2 .float rl_detonate_later;
4 void W_Rocket_Explode (void)
6 self.event_damage = SUB_Null;
7 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);
9 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
11 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
13 self.owner.cnt = WEP_ROCKET_LAUNCHER;
14 ATTACK_FINISHED(self.owner) = time;
15 self.owner.switchweapon = w_getbestweapon(self.owner);
17 if(g_laserguided_missile)
18 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
23 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
25 entity head, selected;
27 float dist, maxdist,// bestdist,
36 makevectors(e.angles);
38 head = find(world, classname, "laser_target");
42 dir = normalize(head.origin - self.origin);
43 dot = dir * v_forward;
44 dist = vlen(head.origin - self.origin);
48 // gain points for being in front
49 points = points + ((dot+1)*0.5) * 500
50 * (1 + crandom()*dot_variance);
51 // gain points for being close away
52 points = points + (1 - dist/maxdist) * 1000
53 * (1 + crandom()*dot_variance);
55 traceline(e.origin, head.origin, TRUE, self);
56 if(trace_fraction < 1)
61 if(points > bestpoints)//random() > 0.5)//
67 head = find(head, classname, "laser_target");
70 //bprint(selected.owner.netname);
75 void W_Rocket_RemoteExplode()
77 if(self.owner.deadflag == DEAD_NO)
79 if((self.spawnshieldtime >= 0)
80 ? (time >= self.spawnshieldtime) // timer
81 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
85 self.projectiledeathtype |= HITTYPE_BOUNCE;
94 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
96 if(thisdir * goaldir > maxturn_cos)
101 // g = normalize(thisdir + goaldir * X)
102 // thisdir * g = maxturn
104 // gg = thisdir + goaldir * X
105 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
107 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
108 f = thisdir * goaldir;
109 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
110 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
111 m2 = maxturn_cos * maxturn_cos;
112 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
113 return normalize(thisdir + goaldir * v_y); // the larger solution!
116 void W_Rocket_Think (void)
119 vector desireddir, olddir, newdir, desiredorigin, goal;
120 float turnrate, velspeed;
121 self.nextthink = time;
125 self.projectiledeathtype |= HITTYPE_BOUNCE;
130 if(g_laserguided_missile)
133 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
134 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
136 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
141 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
142 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
144 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
147 // laser guided, or remote detonation
148 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
150 if(g_laserguided_missile)
152 if(self.rl_detonate_later)
153 W_Rocket_RemoteExplode();
155 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
157 if(self.owner.laser_on)
159 if(self.attack_finished_single < time)
161 self.attack_finished_single = time + 0.2 + random()*0.3;
162 self.enemy = FindLaserTarget(self, 0.7, 0.7);
166 self.enemy = self.owner.weaponentity.lasertarget;
168 else self.enemy = world;
170 else // don't allow stealing: always target my owner's laser (if it exists)
171 self.enemy = self.owner.weaponentity.lasertarget;
173 if(self.enemy != world)
175 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
176 velspeed = vlen(self.velocity);
177 e = self.enemy;//self.owner.weaponentity.lasertarget;
178 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
179 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
180 olddir = normalize(self.velocity); // get my current direction
181 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
182 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
183 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
185 ATTACK_FINISHED(self.owner) = time + 0.2;
190 if(!self.rl_release && !self.owner.rl_release && cvar("g_balance_rocketlauncher_guiderate"))
192 if(time > self.pushltime)
194 velspeed = vlen(self.velocity);
196 makevectors(self.owner.v_angle);
197 desireddir = v_forward;
198 desiredorigin = self.owner.origin + self.owner.view_ofs;
199 olddir = normalize(self.velocity);
201 // now it gets tricky... we want to move like some curve to approximate the target direction
202 // but we are limiting the rate at which we can turn!
203 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
204 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * frametime * PI / 180));
206 self.velocity = newdir * velspeed;
212 if(self.rl_detonate_later)
213 W_Rocket_RemoteExplode();
217 if(self.csqcprojectile_clientanimate == 0)
218 UpdateCSQCProjectile(self);
221 void W_Rocket_Touch (void)
223 if(self.owner && self.owner.lastrocket == self)
224 self.owner.lastrocket = world;
229 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
231 self.health = self.health - damage;
232 self.angles = vectoangles(self.velocity);
233 if (self.health <= 0)
234 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
237 void W_Rocket_Attack (void)
239 local entity missile;
242 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
243 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
245 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav");
246 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
249 missile.owner = self;
250 self.lastrocket = missile;
251 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
252 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
254 missile.spawnshieldtime = -1;
255 missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
256 missile.classname = "rocket";
257 missile.bot_dodge = TRUE;
258 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
260 missile.takedamage = DAMAGE_YES;
261 missile.damageforcescale = 4;
262 missile.health = cvar("g_balance_rocketlauncher_health");
263 missile.event_damage = W_Rocket_Damage;
265 missile.movetype = MOVETYPE_FLY;
266 missile.solid = SOLID_BBOX;
267 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
268 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
270 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
271 if(g_laserguided_missile && self.laser_on)
272 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
274 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
275 W_SetupProjectileVelocity(missile);
276 missile.angles = vectoangles (missile.velocity);
278 missile.touch = W_Rocket_Touch;
279 missile.think = W_Rocket_Think;
280 missile.nextthink = time;
281 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
282 missile.flags = FL_PROJECTILE;
284 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
286 // muzzle flash for 1st person view
288 setmodel (flash, "models/flash.md3"); // precision set below
289 SUB_SetFade (flash, time, 0.1);
290 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
291 W_AttachToShotorg(flash, '5 0 0');
296 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
298 float w_rlauncher(float req)
304 // aim and decide to fire if appropriate
305 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
306 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
308 // decide whether to detonate rockets
309 local entity missile, targetlist, targ;
310 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
311 local float selfdamage, teamdamage, enemydamage;
312 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
313 coredamage = cvar("g_balance_rocketlauncher_damage");
314 edgeradius = cvar("g_balance_rocketlauncher_radius");
315 recipricoledgeradius = 1 / edgeradius;
319 targetlist = findchainfloat(bot_attack, TRUE);
320 missile = find(world, classname, "rocket");
323 if (missile.owner != self)
325 missile = find(missile, classname, "rocket");
331 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
332 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
333 // count potential damage according to type of target
335 selfdamage = selfdamage + d;
336 else if (targ.team == self.team && teams_matter)
337 teamdamage = teamdamage + d;
338 else if (bot_shouldattack(targ))
339 enemydamage = enemydamage + d;
342 missile = find(missile, classname, "rocket");
344 local float desirabledamage;
345 desirabledamage = enemydamage;
346 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
347 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
348 if (self.team && teamplay != 1)
349 desirabledamage = desirabledamage - teamdamage;
351 missile = find(world, classname, "rocket");
354 if (missile.owner != self)
356 missile = find(missile, classname, "rocket");
359 makevectors(missile.v_angle);
361 if (skill > 9) // normal players only do this for the target they are tracking
367 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
368 && desirabledamage > 0.1*coredamage
369 )self.BUTTON_ATCK2 = TRUE;
373 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
374 //As the distance gets larger, a correct detonation gets near imposible
375 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
376 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
377 if(self.enemy.classname == "player")
378 if(desirabledamage >= 0.1*coredamage)
379 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
380 self.BUTTON_ATCK2 = TRUE;
381 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
384 missile = find(missile, classname, "rocket");
386 // if we would be doing at X percent of the core damage, detonate it
387 // but don't fire a new shot at the same time!
388 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
389 self.BUTTON_ATCK2 = TRUE;
390 if ((skill > 6.5) && (selfdamage > self.health))
391 self.BUTTON_ATCK2 = FALSE;
392 //if(self.BUTTON_ATCK2 == TRUE)
393 // dprint(ftos(desirabledamage),"\n");
394 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
397 else if (req == WR_THINK)
399 if(g_laserguided_missile)
401 if (self.BUTTON_ATCK && self.rl_release)
404 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
406 if(!rock.rl_detonate_later)
408 rock.rl_detonate_later = TRUE;
413 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
416 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
419 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
424 if (!self.BUTTON_ATCK)
426 if (self.BUTTON_ATCK2)
427 if(self.exteriorweaponentity.attack_finished_single < time)
429 self.exteriorweaponentity.attack_finished_single = time + 0.4;
430 self.laser_on = !self.laser_on;
431 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
432 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
437 if (self.BUTTON_ATCK && self.rl_release)
438 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
441 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
444 if (!self.BUTTON_ATCK)
446 if (self.BUTTON_ATCK2)
449 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
451 if(!rock.rl_detonate_later)
453 rock.rl_detonate_later = TRUE;
458 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
462 else if (req == WR_PRECACHE)
464 precache_model ("models/flash.md3");
465 precache_model ("models/weapons/g_rl.md3");
466 precache_model ("models/weapons/v_rl.md3");
467 precache_model ("models/weapons/h_rl.dpm");
468 precache_sound ("weapons/rocket_det.wav");
469 precache_sound ("weapons/rocket_fire.wav");
470 if (g_laserguided_missile)
472 precache_model ("models/laser_dot.mdl"); // rocket launcher
473 precache_sound ("weapons/rocket_mode.wav");
476 else if (req == WR_SETUP)
478 weapon_setup(WEP_ROCKET_LAUNCHER);
481 else if (req == WR_CHECKAMMO1)
483 // don't switch while guiding a missile
484 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
485 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
488 else if (req == WR_CHECKAMMO2)
490 else if (req == WR_SUICIDEMESSAGE)
491 w_deathtypestring = "exploded";
492 else if (req == WR_KILLMESSAGE)
494 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
495 w_deathtypestring = "got too close to #'s rocket";
496 else if(w_deathtype & HITTYPE_SPLASH)
497 w_deathtypestring = "almost dodged #'s rocket";
499 w_deathtypestring = "ate #'s rocket";