]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_rocketlauncher.c
new sounds for grenade bounce and rocket alt-fire and credit Christian Ice for these
[divverent/nexuiz.git] / data / qcsrc / server / gamec / w_rocketlauncher.c
1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_deselect_01;
4 void() rlauncher_select_01;
5
6 float() rlauncher_check =
7 {
8         if ((self.attack_finished > time && self.weapon == WEP_ROCKET_LAUNCHER)  // don't switch while guiding a missile
9                 || self.ammo_rockets >= cvar("g_balance_rocketlauncher_ammo"))
10                 return TRUE;
11         return FALSE;
12 };
13
14 void(float req) w_rlauncher =
15 {
16         if (req == WR_IDLE)
17                 rlauncher_ready_01();
18         else if (req == WR_FIRE1)
19                 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
20         else if (req == WR_FIRE2)
21         {
22                 sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
23                 if(cvar("g_laserguided_missile"))
24                 if(self.exteriorweaponentity.attack_finished < time)
25                 {
26                         self.exteriorweaponentity.attack_finished = time + 0.4;
27                         self.laser_on = !self.laser_on;
28                         sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
29                 }
30         }
31         else if (req == WR_RAISE)
32                 rlauncher_select_01();
33         else if (req == WR_UPDATECOUNTS)
34                 self.currentammo = self.ammo_rockets;
35         else if (req == WR_DROP)
36                 rlauncher_deselect_01();
37         else if (req == WR_SETUP)
38                 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
39         else if (req == WR_CHECKAMMO)
40                 weapon_hasammo = rlauncher_check();
41 };
42
43
44 void W_Rocket_Explode (void)
45 {
46         vector  org2;
47         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
48         org2 = findbetterlocation (self.origin);
49         te_explosion (org2);
50         effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
51         self.event_damage = SUB_Null;
52         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"), IT_ROCKET_LAUNCHER);
53
54         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
55         {
56                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
57                 {
58                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
59                         self.owner.attack_finished = time;
60                         self.owner.switchweapon = w_getbestweapon(self.owner);                  
61                 }
62                 if(cvar("g_laserguided_missile"))
63                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
64         }
65         remove (self);
66 }
67
68 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
69 {
70         entity head, selected;
71         vector dir;
72         float dist, maxdist,// bestdist,
73                 dot,// bestdot,
74                 points, bestpoints;
75         //bestdist = 9999;
76         //bestdot = -2;
77         bestpoints = 0;
78         maxdist = 800;
79         selected = world;
80
81         makevectors(e.angles);
82
83         head = find(world, classname, "laser_target");
84         while(head)
85         {
86                 points = 0;
87                 dir = normalize(head.origin - self.origin);
88                 dot = dir * v_forward;
89                 dist = vlen(head.origin - self.origin);
90                 if(dist > maxdist)
91                         dist = maxdist;
92
93                 // gain points for being in front
94                 points = points + ((dot+1)*0.5) * 500
95                         * (1 + crandom()*dot_variance);
96                 // gain points for being close away
97                 points = points + (1 - dist/maxdist) * 1000
98                         * (1 + crandom()*dot_variance);
99
100                 traceline(e.origin, head.origin, TRUE, self);
101                 if(trace_fraction < 1)
102                 {
103                         points = 0;
104                 }
105
106                 if(points > bestpoints)//random() > 0.5)//
107                 {
108                         bestpoints = points;
109                         selected = head;
110                 }
111
112
113                 /*
114                 dot = dir * v_forward;
115                 if(dot > bestdot * (1 + crandom()*dot_variance))
116                 {
117                         dist = vlen(head.origin - self.origin);
118                         if(dist < bestdist * (1 + crandom()*dist_variance))
119                         {
120                                 traceline(e.origin, head.origin, TRUE, self);
121                                 if(trace_fraction >= 1)
122                                 {
123                                 }
124                         }
125                 }
126                 */
127                 head = find(head, classname, "laser_target");
128         }
129
130         //bprint(selected.owner.netname);
131         //bprint("\n");
132         return selected;
133 }
134
135 void W_Rocket_Think (void)
136 {
137         entity e;
138         vector desireddir, olddir, newdir;
139         float turnrate;
140         self.nextthink = time;
141         if (time > self.cnt)
142         {
143                 W_Rocket_Explode ();
144                 return;
145         }
146         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
147         {
148                 if(cvar("g_laserguided_missile"))
149                 {
150                         if(!self.owner.button0)
151                                 self.ltime = -1; // indicate that the player has let go of the button
152
153
154                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
155                         {
156                                   W_Rocket_Explode ();
157                                   return;
158                         }
159
160                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
161                         {
162                                 if(self.owner.laser_on)
163                                 {
164                                         if(self.attack_finished < time)
165                                         {
166                                                 self.attack_finished = time + 0.2 + random()*0.3;
167                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
168                                         }
169
170                                         if(!self.enemy)
171                                                 self.enemy = self.owner.weaponentity.lasertarget;
172                                 }
173                                 else self.enemy = world;
174                         }
175                         else // don't allow stealing: always target my owner's laser (if it exists)
176                                 self.enemy = self.owner.weaponentity.lasertarget;
177
178                         if(self.enemy != world)
179                         {
180                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
181                                 if(!self.speed)
182                                         self.speed = vlen(self.velocity);
183                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
184                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
185                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
186                                 olddir = normalize(self.velocity);                              // get my current direction
187                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
188                                 self.velocity = newdir * self.speed;                    // make me fly in the new direction at my flight speed
189                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
190
191                                 self.owner.attack_finished = time + 0.2;
192                         }
193                 }
194                 else
195                 {
196                         if (self.owner.button3)
197                                   W_Rocket_Explode ();
198                 }
199         }
200 }
201
202 void W_Rocket_Touch (void)
203 {
204         if (pointcontents (self.origin) == CONTENT_SKY)
205         {
206                 remove (self);
207                 return;
208         }
209         else
210                 W_Rocket_Explode ();
211 }
212
213 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
214 {
215         self.health = self.health - damage;
216         if (self.health <= 0)
217         {
218                 self.owner = attacker;
219                 W_Rocket_Explode();
220         }
221 }
222
223 void W_Rocket_Attack (void)
224 {
225         local entity missile;
226         local entity flash;
227         local vector org;
228
229         local vector trueaim;
230         trueaim = W_TrueAim();
231
232         sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
233         if (self.items & IT_STRENGTH)
234                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
235
236         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
237                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
238         self.punchangle_x = -4;
239
240         org = W_MuzzleOrigin (self, '15 3 -11');
241         te_smallflash(org);
242
243         missile = spawn ();
244         missile.owner = self;
245         missile.classname = "missile";
246
247         missile.takedamage = DAMAGE_YES;
248         missile.damageforcescale = 4;
249         missile.health = 30;
250         missile.event_damage = W_Rocket_Damage;
251
252         missile.movetype = MOVETYPE_FLY;
253         missile.solid = SOLID_BBOX;
254         setmodel (missile, "models/rocket.md3");
255         setsize (missile, '0 0 0', '0 0 0');
256
257         setorigin (missile, org);
258         if(cvar("g_laserguided_missile") && self.laser_on)
259                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
260         else
261                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
262         missile.angles = vectoangles (missile.velocity);
263
264         missile.touch = W_Rocket_Touch;
265         missile.think = W_Rocket_Think;
266         missile.nextthink = time;
267         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
268         missile.effects = EF_NOSHADOW;
269         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
270
271         flash = spawn ();
272         setorigin (flash, org);
273         setmodel (flash, "models/flash.md3");
274         flash.velocity = v_forward * 20;
275         flash.angles = vectoangles (flash.velocity);
276         SUB_SetFade (flash, time, 0.4);
277         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
278 }
279
280 // weapon frames
281
282 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
283 void()  rlauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); self.laser_on = 1;};
284 void()  rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);  self.laser_on = 0;};
285 void()  rlauncher_fire1_01 =
286 {
287         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
288         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);
289 };