3 /* WEP_##id */ DEVASTATOR,
4 /* function */ W_Devastator,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrocketlauncher 0.7",
13 /* wepimg */ "weaponrocketlauncher",
14 /* refname */ "devastator",
15 /* wepname */ _("Devastator")
18 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
19 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, ammo) \
21 w_cvar(id, sn, NONE, animtime) \
22 w_cvar(id, sn, NONE, damage) \
23 w_cvar(id, sn, NONE, damageforcescale) \
24 w_cvar(id, sn, NONE, detonatedelay) \
25 w_cvar(id, sn, NONE, edgedamage) \
26 w_cvar(id, sn, NONE, force) \
27 w_cvar(id, sn, NONE, guidedelay) \
28 w_cvar(id, sn, NONE, guidegoal) \
29 w_cvar(id, sn, NONE, guiderate) \
30 w_cvar(id, sn, NONE, guideratedelay) \
31 w_cvar(id, sn, NONE, guidestop) \
32 w_cvar(id, sn, NONE, health) \
33 w_cvar(id, sn, NONE, lifetime) \
34 w_cvar(id, sn, NONE, radius) \
35 w_cvar(id, sn, NONE, refire) \
36 w_cvar(id, sn, NONE, remote_damage) \
37 w_cvar(id, sn, NONE, remote_edgedamage) \
38 w_cvar(id, sn, NONE, remote_force) \
39 w_cvar(id, sn, NONE, remote_jump_damage) \
40 w_cvar(id, sn, NONE, remote_jump_radius) \
41 w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
42 w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
43 w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
44 w_cvar(id, sn, NONE, remote_radius) \
45 w_cvar(id, sn, NONE, speed) \
46 w_cvar(id, sn, NONE, speedaccel) \
47 w_cvar(id, sn, NONE, speedstart) \
48 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
49 w_prop(id, sn, float, reloading_time, reload_time) \
50 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
51 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
52 w_prop(id, sn, string, weaponreplace, weaponreplace) \
53 w_prop(id, sn, float, weaponstart, weaponstart) \
54 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
55 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
58 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
60 .float rl_detonate_later;
64 void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
65 void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
67 void W_Devastator_Unregister(void)
69 if(self.realowner && self.realowner.lastrocket == self)
71 self.realowner.lastrocket = world;
72 // self.realowner.rl_release = 1;
76 void W_Devastator_Explode(void)
78 W_Devastator_Unregister();
80 if(other.takedamage == DAMAGE_AIM)
82 if(DIFF_TEAM(self.realowner, other))
83 if(other.deadflag == DEAD_NO)
85 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
87 self.event_damage = func_null;
88 self.takedamage = DAMAGE_NO;
93 WEP_CVAR(devastator, damage),
94 WEP_CVAR(devastator, edgedamage),
95 WEP_CVAR(devastator, radius),
98 WEP_CVAR(devastator, force),
99 self.projectiledeathtype,
103 if(self.realowner.weapon == WEP_DEVASTATOR)
105 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
106 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
108 self.realowner.cnt = WEP_DEVASTATOR;
109 ATTACK_FINISHED(self.realowner) = time;
110 self.realowner.switchweapon = w_getbestweapon(self.realowner);
116 void W_Devastator_DoRemoteExplode(void)
118 W_Devastator_Unregister();
120 self.event_damage = func_null;
121 self.takedamage = DAMAGE_NO;
123 float handled_as_rocketjump = false;
125 entity head = WarpZone_FindRadius(
127 WEP_CVAR(devastator, remote_jump_radius),
133 if(head.takedamage && (head == self.realowner))
135 float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
136 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
138 // we handled this as a rocketjump :)
139 handled_as_rocketjump = true;
142 head.velocity_x *= 0.9;
143 head.velocity_y *= 0.9;
144 head.velocity_z = bound(
145 WEP_CVAR(devastator, remote_jump_velocity_z_min),
146 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
147 WEP_CVAR(devastator, remote_jump_velocity_z_max)
154 WEP_CVAR(devastator, remote_jump_damage),
155 WEP_CVAR(devastator, remote_jump_damage),
156 WEP_CVAR(devastator, remote_jump_radius),
160 self.projectiledeathtype | HITTYPE_BOUNCE,
172 WEP_CVAR(devastator, remote_damage),
173 WEP_CVAR(devastator, remote_edgedamage),
174 WEP_CVAR(devastator, remote_radius),
175 (handled_as_rocketjump ? head : world),
177 WEP_CVAR(devastator, remote_force),
178 self.projectiledeathtype | HITTYPE_BOUNCE,
182 if(self.realowner.weapon == WEP_DEVASTATOR)
184 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
185 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
187 self.realowner.cnt = WEP_DEVASTATOR;
188 ATTACK_FINISHED(self.realowner) = time;
189 self.realowner.switchweapon = w_getbestweapon(self.realowner);
195 void W_Devastator_RemoteExplode(void)
197 if(self.realowner.deadflag == DEAD_NO)
198 if(self.realowner.lastrocket)
200 if((self.spawnshieldtime >= 0)
201 ? (time >= self.spawnshieldtime) // timer
202 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
205 W_Devastator_DoRemoteExplode();
210 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
212 if(thisdir * goaldir > maxturn_cos)
214 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
215 return thisdir; // refuse to guide (better than letting a numerical error happen)
219 // g = normalize(thisdir + goaldir * X)
220 // thisdir * g = maxturn
222 // gg = thisdir + goaldir * X
223 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
225 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
226 f = thisdir * goaldir;
227 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
228 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
229 m2 = maxturn_cos * maxturn_cos;
230 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
231 return normalize(thisdir + goaldir * v.y); // the larger solution!
233 // assume thisdir == -goaldir:
235 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
236 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
237 // x^2 - 2 * x + 1 = 0
240 // normalize(thisdir + goaldir)
243 void W_Devastator_Think(void)
245 vector desireddir, olddir, newdir, desiredorigin, goal;
247 self.nextthink = time;
251 self.projectiledeathtype |= HITTYPE_BOUNCE;
252 W_Devastator_Explode();
257 makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
258 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
260 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
262 // laser guided, or remote detonation
263 if(self.realowner.weapon == WEP_DEVASTATOR)
265 if(self == self.realowner.lastrocket)
266 if(!self.realowner.rl_release)
267 if(!self.BUTTON_ATCK2)
268 if(WEP_CVAR(devastator, guiderate))
269 if(time > self.pushltime)
270 if(self.realowner.deadflag == DEAD_NO)
272 f = WEP_CVAR(devastator, guideratedelay);
274 f = bound(0, (time - self.pushltime) / f, 1);
278 velspeed = vlen(self.velocity);
280 makevectors(self.realowner.v_angle);
281 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
282 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
283 olddir = normalize(self.velocity);
285 // now it gets tricky... we want to move like some curve to approximate the target direction
286 // but we are limiting the rate at which we can turn!
287 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
288 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
290 self.velocity = newdir * velspeed;
291 self.angles = vectoangles(self.velocity);
295 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
296 // TODO add a better sound here
297 sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
302 if(self.rl_detonate_later)
303 W_Devastator_RemoteExplode();
306 if(self.csqcprojectile_clientanimate == 0)
307 UpdateCSQCProjectile(self);
310 void W_Devastator_Touch(void)
312 if(WarpZone_Projectile_Touch())
315 W_Devastator_Unregister();
318 W_Devastator_Unregister();
319 W_Devastator_Explode();
322 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
327 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
328 return; // g_projectiles_damage says to halt
330 self.health = self.health - damage;
331 self.angles = vectoangles(self.velocity);
334 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
337 void W_Devastator_Attack(void)
342 W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
344 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
345 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
347 missile = WarpZone_RefSys_SpawnSameRefSys(self);
348 missile.owner = missile.realowner = self;
349 self.lastrocket = missile;
350 if(WEP_CVAR(devastator, detonatedelay) >= 0)
351 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
353 missile.spawnshieldtime = -1;
354 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
355 missile.classname = "rocket";
356 missile.bot_dodge = true;
357 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
359 missile.takedamage = DAMAGE_YES;
360 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
361 missile.health = WEP_CVAR(devastator, health);
362 missile.event_damage = W_Devastator_Damage;
363 missile.damagedbycontents = true;
365 missile.movetype = MOVETYPE_FLY;
366 PROJECTILE_MAKETRIGGER(missile);
367 missile.projectiledeathtype = WEP_DEVASTATOR;
368 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
370 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
371 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
372 missile.angles = vectoangles(missile.velocity);
374 missile.touch = W_Devastator_Touch;
375 missile.think = W_Devastator_Think;
376 missile.nextthink = time;
377 missile.cnt = time + WEP_CVAR(devastator, lifetime);
378 missile.flags = FL_PROJECTILE;
379 missile.missile_flags = MIF_SPLASH;
381 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
383 // muzzle flash for 1st person view
385 setmodel(flash, "models/flash.md3"); // precision set below
386 SUB_SetFade(flash, time, 0.1);
387 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
388 W_AttachToShotorg(flash, '5 0 0');
391 other = missile; MUTATOR_CALLHOOK(EditProjectile);
394 bool W_Devastator(int req)
404 // aim and decide to fire if appropriate
405 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
406 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
408 // decide whether to detonate rockets
409 entity missile, targetlist, targ;
410 targetlist = findchainfloat(bot_attack, true);
411 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
416 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
418 self.BUTTON_ATCK2 = true;
425 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
433 // aim and decide to fire if appropriate
434 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
435 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
437 // decide whether to detonate rockets
438 entity missile, targetlist, targ;
439 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
440 float selfdamage, teamdamage, enemydamage;
441 edgedamage = WEP_CVAR(devastator, edgedamage);
442 coredamage = WEP_CVAR(devastator, damage);
443 edgeradius = WEP_CVAR(devastator, radius);
444 recipricoledgeradius = 1 / edgeradius;
448 targetlist = findchainfloat(bot_attack, true);
449 missile = find(world, classname, "rocket");
452 if(missile.realowner != self)
454 missile = find(missile, classname, "rocket");
460 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
461 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
462 // count potential damage according to type of target
464 selfdamage = selfdamage + d;
465 else if(targ.team == self.team && teamplay)
466 teamdamage = teamdamage + d;
467 else if(bot_shouldattack(targ))
468 enemydamage = enemydamage + d;
471 missile = find(missile, classname, "rocket");
473 float desirabledamage;
474 desirabledamage = enemydamage;
475 if(time > self.invincible_finished && time > self.spawnshieldtime)
476 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
477 if(teamplay && self.team)
478 desirabledamage = desirabledamage - teamdamage;
480 missile = find(world, classname, "rocket");
483 if(missile.realowner != self)
485 missile = find(missile, classname, "rocket");
488 makevectors(missile.v_angle);
490 if(skill > 9) // normal players only do this for the target they are tracking
496 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
497 && desirabledamage > 0.1*coredamage
498 )self.BUTTON_ATCK2 = true;
502 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
503 //As the distance gets larger, a correct detonation gets near imposible
504 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
505 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
506 if(IS_PLAYER(self.enemy))
507 if(desirabledamage >= 0.1*coredamage)
508 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
509 self.BUTTON_ATCK2 = true;
510 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
513 missile = find(missile, classname, "rocket");
515 // if we would be doing at X percent of the core damage, detonate it
516 // but don't fire a new shot at the same time!
517 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
518 self.BUTTON_ATCK2 = true;
519 if((skill > 6.5) && (selfdamage > self.health))
520 self.BUTTON_ATCK2 = false;
521 //if(self.BUTTON_ATCK2 == true)
522 // dprint(ftos(desirabledamage),"\n");
523 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
531 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
532 WEP_ACTION(self.weapon, WR_RELOAD);
537 if(self.rl_release || WEP_CVAR(devastator, guidestop))
538 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
540 W_Devastator_Attack();
541 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
548 if(self.BUTTON_ATCK2)
549 if(self.switchweapon == WEP_DEVASTATOR)
552 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
554 if(!rock.rl_detonate_later)
556 rock.rl_detonate_later = true;
561 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
569 //if(autocvar_sv_precacheweapons)
571 precache_model("models/flash.md3");
572 precache_model("models/weapons/g_rl.md3");
573 precache_model("models/weapons/v_rl.md3");
574 precache_model("models/weapons/h_rl.iqm");
575 precache_sound("weapons/rocket_det.wav");
576 precache_sound("weapons/rocket_fire.wav");
577 precache_sound("weapons/rocket_mode.wav");
579 DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
590 // don't switch while guiding a missile
591 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
594 if(WEP_CVAR(devastator, reload_ammo))
596 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
599 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
605 if(self.rl_release == 0)
607 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
612 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
613 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
614 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
618 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
619 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
629 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
639 W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
642 case WR_SUICIDEMESSAGE:
644 return WEAPON_DEVASTATOR_SUICIDE;
648 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
649 return WEAPON_DEVASTATOR_MURDER_SPLASH;
651 return WEAPON_DEVASTATOR_MURDER_DIRECT;
658 bool W_Devastator(int req)
662 case WR_IMPACTEFFECT:
665 org2 = w_org + w_backoff * 12;
666 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
668 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
674 precache_sound("weapons/rocket_impact.wav");
679 // no weapon specific image for this weapon