type of target
319                                         if (targ == self)
320                                                 selfdamage = selfdamage + d;
321                                         else if (targ.team == self.team && teamplay)
322                                                 teamdamage = teamdamage + d;
323                                         else if (bot_shouldattack(targ))
324                                                 enemydamage = enemydamage + d;
325                                         targ = targ.chain;
326                                 }
327                                 missile = find(missile, classname, "rocket");
328                         }
329                         local float desirabledamage;
330                         desirabledamage = enemydamage;
331                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
332                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
333                         if (self.team && teamplay == 2)
334                                 desirabledamage = desirabledamage - teamdamage;
335
336                         missile = find(world, classname, "rocket");
337                         while (missile)
338                         {
339                                 if (missile.owner != self)
340                                 {
341                                         missile = find(missile, classname, "rocket");
342                                         continue;
343                                 }
344                                 makevectors(missile.v_angle);
345                                 targ = targetlist;
346                                 if (skill > 9) // normal players only do this for the target they are tracking
347                                 {
348                                         targ = targetlist;
349                                         while (targ)
350                                         {
351                                                 if (
352                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
353                                                         && desirabledamage > 0.1*coredamage
354                                                 )self.BUTTON_ATCK2 = TRUE;
355                                                 targ = targ.chain;
356                                         }
357                                 }else{
358                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
359                                         //As the distance gets larger, a correct detonation gets near imposible
360                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
361                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
362                                                 if(self.enemy.classname == "player")
363                                                         if(desirabledamage >= 0.1*coredamage)
364                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
365                                                                         self.BUTTON_ATCK2 = TRUE;
366                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
367                                 }
368
369                                 missile = find(missile, classname, "rocket");
370                         }
371                         // if we would be doing at X percent of the core damage, detonate it
372                         // but don't fire a new shot at the same time!
373                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
374                                 self.BUTTON_ATCK2 = TRUE;
375                         if ((skill > 6.5) && (selfdamage > self.health))
376                                 self.BUTTON_ATCK2 = FALSE;
377                         //if(self.BUTTON_ATCK2 == TRUE)
378                         //      dprint(ftos(desirabledamage),"\n");
379                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
380                 }
381         }
382         else if (req == WR_THINK)
383         {
384                 if(g_laserguided_missile)
385                 {
386                         if (self.BUTTON_ATCK && self.rl_release)
387                         {
388                                 rockfound = 0;
389                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
390                                 {
391                                         rock.rl_detonate_later = TRUE;
392                                         rockfound = 1;
393                                 }
394                                 if(rockfound)
395                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", 0.5 * VOL_BASE, ATTN_NORM);
396                                 else
397                                 {
398                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
399                                         {
400                                                 W_Rocket_Attack();
401                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
402                                         }
403                                 }
404                                 self.rl_release = 0;
405                         }
406                         if (!self.BUTTON_ATCK)
407                                 self.rl_release = 1;
408                         if (self.BUTTON_ATCK2)
409                         if(self.exteriorweaponentity.attack_finished_single < time)
410                         {
411                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
412                                 self.laser_on = !self.laser_on;
413                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
414                                 sound (self, CHAN_WEAPON2, "weapons/tink1.wav", VOL_BASE, ATTN_NORM);
415                         }
416                 }
417                 else
418                 {
419                         if (self.BUTTON_ATCK)
420                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
421                         {
422                                 W_Rocket_Attack();
423                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
424                         }
425                         if (self.BUTTON_ATCK2 && self.rl_release)
426                         {
427                                 rockfound = 0;
428                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
429                                 {
430                                         rock.rl_detonate_later = TRUE;
431                                         rockfound = 1;
432                                 }
433                                 if(rockfound)
434                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", 0.5 * VOL_BASE, ATTN_NORM);
435                                 self.rl_release = 0;
436                         }
437                         if (!self.BUTTON_ATCK2)
438                                 self.rl_release = 1;
439                 }
440         }
441         else if (req == WR_PRECACHE)
442         {
443                 precache_model ("models/flash.md3");
444                 precache_model ("models/rocket.md3");
445                 precache_model ("models/weapons/g_rl.md3");
446                 precache_model ("models/weapons/v_rl.md3");
447                 precache_model ("models/weapons/w_rl.zym");
448                 precache_sound ("weapons/rocket_det.wav");
449                 precache_sound ("weapons/rocket_fire.wav");
450                 precache_sound ("weapons/rocket_fly.wav");
451                 precache_sound ("weapons/rocket_impact.wav");
452                 if (g_laserguided_missile)
453                         precache_model ("models/laser_dot.mdl"); // rocket launcher
454         }
455         else if (req == WR_SETUP)
456         {
457                 weapon_setup(WEP_ROCKET_LAUNCHER);
458                 self.rl_release = 1;
459         }
460         else if (req == WR_CHECKAMMO1)
461         {
462                 // don't switch while guiding a missile
463                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
464                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
465                         return FALSE;
466         }
467         else if (req == WR_CHECKAMMO2)
468                 return FALSE;
469         else if (req == WR_SUICIDEMESSAGE)
470                 w_deathtypestring = "exploded";
471         else if (req == WR_KILLMESSAGE)
472         {
473                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
474                         w_deathtypestring = "got too close to #'s rocket";
475                 else if(w_deathtype & HITTYPE_SPLASH)
476                         w_deathtypestring = "almost dodged #'s rocket";
477                 else
478                         w_deathtypestring = "ate #'s rocket";
479         }
480         return TRUE;
481 };