]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_rocketlauncher.qc
more projectile health cvars
[divverent/nexuiz.git] / data / qcsrc / server / w_rocketlauncher.qc
1 .float rl_release;
2 .float rl_detonate_later;
3
4 void W_Rocket_Unregister()
5 {
6         if(self.owner && self.owner.lastrocket == self)
7         {
8                 self.owner.lastrocket = world;
9                 // self.owner.rl_release = 1;
10         }
11 }
12
13 void W_Rocket_Explode (void)
14 {
15         W_Rocket_Unregister();
16
17         self.event_damage = SUB_Null;
18         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);
19
20         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
21         {
22                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
23                 {
24                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
25                         ATTACK_FINISHED(self.owner) = time;
26                         self.owner.switchweapon = w_getbestweapon(self.owner);
27                 }
28                 if(g_laserguided_missile)
29                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponSpeedFactor();
30         }
31         remove (self);
32 }
33
34 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
35 {
36         entity head, selected;
37         vector dir;
38         float dist, maxdist,// bestdist,
39                 dot,// bestdot,
40                 points, bestpoints;
41         //bestdist = 9999;
42         //bestdot = -2;
43         bestpoints = 0;
44         maxdist = 800;
45         selected = world;
46
47         makevectors(e.angles);
48
49         head = find(world, classname, "laser_target");
50         while(head)
51         {
52                 points = 0;
53                 dir = normalize(head.origin - self.origin);
54                 dot = dir * v_forward;
55                 dist = vlen(head.origin - self.origin);
56                 if(dist > maxdist)
57                         dist = maxdist;
58
59                 // gain points for being in front
60                 points = points + ((dot+1)*0.5) * 500
61                         * (1 + crandom()*dot_variance);
62                 // gain points for being close away
63                 points = points + (1 - dist/maxdist) * 1000
64                         * (1 + crandom()*dot_variance);
65
66                 traceline(e.origin, head.origin, TRUE, self);
67                 if(trace_fraction < 1)
68                 {
69                         points = 0;
70                 }
71
72                 if(points > bestpoints)//random() > 0.5)//
73                 {
74                         bestpoints = points;
75                         selected = head;
76                 }
77
78                 head = find(head, classname, "laser_target");
79         }
80
81         //bprint(selected.owner.netname);
82         //bprint("\n");
83         return selected;
84 }
85
86 void W_Rocket_RemoteExplode()
87 {
88         if(self.owner.deadflag == DEAD_NO)
89         if(self.owner.lastrocket)
90         {
91                 if((self.spawnshieldtime >= 0)
92                         ? (time >= self.spawnshieldtime) // timer
93                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
94                 )
95                 {
96                         other = world;
97                         self.projectiledeathtype |= HITTYPE_BOUNCE;
98                         W_Rocket_Explode ();
99                 }
100                 else
101                 {
102                 }
103         }
104 }
105
106 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
107 {
108         if(thisdir * goaldir > maxturn_cos)
109                 return goaldir;
110         float f, m2;
111         vector v;
112         // solve:
113         //   g = normalize(thisdir + goaldir * X)
114         //   thisdir * g = maxturn
115         //
116         //   gg = thisdir + goaldir * X
117         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
118         //
119         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
120         f = thisdir * goaldir;
121         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
122         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
123         m2 = maxturn_cos * maxturn_cos;
124         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
125         return normalize(thisdir + goaldir * v_y); // the larger solution!
126 }
127
128 void W_Rocket_Think (void)
129 {
130         entity e;
131         vector desireddir, olddir, newdir, desiredorigin, goal;
132         float turnrate, velspeed;
133         self.nextthink = time;
134         if (time > self.cnt)
135         {
136                 other = world;
137                 self.projectiledeathtype |= HITTYPE_BOUNCE;
138                 W_Rocket_Explode ();
139                 return;
140         }
141
142         if(g_laserguided_missile)
143         {
144                 // accelerate
145                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
146                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
147                 if (velspeed > 0)
148                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
149         }
150         else
151         {
152                 // accelerate
153                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
154                 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
155                 if (velspeed > 0)
156                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
157         }
158
159         // laser guided, or remote detonation
160         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
161         {
162                 if(g_laserguided_missile)
163                 {
164                         if(self.rl_detonate_later)
165                                 W_Rocket_RemoteExplode();
166
167                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
168                         {
169                                 if(self.owner.laser_on)
170                                 {
171                                         if(self.attack_finished_single < time)
172                                         {
173                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
174                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
175                                         }
176
177                                         if(!self.enemy)
178                                                 self.enemy = self.owner.weaponentity.lasertarget;
179                                 }
180                                 else self.enemy = world;
181                         }
182                         else // don't allow stealing: always target my owner's laser (if it exists)
183                                 self.enemy = self.owner.weaponentity.lasertarget;
184
185                         if(self.enemy != world)
186                         {
187                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
188                                 velspeed = vlen(self.velocity);
189                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
190                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
191                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
192                                 olddir = normalize(self.velocity);                                      // get my current direction
193                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
194                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
195                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
196
197                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponSpeedFactor();
198                         }
199                 }
200                 else
201                 {
202                         if(self == self.owner.lastrocket)
203                         if(!self.owner.rl_release)
204                         if(cvar("g_balance_rocketlauncher_guiderate"))
205                         if(time > self.pushltime)
206                         if(self.owner.deadflag == DEAD_NO)
207                         {
208                                 velspeed = vlen(self.velocity);
209
210                                 makevectors(self.owner.v_angle);
211                                 desireddir = v_forward;
212                                 desiredorigin = self.owner.origin + self.owner.view_ofs;
213                                 olddir = normalize(self.velocity);
214
215                                 // now it gets tricky... we want to move like some curve to approximate the target direction
216                                 // but we are limiting the rate at which we can turn!
217                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
218                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * frametime * PI / 180));
219
220                                 self.velocity = newdir * velspeed;
221                         }
222
223                         if(self.rl_detonate_later)
224                                 W_Rocket_RemoteExplode();
225                 }
226         }
227
228         if(self.csqcprojectile_clientanimate == 0)
229                 UpdateCSQCProjectile(self);
230 }
231
232 void W_Rocket_Touch (void)
233 {
234         W_Rocket_Unregister();
235
236         PROJECTILE_TOUCH;
237         W_Rocket_Explode ();
238 }
239
240 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
241 {
242         if (self.health <= 0)
243                 return;
244         self.health = self.health - damage;
245         self.angles = vectoangles(self.velocity);
246         if (self.health <= 0)
247                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
248 }
249
250 void W_Rocket_Attack (void)
251 {
252         local entity missile;
253         local entity flash;
254
255         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
256                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
257
258         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav");
259         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
260
261         missile = spawn ();
262         missile.owner = self;
263         self.lastrocket = missile;
264         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
265                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
266         else
267                 missile.spawnshieldtime = -1;
268         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
269         missile.classname = "rocket";
270         missile.bot_dodge = TRUE;
271         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
272
273         missile.takedamage = DAMAGE_YES;
274         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
275         missile.health = cvar("g_balance_rocketlauncher_health");
276         missile.event_damage = W_Rocket_Damage;
277
278         missile.movetype = MOVETYPE_FLY;
279         missile.solid = SOLID_BBOX;
280         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
281         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
282
283         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
284         if(g_laserguided_missile && self.laser_on)
285                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
286         else
287                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
288         W_SetupProjectileVelocity(missile);
289         missile.angles = vectoangles (missile.velocity);
290
291         missile.touch = W_Rocket_Touch;
292         missile.think = W_Rocket_Think;
293         missile.nextthink = time;
294         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
295         missile.flags = FL_PROJECTILE;
296
297         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
298
299         // muzzle flash for 1st person view
300         flash = spawn ();
301         setmodel (flash, "models/flash.md3"); // precision set below
302         SUB_SetFade (flash, time, 0.1);
303         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
304         W_AttachToShotorg(flash, '5 0 0');
305
306         // common properties
307 }
308
309 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
310
311 float w_rlauncher(float req)
312 {
313         entity rock;
314         float rockfound;
315         if (req == WR_AIM)
316         {
317                 // aim and decide to fire if appropriate
318                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
319                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
320                 {
321                         // decide whether to detonate rockets
322                         local entity missile, targetlist, targ;
323                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
324                         local float selfdamage, teamdamage, enemydamage;
325                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
326                         coredamage = cvar("g_balance_rocketlauncher_damage");
327                         edgeradius = cvar("g_balance_rocketlauncher_radius");
328                         recipricoledgeradius = 1 / edgeradius;
329                         selfdamage = 0;
330                         teamdamage = 0;
331                         enemydamage = 0;
332                         targetlist = findchainfloat(bot_attack, TRUE);
333                         missile = find(world, classname, "rocket");
334                         while (missile)
335                         {
336                                 if (missile.owner != self)
337                                 {
338                                         missile = find(missile, classname, "rocket");
339                                         continue;
340                                 }
341                                 targ = targetlist;
342                                 while (targ)
343                                 {
344                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
345                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
346                                         // count potential damage according to type of target
347                                         if (targ == self)
348                                                 selfdamage = selfdamage + d;
349                                         else if (targ.team == self.team && teams_matter)
350                                                 teamdamage = teamdamage + d;
351                                         else if (bot_shouldattack(targ))
352                                                 enemydamage = enemydamage + d;
353                                         targ = targ.chain;
354                                 }
355                                 missile = find(missile, classname, "rocket");
356                         }
357                         local float desirabledamage;
358                         desirabledamage = enemydamage;
359                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
360                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
361                         if (self.team && teamplay != 1)
362                                 desirabledamage = desirabledamage - teamdamage;
363
364                         missile = find(world, classname, "rocket");
365                         while (missile)
366                         {
367                                 if (missile.owner != self)
368                                 {
369                                         missile = find(missile, classname, "rocket");
370                                         continue;
371                                 }
372                                 makevectors(missile.v_angle);
373                                 targ = targetlist;
374                                 if (skill > 9) // normal players only do this for the target they are tracking
375                                 {
376                                         targ = targetlist;
377                                         while (targ)
378                                         {
379                                                 if (
380                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
381                                                         && desirabledamage > 0.1*coredamage
382                                                 )self.BUTTON_ATCK2 = TRUE;
383                                                 targ = targ.chain;
384                                         }
385                                 }else{
386                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
387                                         //As the distance gets larger, a correct detonation gets near imposible
388                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
389                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
390                                                 if(self.enemy.classname == "player")
391                                                         if(desirabledamage >= 0.1*coredamage)
392                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
393                                                                         self.BUTTON_ATCK2 = TRUE;
394                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
395                                 }
396
397                                 missile = find(missile, classname, "rocket");
398                         }
399                         // if we would be doing at X percent of the core damage, detonate it
400                         // but don't fire a new shot at the same time!
401                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
402                                 self.BUTTON_ATCK2 = TRUE;
403                         if ((skill > 6.5) && (selfdamage > self.health))
404                                 self.BUTTON_ATCK2 = FALSE;
405                         //if(self.BUTTON_ATCK2 == TRUE)
406                         //      dprint(ftos(desirabledamage),"\n");
407                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
408                 }
409         }
410         else if (req == WR_THINK)
411         {
412                 if(g_laserguided_missile)
413                 {
414                         if (self.BUTTON_ATCK && self.rl_release)
415                         {
416                                 rockfound = 0;
417                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
418                                 {
419                                         if(!rock.rl_detonate_later)
420                                         {
421                                                 rock.rl_detonate_later = TRUE;
422                                                 rockfound = 1;
423                                         }
424                                 }
425                                 if(rockfound)
426                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
427                                 else
428                                 {
429                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
430                                         {
431                                                 W_Rocket_Attack();
432                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
433                                         }
434                                 }
435                                 self.rl_release = 0;
436                         }
437                         if (!self.BUTTON_ATCK)
438                                 self.rl_release = 1;
439                         if (self.BUTTON_ATCK2)
440                         if(self.exteriorweaponentity.attack_finished_single < time)
441                         {
442                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
443                                 self.laser_on = !self.laser_on;
444                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
445                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
446                         }
447                 }
448                 else
449                 {
450                         if (self.BUTTON_ATCK)
451                         {
452                                 if(self.rl_release)
453                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
454                                 {
455                                         W_Rocket_Attack();
456                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
457                                         self.rl_release = 0;
458                                 }
459                         }
460                         else
461                                 self.rl_release = 1;
462
463                         if (self.BUTTON_ATCK2)
464                         {
465                                 rockfound = 0;
466                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
467                                 {
468                                         if(!rock.rl_detonate_later)
469                                         {
470                                                 rock.rl_detonate_later = TRUE;
471                                                 rockfound = 1;
472                                         }
473                                 }
474                                 if(rockfound)
475                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
476                         }
477                 }
478         }
479         else if (req == WR_PRECACHE)
480         {
481                 precache_model ("models/flash.md3");
482                 precache_model ("models/weapons/g_rl.md3");
483                 precache_model ("models/weapons/v_rl.md3");
484                 precache_model ("models/weapons/h_rl.dpm");
485                 precache_sound ("weapons/rocket_det.wav");
486                 precache_sound ("weapons/rocket_fire.wav");
487                 if (g_laserguided_missile)
488                 {
489                         precache_model ("models/laser_dot.mdl"); // rocket launcher
490                         precache_sound ("weapons/rocket_mode.wav");
491                 }
492         }
493         else if (req == WR_SETUP)
494         {
495                 weapon_setup(WEP_ROCKET_LAUNCHER);
496                 self.rl_release = 1;
497         }
498         else if (req == WR_CHECKAMMO1)
499         {
500                 // don't switch while guiding a missile
501                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
502                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
503                         return FALSE;
504         }
505         else if (req == WR_CHECKAMMO2)
506                 return FALSE;
507         else if (req == WR_SUICIDEMESSAGE)
508                 w_deathtypestring = "exploded";
509         else if (req == WR_KILLMESSAGE)
510         {
511                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
512                         w_deathtypestring = "got too close to #'s rocket";
513                 else if(w_deathtype & HITTYPE_SPLASH)
514                         w_deathtypestring = "almost dodged #'s rocket";
515                 else
516                         w_deathtypestring = "ate #'s rocket";
517         }
518         return TRUE;
519 };