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[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 .float rl_sound;
6
7 float() rlauncher_check =
8 {
9         if ((self.attack_finished > time && self.weapon == WEP_ROCKET_LAUNCHER)  // don't switch while guiding a missile
10                 || self.ammo_rockets >= cvar("g_balance_rocketlauncher_ammo"))
11                 return TRUE;
12         return FALSE;
13 };
14
15 void(float req) w_rlauncher =
16 {
17         if (req == WR_IDLE)
18                 rlauncher_ready_01();
19         else if (req == WR_AIM)
20         {
21                 // aim and decide to fire if appropriate
22                 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
23                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
24                 {
25                         // decide whether to detonate rockets
26                         local entity missile, targetlist, targ;
27                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
28                         local float selfdamage, teamdamage, enemydamage;
29                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
30                         coredamage = cvar("g_balance_rocketlauncher_damage");
31                         edgeradius = cvar("g_balance_rocketlauncher_radius");
32                         recipricoledgeradius = 1 / edgeradius;
33                         selfdamage = 0;
34                         teamdamage = 0;
35                         enemydamage = 0;
36                         targetlist = findchainfloat(bot_attack, TRUE);
37                         missile = find(world, classname, "missile");
38                         while (missile)
39                         {
40                                 targ = targetlist;
41                                 while (targ)
42                                 {
43                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
44                                         d = edgedamage + (coredamage - edgedamage) * (1 - d * recipricoledgeradius);
45                                         // count potential damage according to type of target
46                                         if (targ == self)
47                                                 selfdamage = selfdamage + d;
48                                         else if (targ.team == self.team && teamplay)
49                                                 teamdamage = teamdamage + d;
50                                         else if (bot_shouldattack(targ))
51                                                 enemydamage = enemydamage + d;
52                                         targ = targ.chain;
53                                 }
54                                 missile = find(missile, classname, "missile");
55                         }
56                         local float desirabledamage;
57                         desirabledamage = enemydamage;
58                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
59                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
60                         if (self.team && teamplay == 2)
61                                 desirabledamage = desirabledamage - teamdamage;
62                         // if we would be doing at least half of the core damage, detonate it
63                         // but don't fire a new shot at the same time!
64                         if (desirabledamage >= 0.5 * coredamage)
65                         {
66                                 self.button3 = TRUE;
67                                 self.button0 = FALSE;
68                         }
69                 }
70         }
71         else if (req == WR_FIRE1)
72                 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
73         else if (req == WR_FIRE2)
74         {
75                 if(time > self.rl_sound)
76                 {
77                         self.rl_sound = time + 1;
78                         sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
79                 }
80                 if(cvar("g_laserguided_missile"))
81                 if(self.exteriorweaponentity.attack_finished < time)
82                 {
83                         self.exteriorweaponentity.attack_finished = time + 0.4;
84                         self.laser_on = !self.laser_on;
85                         sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
86                 }
87         }
88         else if (req == WR_RAISE)
89                 rlauncher_select_01();
90         else if (req == WR_UPDATECOUNTS)
91                 self.currentammo = self.ammo_rockets;
92         else if (req == WR_DROP)
93                 rlauncher_deselect_01();
94         else if (req == WR_SETUP)
95                 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
96         else if (req == WR_CHECKAMMO)
97                 weapon_hasammo = rlauncher_check();
98 };
99
100
101 void W_Rocket_Explode (void)
102 {
103         vector  org2;
104         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
105         org2 = findbetterlocation (self.origin, 16);
106
107         //te_explosion (org2);
108         // LordHavoc: TE_TEI_BIGEXPLOSION
109         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
110         WriteByte (MSG_BROADCAST, 78);
111         WriteCoord (MSG_BROADCAST, org2_x);
112         WriteCoord (MSG_BROADCAST, org2_y);
113         WriteCoord (MSG_BROADCAST, org2_z);
114
115         //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
116         self.event_damage = SUB_Null;
117         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);
118
119         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
120         {
121                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
122                 {
123                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
124                         self.owner.attack_finished = time;
125                         self.owner.switchweapon = w_getbestweapon(self.owner);
126                 }
127                 if(cvar("g_laserguided_missile"))
128                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
129         }
130         remove (self);
131 }
132
133 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
134 {
135         entity head, selected;
136         vector dir;
137         float dist, maxdist,// bestdist,
138                 dot,// bestdot,
139                 points, bestpoints;
140         //bestdist = 9999;
141         //bestdot = -2;
142         bestpoints = 0;
143         maxdist = 800;
144         selected = world;
145
146         makevectors(e.angles);
147
148         head = find(world, classname, "laser_target");
149         while(head)
150         {
151                 points = 0;
152                 dir = normalize(head.origin - self.origin);
153                 dot = dir * v_forward;
154                 dist = vlen(head.origin - self.origin);
155                 if(dist > maxdist)
156                         dist = maxdist;
157
158                 // gain points for being in front
159                 points = points + ((dot+1)*0.5) * 500
160                         * (1 + crandom()*dot_variance);
161                 // gain points for being close away
162                 points = points + (1 - dist/maxdist) * 1000
163                         * (1 + crandom()*dot_variance);
164
165                 traceline(e.origin, head.origin, TRUE, self);
166                 if(trace_fraction < 1)
167                 {
168                         points = 0;
169                 }
170
171                 if(points > bestpoints)//random() > 0.5)//
172                 {
173                         bestpoints = points;
174                         selected = head;
175                 }
176
177
178                 /*
179                 dot = dir * v_forward;
180                 if(dot > bestdot * (1 + crandom()*dot_variance))
181                 {
182                         dist = vlen(head.origin - self.origin);
183                         if(dist < bestdist * (1 + crandom()*dist_variance))
184                         {
185                                 traceline(e.origin, head.origin, TRUE, self);
186                                 if(trace_fraction >= 1)
187                                 {
188                                 }
189                         }
190                 }
191                 */
192                 head = find(head, classname, "laser_target");
193         }
194
195         //bprint(selected.owner.netname);
196         //bprint("\n");
197         return selected;
198 }
199
200 void W_Rocket_Think (void)
201 {
202         entity e;
203         vector desireddir, olddir, newdir;
204         float turnrate;
205         self.nextthink = time;
206         if (time > self.cnt)
207         {
208                 W_Rocket_Explode ();
209                 return;
210         }
211         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
212         {
213                 if(cvar("g_laserguided_missile"))
214                 {
215                         if(!self.owner.button0)
216                                 self.ltime = -1; // indicate that the player has let go of the button
217
218
219                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
220                         {
221                                   W_Rocket_Explode ();
222                                   return;
223                         }
224
225                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
226                         {
227                                 if(self.owner.laser_on)
228                                 {
229                                         if(self.attack_finished < time)
230                                         {
231                                                 self.attack_finished = time + 0.2 + random()*0.3;
232                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
233                                         }
234
235                                         if(!self.enemy)
236                                                 self.enemy = self.owner.weaponentity.lasertarget;
237                                 }
238                                 else self.enemy = world;
239                         }
240                         else // don't allow stealing: always target my owner's laser (if it exists)
241                                 self.enemy = self.owner.weaponentity.lasertarget;
242
243                         if(self.enemy != world)
244                         {
245                                 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
246                                 if(!self.speed)
247                                         self.speed = vlen(self.velocity);
248                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
249                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
250                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
251                                 olddir = normalize(self.velocity);                              // get my current direction
252                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
253                                 self.velocity = newdir * self.speed;                    // make me fly in the new direction at my flight speed
254                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
255
256                                 self.owner.attack_finished = time + 0.2;
257                         }
258                 }
259                 else
260                 {
261                         if (self.owner.button3)
262                                   W_Rocket_Explode ();
263                 }
264         }
265 }
266
267 void W_Rocket_Touch (void)
268 {
269         if(self.owner && self.owner.lastrocket == self)
270                 self.owner.lastrocket = world;
271         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
272         {
273                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
274                 remove(self);
275                 return;
276         }
277         W_Rocket_Explode ();
278 }
279
280 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
281 {
282         self.health = self.health - damage;
283         if (self.health <= 0)
284         {
285                 self.owner = attacker;
286                 W_Rocket_Explode();
287         }
288 }
289
290 void W_Rocket_Attack (void)
291 {
292         local entity missile;
293         local entity flash;
294         local vector org;
295
296         local vector trueaim;
297         trueaim = W_TrueAim();
298
299         sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
300         if (self.items & IT_STRENGTH)
301                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
302
303         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
304                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
305         self.punchangle_x = -4;
306
307         org = W_MuzzleOrigin (self, '15 3 -11');
308         te_smallflash(org);
309
310         missile = spawn ();
311         missile.owner = self;
312         self.lastrocket = missile;
313         missile.classname = "missile";
314         missile.bot_dodge = TRUE;
315         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
316
317         missile.takedamage = DAMAGE_YES;
318         missile.damageforcescale = 4;
319         missile.health = 30;
320         missile.event_damage = W_Rocket_Damage;
321
322         missile.movetype = MOVETYPE_FLY;
323         missile.solid = SOLID_BBOX;
324         setmodel (missile, "models/rocket.md3");
325         setsize (missile, '0 0 0', '0 0 0');
326
327         setorigin (missile, org);
328         if(cvar("g_laserguided_missile") && self.laser_on)
329                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
330         else
331                 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
332         missile.angles = vectoangles (missile.velocity);
333
334         missile.touch = W_Rocket_Touch;
335         missile.think = W_Rocket_Think;
336         missile.nextthink = time;
337         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
338         missile.effects = EF_NOSHADOW;
339         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
340         missile.flags = FL_PROJECTILE;
341
342         flash = spawn ();
343         setorigin (flash, org);
344         setmodel (flash, "models/flash.md3");
345         flash.velocity = v_forward * 20;
346         flash.angles = vectoangles (flash.velocity);
347         SUB_SetFade (flash, time, 0.4);
348         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
349 }
350
351 // weapon frames
352
353 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
354 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;};
355 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;};
356 void()  rlauncher_fire1_01 =
357 {
358         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
359         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);
360 };