]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_devastator.qc
Remove duplicate WEP_ prefix for WEP_AMMO usage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ DEVASTATOR,
4 /* function */ W_Devastator,
5 /* ammotype */ ammo_rockets,
6 /* impulse  */ 9,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* color        */ '1 1 0',
10 /* model    */ "rl",
11 /* netname  */ "devastator",
12 /* fullname */ _("Devastator")
13 );
14
15 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
16 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17         w_cvar(id, sn, NONE, ammo) \
18         w_cvar(id, sn, NONE, animtime) \
19         w_cvar(id, sn, NONE, damage) \
20         w_cvar(id, sn, NONE, damageforcescale) \
21         w_cvar(id, sn, NONE, detonatedelay) \
22         w_cvar(id, sn, NONE, edgedamage) \
23         w_cvar(id, sn, NONE, force) \
24         w_cvar(id, sn, NONE, guidedelay) \
25         w_cvar(id, sn, NONE, guidegoal) \
26         w_cvar(id, sn, NONE, guiderate) \
27         w_cvar(id, sn, NONE, guideratedelay) \
28         w_cvar(id, sn, NONE, guidestop) \
29         w_cvar(id, sn, NONE, health) \
30         w_cvar(id, sn, NONE, lifetime) \
31         w_cvar(id, sn, NONE, radius) \
32         w_cvar(id, sn, NONE, refire) \
33         w_cvar(id, sn, NONE, remote_damage) \
34         w_cvar(id, sn, NONE, remote_edgedamage) \
35         w_cvar(id, sn, NONE, remote_force) \
36         w_cvar(id, sn, NONE, remote_radius) \
37         w_cvar(id, sn, NONE, speed) \
38         w_cvar(id, sn, NONE, speedaccel) \
39         w_cvar(id, sn, NONE, speedstart) \
40         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
41         w_prop(id, sn, float,  reloading_time, reload_time) \
42         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
43         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
44         w_prop(id, sn, string, weaponreplace, weaponreplace) \
45         w_prop(id, sn, float,  weaponstart, weaponstart) \
46         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
47
48 #ifdef SVQC
49 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 .float rl_release;
51 .float rl_detonate_later;
52 #endif
53 #else
54 #ifdef SVQC
55 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
56 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
57
58 void W_Devastator_Unregister()
59 {
60         if(self.realowner && self.realowner.lastrocket == self)
61         {
62                 self.realowner.lastrocket = world;
63                 // self.realowner.rl_release = 1;
64         }
65 }
66
67 void W_Devastator_Explode()
68 {
69         W_Devastator_Unregister();
70
71         if(other.takedamage == DAMAGE_AIM)
72                 if(IS_PLAYER(other))
73                         if(DIFF_TEAM(self.realowner, other))
74                                 if(other.deadflag == DEAD_NO)
75                                         if(IsFlying(other))
76                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
77
78         self.event_damage = func_null;
79         self.takedamage = DAMAGE_NO;
80
81         RadiusDamage (self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
82
83         if (self.realowner.weapon == WEP_DEVASTATOR)
84         {
85                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
86                 {
87                         self.realowner.cnt = WEP_DEVASTATOR;
88                         ATTACK_FINISHED(self.realowner) = time;
89                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
90                 }
91         }
92         remove (self);
93 }
94
95 void W_Devastator_DoRemoteExplode()
96 {
97         W_Devastator_Unregister();
98
99         self.event_damage = func_null;
100         self.takedamage = DAMAGE_NO;
101
102         RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
103
104         if (self.realowner.weapon == WEP_DEVASTATOR)
105         {
106                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
107                 {
108                         self.realowner.cnt = WEP_DEVASTATOR;
109                         ATTACK_FINISHED(self.realowner) = time;
110                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
111                 }
112         }
113         remove (self);
114 }
115
116 void W_Devastator_RemoteExplode()
117 {
118         if(self.realowner.deadflag == DEAD_NO)
119         if(self.realowner.lastrocket)
120         {
121                 if((self.spawnshieldtime >= 0)
122                         ? (time >= self.spawnshieldtime) // timer
123                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
124                 )
125                 {
126                         W_Devastator_DoRemoteExplode();
127                 }
128         }
129 }
130
131 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
132 {
133         if(thisdir * goaldir > maxturn_cos)
134                 return goaldir;
135         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
136                 return thisdir; // refuse to guide (better than letting a numerical error happen)
137         float f, m2;
138         vector v;
139         // solve:
140         //   g = normalize(thisdir + goaldir * X)
141         //   thisdir * g = maxturn
142         //
143         //   gg = thisdir + goaldir * X
144         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
145         //
146         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
147         f = thisdir * goaldir;
148         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
149         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
150         m2 = maxturn_cos * maxturn_cos;
151         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
152         return normalize(thisdir + goaldir * v_y); // the larger solution!
153 }
154 // assume thisdir == -goaldir:
155 //   f == -1
156 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
157 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
158 //   x^2 - 2 * x + 1 = 0
159 //   (x - 1)^2 = 0
160 //   x = 1
161 //   normalize(thisdir + goaldir)
162 //   normalize(0)
163
164 void W_Devastator_Think (void)
165 {
166         vector desireddir, olddir, newdir, desiredorigin, goal;
167 #if 0
168         float cosminang, cosmaxang, cosang;
169 #endif
170         float velspeed, f;
171         self.nextthink = time;
172         if (time > self.cnt)
173         {
174                 other = world;
175                 self.projectiledeathtype |= HITTYPE_BOUNCE;
176                 W_Devastator_Explode ();
177                 return;
178         }
179
180         // accelerate
181         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
182         velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
183         if (velspeed > 0)
184                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
185
186         // laser guided, or remote detonation
187         if (self.realowner.weapon == WEP_DEVASTATOR)
188         {
189                 if(self == self.realowner.lastrocket)
190                 if(!self.realowner.rl_release)
191                 if(!self.BUTTON_ATCK2)
192                 if(WEP_CVAR(devastator, guiderate))
193                 if(time > self.pushltime)
194                 if(self.realowner.deadflag == DEAD_NO)
195                 {
196                         f = WEP_CVAR(devastator, guideratedelay);
197                         if(f)
198                                 f = bound(0, (time - self.pushltime) / f, 1);
199                         else
200                                 f = 1;
201
202                         velspeed = vlen(self.velocity);
203
204                         makevectors(self.realowner.v_angle);
205                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
206                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
207                         olddir = normalize(self.velocity);
208
209                         // now it gets tricky... we want to move like some curve to approximate the target direction
210                         // but we are limiting the rate at which we can turn!
211                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
212                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
213
214                         self.velocity = newdir * velspeed;
215                         self.angles = vectoangles(self.velocity);
216
217                         if(!self.count)
218                         {
219                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
220                                 // TODO add a better sound here
221                                 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
222                                 self.count = 1;
223                         }
224                 }
225
226                 if(self.rl_detonate_later)
227                         W_Devastator_RemoteExplode();
228         }
229
230         if(self.csqcprojectile_clientanimate == 0)
231                 UpdateCSQCProjectile(self);
232 }
233
234 void W_Devastator_Touch (void)
235 {
236         if(WarpZone_Projectile_Touch())
237         {
238                 if(wasfreed(self))
239                         W_Devastator_Unregister();
240                 return;
241         }
242         W_Devastator_Unregister();
243         W_Devastator_Explode ();
244 }
245
246 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
247 {
248         if (self.health <= 0)
249                 return;
250         
251         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
252                 return; // g_projectiles_damage says to halt
253                 
254         self.health = self.health - damage;
255         self.angles = vectoangles(self.velocity);
256         
257         if (self.health <= 0)
258                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
259 }
260
261 void W_Devastator_Attack (void)
262 {
263         entity missile;
264         entity flash;
265
266         W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
267
268         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
269         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
270
271         missile = WarpZone_RefSys_SpawnSameRefSys(self);
272         missile.owner = missile.realowner = self;
273         self.lastrocket = missile;
274         if(WEP_CVAR(devastator, detonatedelay) >= 0)
275                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
276         else
277                 missile.spawnshieldtime = -1;
278         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
279         missile.classname = "rocket";
280         missile.bot_dodge = TRUE;
281         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
282
283         missile.takedamage = DAMAGE_YES;
284         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
285         missile.health = WEP_CVAR(devastator, health);
286         missile.event_damage = W_Devastator_Damage;
287         missile.damagedbycontents = TRUE;
288
289         missile.movetype = MOVETYPE_FLY;
290         PROJECTILE_MAKETRIGGER(missile);
291         missile.projectiledeathtype = WEP_DEVASTATOR;
292         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
293
294         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
295         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
296         missile.angles = vectoangles (missile.velocity);
297
298         missile.touch = W_Devastator_Touch;
299         missile.think = W_Devastator_Think;
300         missile.nextthink = time;
301         missile.cnt = time + WEP_CVAR(devastator, lifetime);
302         missile.flags = FL_PROJECTILE;
303         missile.missile_flags = MIF_SPLASH; 
304
305         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
306
307         // muzzle flash for 1st person view
308         flash = spawn ();
309         setmodel (flash, "models/flash.md3"); // precision set below
310         SUB_SetFade (flash, time, 0.1);
311         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
312         W_AttachToShotorg(flash, '5 0 0');
313
314         // common properties
315         other = missile; MUTATOR_CALLHOOK(EditProjectile);
316 }
317
318 float W_Devastator(float req)
319 {
320         entity rock;
321         float rockfound;
322         float ammo_amount;
323         switch(req)
324         {
325                 case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
326                 {
327                         // aim and decide to fire if appropriate
328                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
329                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
330                         {
331                                 // decide whether to detonate rockets
332                                 entity missile, targetlist, targ;
333                                 targetlist = findchainfloat(bot_attack, TRUE);
334                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
335                                 {
336                                         targ = targetlist;
337                                         while(targ)
338                                         {
339                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
340                                                 {
341                                                         self.BUTTON_ATCK2 = TRUE;
342                                                         break;
343                                                 }
344                                                 targ = targ.chain;
345                                         }
346                                 }
347                                 
348                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
349                         }
350                         
351                         return TRUE;
352                 }
353                 case WR_THINK:
354                 {
355                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
356                                 WEP_ACTION(self.weapon, WR_RELOAD);
357                         else
358                         {
359                                 if(self.BUTTON_ATCK)
360                                 {
361                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
362                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
363                                         {
364                                                 W_Devastator_Attack();
365                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
366                                                 self.rl_release = 0;
367                                         }
368                                 }
369                                 else
370                                         self.rl_release = 1;
371
372                                 if(self.BUTTON_ATCK2)
373                                 {
374                                         rockfound = 0;
375                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
376                                         {
377                                                 if(!rock.rl_detonate_later)
378                                                 {
379                                                         rock.rl_detonate_later = TRUE;
380                                                         rockfound = 1;
381                                                 }
382                                         }
383                                         if(rockfound)
384                                                 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
385                                 }
386                         }
387                         
388                         return TRUE;
389                 }
390                 case WR_INIT:
391                 {
392                         if(autocvar_sv_precacheweapons)
393                         {
394                                 precache_model("models/flash.md3");
395                                 precache_model("models/weapons/g_rl.md3");
396                                 precache_model("models/weapons/v_rl.md3");
397                                 precache_model("models/weapons/h_rl.iqm");
398                                 precache_sound("weapons/rocket_det.wav");
399                                 precache_sound("weapons/rocket_fire.wav");
400                                 precache_sound("weapons/rocket_mode.wav");
401                         }
402                         DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
403                         return TRUE;
404                 }
405                 case WR_SETUP:
406                 {
407                         self.rl_release = 1;
408                         return TRUE;
409                 }
410                 case WR_CHECKAMMO1:
411                 {
412                         // don't switch while guiding a missile
413                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
414                         {
415                                 ammo_amount = FALSE;
416                                 if(WEP_CVAR(devastator, reload_ammo))
417                                 {
418                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
419                                                 ammo_amount = TRUE;
420                                 }
421                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
422                                         ammo_amount = TRUE;
423                                 return !ammo_amount;
424                         }
425                         
426                         return TRUE;
427                 }
428                 case WR_CHECKAMMO2:
429                 {
430                         return FALSE;
431                 }
432                 case WR_CONFIG:
433                 {
434                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
435                         return TRUE;
436                 }
437                 case WR_RESETPLAYER:
438                 {
439                         self.rl_release = 0;
440                         return TRUE;
441                 }
442                 case WR_RELOAD:
443                 {
444                         W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
445                         return TRUE;
446                 }
447                 case WR_SUICIDEMESSAGE:
448                 {
449                         return WEAPON_ROCKETLAUNCHER_SUICIDE;
450                 }
451                 case WR_KILLMESSAGE:
452                 {
453                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
454                                 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
455                         else
456                                 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
457                 }
458         }
459         return TRUE;
460 }
461 #endif
462 #ifdef CSQC
463 float W_Devastator(float req)
464 {
465         switch(req)
466         {
467                 case WR_IMPACTEFFECT:
468                 {
469                         vector org2;
470                         org2 = w_org + w_backoff * 12;
471                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
472                         if(!w_issilent)
473                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
474                                 
475                         return TRUE;
476                 }
477                 case WR_INIT:
478                 {
479                         precache_sound("weapons/rocket_impact.wav");
480                         return TRUE;
481                 }
482                 case WR_ZOOMRETICLE:
483                 {
484                         // no weapon specific image for this weapon
485                         return FALSE;
486                 }
487         }
488         return TRUE;
489 }
490 #endif
491 #endif