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 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);
20 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
22 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
24 self.owner.cnt = WEP_ROCKET_LAUNCHER;
25 ATTACK_FINISHED(self.owner) = time;
26 self.owner.switchweapon = w_getbestweapon(self.owner);
28 if(g_laserguided_missile)
29 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
34 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
36 entity head, selected;
38 float dist, maxdist,// bestdist,
47 makevectors(e.angles);
49 head = find(world, classname, "laser_target");
53 dir = normalize(head.origin - self.origin);
54 dot = dir * v_forward;
55 dist = vlen(head.origin - self.origin);
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);
66 traceline(e.origin, head.origin, TRUE, self);
67 if(trace_fraction < 1)
72 if(points > bestpoints)//random() > 0.5)//
78 head = find(head, classname, "laser_target");
81 //bprint(selected.owner.netname);
86 void W_Rocket_RemoteExplode()
88 if(self.owner.deadflag == DEAD_NO)
89 if(self.owner.lastrocket)
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
97 self.projectiledeathtype |= HITTYPE_BOUNCE;
106 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
108 if(thisdir * goaldir > maxturn_cos)
113 // g = normalize(thisdir + goaldir * X)
114 // thisdir * g = maxturn
116 // gg = thisdir + goaldir * X
117 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
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!
128 void W_Rocket_Think (void)
131 vector desireddir, olddir, newdir, desiredorigin, goal;
132 float turnrate, velspeed;
133 self.nextthink = time;
137 self.projectiledeathtype |= HITTYPE_BOUNCE;
142 if(g_laserguided_missile)
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);
148 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
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);
156 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
159 // laser guided, or remote detonation
160 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
162 if(g_laserguided_missile)
164 if(self.rl_detonate_later)
165 W_Rocket_RemoteExplode();
167 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
169 if(self.owner.laser_on)
171 if(self.attack_finished_single < time)
173 self.attack_finished_single = time + 0.2 + random()*0.3;
174 self.enemy = FindLaserTarget(self, 0.7, 0.7);
178 self.enemy = self.owner.weaponentity.lasertarget;
180 else self.enemy = world;
182 else // don't allow stealing: always target my owner's laser (if it exists)
183 self.enemy = self.owner.weaponentity.lasertarget;
185 if(self.enemy != world)
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
197 ATTACK_FINISHED(self.owner) = time + 0.2;
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)
208 velspeed = vlen(self.velocity);
210 makevectors(self.owner.v_angle);
211 desireddir = v_forward;
212 desiredorigin = self.owner.origin + self.owner.view_ofs;
213 olddir = normalize(self.velocity);
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));
220 self.velocity = newdir * velspeed;
223 if(self.rl_detonate_later)
224 W_Rocket_RemoteExplode();
228 if(self.csqcprojectile_clientanimate == 0)
229 UpdateCSQCProjectile(self);
232 void W_Rocket_Touch (void)
234 W_Rocket_Unregister();
240 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
242 self.health = self.health - damage;
243 self.angles = vectoangles(self.velocity);
244 if (self.health <= 0)
245 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
248 void W_Rocket_Attack (void)
250 local entity missile;
253 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
254 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
256 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav");
257 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
260 missile.owner = self;
261 self.lastrocket = missile;
262 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
263 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
265 missile.spawnshieldtime = -1;
266 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
267 missile.classname = "rocket";
268 missile.bot_dodge = TRUE;
269 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
271 missile.takedamage = DAMAGE_YES;
272 missile.damageforcescale = 4;
273 missile.health = cvar("g_balance_rocketlauncher_health");
274 missile.event_damage = W_Rocket_Damage;
276 missile.movetype = MOVETYPE_FLY;
277 missile.solid = SOLID_BBOX;
278 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
279 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
281 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
282 if(g_laserguided_missile && self.laser_on)
283 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
285 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
286 W_SetupProjectileVelocity(missile);
287 missile.angles = vectoangles (missile.velocity);
289 missile.touch = W_Rocket_Touch;
290 missile.think = W_Rocket_Think;
291 missile.nextthink = time;
292 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
293 missile.flags = FL_PROJECTILE;
295 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
297 // muzzle flash for 1st person view
299 setmodel (flash, "models/flash.md3"); // precision set below
300 SUB_SetFade (flash, time, 0.1);
301 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
302 W_AttachToShotorg(flash, '5 0 0');
307 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
309 float w_rlauncher(float req)
315 // aim and decide to fire if appropriate
316 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
317 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
319 // decide whether to detonate rockets
320 local entity missile, targetlist, targ;
321 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
322 local float selfdamage, teamdamage, enemydamage;
323 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
324 coredamage = cvar("g_balance_rocketlauncher_damage");
325 edgeradius = cvar("g_balance_rocketlauncher_radius");
326 recipricoledgeradius = 1 / edgeradius;
330 targetlist = findchainfloat(bot_attack, TRUE);
331 missile = find(world, classname, "rocket");
334 if (missile.owner != self)
336 missile = find(missile, classname, "rocket");
342 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
343 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
344 // count potential damage according to type of target
346 selfdamage = selfdamage + d;
347 else if (targ.team == self.team && teams_matter)
348 teamdamage = teamdamage + d;
349 else if (bot_shouldattack(targ))
350 enemydamage = enemydamage + d;
353 missile = find(missile, classname, "rocket");
355 local float desirabledamage;
356 desirabledamage = enemydamage;
357 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
358 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
359 if (self.team && teamplay != 1)
360 desirabledamage = desirabledamage - teamdamage;
362 missile = find(world, classname, "rocket");
365 if (missile.owner != self)
367 missile = find(missile, classname, "rocket");
370 makevectors(missile.v_angle);
372 if (skill > 9) // normal players only do this for the target they are tracking
378 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
379 && desirabledamage > 0.1*coredamage
380 )self.BUTTON_ATCK2 = TRUE;
384 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
385 //As the distance gets larger, a correct detonation gets near imposible
386 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
387 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
388 if(self.enemy.classname == "player")
389 if(desirabledamage >= 0.1*coredamage)
390 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
391 self.BUTTON_ATCK2 = TRUE;
392 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
395 missile = find(missile, classname, "rocket");
397 // if we would be doing at X percent of the core damage, detonate it
398 // but don't fire a new shot at the same time!
399 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
400 self.BUTTON_ATCK2 = TRUE;
401 if ((skill > 6.5) && (selfdamage > self.health))
402 self.BUTTON_ATCK2 = FALSE;
403 //if(self.BUTTON_ATCK2 == TRUE)
404 // dprint(ftos(desirabledamage),"\n");
405 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
408 else if (req == WR_THINK)
410 if(g_laserguided_missile)
412 if (self.BUTTON_ATCK && self.rl_release)
415 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
417 if(!rock.rl_detonate_later)
419 rock.rl_detonate_later = TRUE;
424 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
427 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
430 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
435 if (!self.BUTTON_ATCK)
437 if (self.BUTTON_ATCK2)
438 if(self.exteriorweaponentity.attack_finished_single < time)
440 self.exteriorweaponentity.attack_finished_single = time + 0.4;
441 self.laser_on = !self.laser_on;
442 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
443 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
448 if (self.BUTTON_ATCK)
451 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
454 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
461 if (self.BUTTON_ATCK2)
464 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
466 if(!rock.rl_detonate_later)
468 rock.rl_detonate_later = TRUE;
473 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
477 else if (req == WR_PRECACHE)
479 precache_model ("models/flash.md3");
480 precache_model ("models/weapons/g_rl.md3");
481 precache_model ("models/weapons/v_rl.md3");
482 precache_model ("models/weapons/h_rl.dpm");
483 precache_sound ("weapons/rocket_det.wav");
484 precache_sound ("weapons/rocket_fire.wav");
485 if (g_laserguided_missile)
487 precache_model ("models/laser_dot.mdl"); // rocket launcher
488 precache_sound ("weapons/rocket_mode.wav");
491 else if (req == WR_SETUP)
493 weapon_setup(WEP_ROCKET_LAUNCHER);
496 else if (req == WR_CHECKAMMO1)
498 // don't switch while guiding a missile
499 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
500 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
503 else if (req == WR_CHECKAMMO2)
505 else if (req == WR_SUICIDEMESSAGE)
506 w_deathtypestring = "exploded";
507 else if (req == WR_KILLMESSAGE)
509 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
510 w_deathtypestring = "got too close to #'s rocket";
511 else if(w_deathtype & HITTYPE_SPLASH)
512 w_deathtypestring = "almost dodged #'s rocket";
514 w_deathtypestring = "ate #'s rocket";