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Added a clientside QuakeC base by Dresk and myself. Included an example of a networke...
[divverent/nexuiz.git] / data / qcsrc / server / w_rocketlauncher.qc
1
2 .float rl_sound;
3
4 void W_Rocket_Explode (void)
5 {
6         vector  org2;
7         sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);
8         org2 = findbetterlocation (self.origin, 16);
9
10         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
11
12         //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
13         self.event_damage = SUB_Null;
14         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);
15
16         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
17         {
18                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
19                 {
20                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
21                         ATTACK_FINISHED(self.owner) = time;
22                         self.owner.switchweapon = w_getbestweapon(self.owner);
23                 }
24                 if(g_laserguided_missile)
25                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
26         }
27         remove (self);
28 }
29
30 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
31 {
32         entity head, selected;
33         vector dir;
34         float dist, maxdist,// bestdist,
35                 dot,// bestdot,
36                 points, bestpoints;
37         //bestdist = 9999;
38         //bestdot = -2;
39         bestpoints = 0;
40         maxdist = 800;
41         selected = world;
42
43         makevectors(e.angles);
44
45         head = find(world, classname, "laser_target");
46         while(head)
47         {
48                 points = 0;
49                 dir = normalize(head.origin - self.origin);
50                 dot = dir * v_forward;
51                 dist = vlen(head.origin - self.origin);
52                 if(dist > maxdist)
53                         dist = maxdist;
54
55                 // gain points for being in front
56                 points = points + ((dot+1)*0.5) * 500
57                         * (1 + crandom()*dot_variance);
58                 // gain points for being close away
59                 points = points + (1 - dist/maxdist) * 1000
60                         * (1 + crandom()*dot_variance);
61
62                 traceline(e.origin, head.origin, TRUE, self);
63                 if(trace_fraction < 1)
64                 {
65                         points = 0;
66                 }
67
68                 if(points > bestpoints)//random() > 0.5)//
69                 {
70                         bestpoints = points;
71                         selected = head;
72                 }
73
74                 head = find(head, classname, "laser_target");
75         }
76
77         //bprint(selected.owner.netname);
78         //bprint("\n");
79         return selected;
80 }
81
82 void W_Rocket_Think (void)
83 {
84         entity e;
85         vector desireddir, olddir, newdir;
86         float turnrate, velspeed;
87         self.nextthink = time;
88         if (time > self.cnt)
89         {
90                 W_Rocket_Explode ();
91                 return;
92         }
93
94         if(g_laserguided_missile)
95         {
96                 // accelerate
97                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
98                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
99                 if (velspeed > 0)
100                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
101         }
102         else
103         {
104                 // accelerate
105                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
106                 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
107                 if (velspeed > 0)
108                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
109         }
110
111         // laser guided, or remote detonation
112         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
113         {
114                 if(g_laserguided_missile)
115                 {
116                         if(!self.owner.button0)
117                                 self.ltime = -1; // indicate that the player has let go of the button
118
119
120                         if(self.owner.deadflag == DEAD_NO)
121                         if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
122                         {
123                                   W_Rocket_Explode ();
124                                   return;
125                         }
126
127                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
128                         {
129                                 if(self.owner.laser_on)
130                                 {
131                                         if(self.attack_finished_single < time)
132                                         {
133                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
134                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
135                                         }
136
137                                         if(!self.enemy)
138                                                 self.enemy = self.owner.weaponentity.lasertarget;
139                                 }
140                                 else self.enemy = world;
141                         }
142                         else // don't allow stealing: always target my owner's laser (if it exists)
143                                 self.enemy = self.owner.weaponentity.lasertarget;
144
145                         if(self.enemy != world)
146                         {
147                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
148                                 velspeed = vlen(self.velocity);
149                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
150                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
151                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
152                                 olddir = normalize(self.velocity);                                      // get my current direction
153                                 newdir = normalize((olddir + desireddir * turnrate) * 0.5);     // take the average of the 2 directions; not the best method but simple & easy
154                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
155                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
156
157                                 ATTACK_FINISHED(self.owner) = time + 0.2;
158                         }
159                 }
160                 else
161                 {
162                         if(self.owner.deadflag == DEAD_NO)
163                         if (self.owner.button3)
164                                   W_Rocket_Explode ();
165                 }
166         }
167 }
168
169 void W_Rocket_Touch (void)
170 {
171         if(self.owner && self.owner.lastrocket == self)
172                 self.owner.lastrocket = world;
173         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
174         {
175                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
176                 remove(self);
177                 return;
178         }
179         W_Rocket_Explode ();
180 }
181
182 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
183 {
184         self.health = self.health - damage;
185         self.angles = vectoangles(self.velocity);
186         if (self.health <= 0)
187         {
188                 self.owner = attacker;
189                 W_Rocket_Explode();
190         }
191 }
192
193 void W_Rocket_Attack (void)
194 {
195         local entity missile;
196         local entity flash, flash2;
197
198         if (cvar("g_use_ammunition") && !g_rocketarena)
199                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
200
201         W_SetupShot (self, '25 3 -8', FALSE, 5, "weapons/rocket_fire.wav");
202         //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
203         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
204
205         missile = spawn ();
206         missile.owner = self;
207         self.lastrocket = missile;
208         missile.classname = "missile";
209         missile.bot_dodge = TRUE;
210         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
211
212         missile.takedamage = DAMAGE_YES;
213         missile.damageforcescale = 4;
214         missile.health = 30;
215         missile.event_damage = W_Rocket_Damage;
216
217         missile.movetype = MOVETYPE_FLY;
218         missile.solid = SOLID_BBOX;
219         setmodel (missile, "models/rocket.md3"); // precision set below
220         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
221
222         setorigin (missile, w_shotorg);
223         if(g_laserguided_missile && self.laser_on)
224                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
225         else
226                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
227         W_SetupProjectileVelocity(missile);
228         missile.angles = vectoangles (missile.velocity);
229
230         missile.touch = W_Rocket_Touch;
231         missile.think = W_Rocket_Think;
232         missile.nextthink = time;
233         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
234         missile.effects = EF_LOWPRECISION;
235         sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
236         missile.flags = FL_PROJECTILE;
237
238         // muzzle flash for 1st person view
239         flash = spawn ();
240         flash.scale = 1.2;
241         flash.angles_z = 180;
242         flash.owner = self;
243         flash.viewmodelforclient = self;
244         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
245         setorigin (flash, '35 5 -12');
246         setmodel (flash, "models/flash.md3"); // precision set below
247         setattachment(flash, self.weaponentity, "bone01");
248         SUB_SetFade (flash, time, 0.4);
249
250         // muzzle flash for 3rd person view
251         flash2 = spawn ();
252         flash2.scale = 0.8;
253         flash2.angles_y = 180;
254         flash2.angles_z = 90;
255         setorigin (flash2, '42 0 5');
256         setmodel (flash2, "models/flash.md3"); // precision set below
257         setattachment(flash2, self.exteriorweaponentity, "");
258         SUB_SetFade (flash2, time, 0.4);
259
260         // common properties
261         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
262 }
263
264 float(float req) w_rlauncher =
265 {
266         if (req == WR_AIM)
267         {
268                 // aim and decide to fire if appropriate
269                 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
270                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
271                 {
272                         // decide whether to detonate rockets
273                         local entity missile, targetlist, targ;
274                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
275                         local float selfdamage, teamdamage, enemydamage;
276                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
277                         coredamage = cvar("g_balance_rocketlauncher_damage");
278                         edgeradius = cvar("g_balance_rocketlauncher_radius");
279                         recipricoledgeradius = 1 / edgeradius;
280                         selfdamage = 0;
281                         teamdamage = 0;
282                         enemydamage = 0;
283                         targetlist = findchainfloat(bot_attack, TRUE);
284                         missile = find(world, classname, "missile");
285                         while (missile)
286                         {
287                                 if (missile.owner != self)
288                                 {
289                                         missile = find(missile, classname, "missile");
290                                         continue;
291                                 }
292                                 targ = targetlist;
293                                 while (targ)
294                                 {
295                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
296                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
297                                         // count potential damage according to type of target
298                                         if (targ == self)
299                                                 selfdamage = selfdamage + d;
300                                         else if (targ.team == self.team && teamplay)
301                                                 teamdamage = teamdamage + d;
302                                         else if (bot_shouldattack(targ))
303                                                 enemydamage = enemydamage + d;
304                                         targ = targ.chain;
305                                 }
306                                 missile = find(missile, classname, "missile");
307                         }
308                         local float desirabledamage;
309                         desirabledamage = enemydamage;
310                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
311                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
312                         if (self.team && teamplay == 2)
313                                 desirabledamage = desirabledamage - teamdamage;
314
315                         missile = find(world, classname, "missile");
316                         while (missile)
317                         {
318                                 if (missile.owner != self)
319                                 {
320                                         missile = find(missile, classname, "missile");
321                                         continue;
322                                 }
323                                 makevectors(missile.v_angle);
324                                 targ = targetlist;
325                                 if (skill > 9) // normal players only do this for the target they are tracking
326                                 {
327                                         targ = targetlist;
328                                         while (targ)
329                                         {
330                                                 if (
331                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
332                                                         && desirabledamage > 0.1*coredamage
333                                                 )self.button3 = TRUE;
334                                                 targ = targ.chain;
335                                         }
336                                 }else{
337                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
338                                         //As the distance gets larger, a correct detonation gets near imposible
339                                         //Bots are assumed to use the rocket light to see if the rocket gets near a player
340                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
341                                                 if(self.enemy.classname == "player")
342                                                         if(desirabledamage >= 0.1*coredamage)
343                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
344                                                                         self.button3 = TRUE;
345                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
346                                 }
347
348                                 missile = find(missile, classname, "missile");
349                         }
350                         // if we would be doing at X percent of the core damage, detonate it
351                         // but don't fire a new shot at the same time!
352                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
353                                 self.button3 = TRUE;
354                         if ((skill > 6.5) && (selfdamage > self.health))
355                                 self.button3 = FALSE;
356                         //if(self.button3 == TRUE)
357                         //      dprint(ftos(desirabledamage),"\n");
358                         if (self.button3 == TRUE) self.button0 = FALSE;
359                 }
360         }
361         else if (req == WR_THINK)
362         {
363                 if (self.button0)
364                 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
365                 {
366                         W_Rocket_Attack();
367                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
368                 }
369                 if (self.button3)
370                 if(time > self.rl_sound)
371                 {
372                         self.rl_sound = time + 1;
373                         sound (self, CHAN_BODY, "weapons/rocket_det.wav", 0.5, ATTN_NORM);
374                 }
375                 if (self.button3)
376                 if(g_laserguided_missile)
377                 if(self.exteriorweaponentity.attack_finished_single < time)
378                 {
379                         self.exteriorweaponentity.attack_finished_single = time + 0.4;
380                         self.laser_on = !self.laser_on;
381                         sound (self, CHAN_AUTO, "weapons/tink1.wav", 1, ATTN_NORM);
382                 }
383         }
384         else if (req == WR_PRECACHE)
385         {
386                 precache_model ("models/flash.md3");
387                 precache_model ("models/rocket.md3");
388                 precache_model ("models/weapons/g_rl.md3");
389                 precache_model ("models/weapons/v_rl.md3");
390                 precache_model ("models/weapons/w_rl.zym");
391                 precache_sound ("weapons/rocket_det.wav");
392                 precache_sound ("weapons/rocket_fire.wav");
393                 precache_sound ("weapons/rocket_fly.wav");
394                 precache_sound ("weapons/rocket_impact.wav");
395                 if (g_laserguided_missile)
396                         precache_model ("models/laser_dot.mdl"); // rocket launcher
397         }
398         else if (req == WR_SETUP)
399                 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
400         else if (req == WR_CHECKAMMO1)
401         {
402                 // don't switch while guiding a missile
403                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
404                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
405                         return FALSE;
406         }
407         else if (req == WR_CHECKAMMO2)
408                 return FALSE;
409         else if (req == WR_REGISTER)
410                 weapon_register(WEP_ROCKET_LAUNCHER, cvar("g_balance_rocketlauncher_ammo"));
411         return TRUE;
412 };