1 #include "devastator.qh"
7 void W_Devastator_Unregister(entity this)
9 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
11 .entity weaponentity = weaponentities[slot];
12 if(this.realowner.(weaponentity).lastrocket == this)
13 this.realowner.(weaponentity).lastrocket = NULL;
17 void W_Devastator_Explode(entity this, entity directhitentity)
19 W_Devastator_Unregister(this);
21 if(directhitentity.takedamage == DAMAGE_AIM)
22 if(IS_PLAYER(directhitentity))
23 if(DIFF_TEAM(this.realowner, directhitentity))
24 if(!IS_DEAD(directhitentity))
25 if(IsFlying(directhitentity))
26 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
28 this.event_damage = func_null;
29 this.takedamage = DAMAGE_NO;
34 WEP_CVAR(devastator, damage),
35 WEP_CVAR(devastator, edgedamage),
36 WEP_CVAR(devastator, radius),
39 WEP_CVAR(devastator, force),
40 this.projectiledeathtype,
44 Weapon thiswep = WEP_DEVASTATOR;
45 .entity weaponentity = this.weaponentity_fld;
46 if(this.realowner.(weaponentity).m_weapon == thiswep)
48 if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
49 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
51 this.realowner.cnt = WEP_DEVASTATOR.m_id;
52 int slot = weaponslot(weaponentity);
53 ATTACK_FINISHED(this.realowner, slot) = time;
54 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
60 void W_Devastator_Explode_think(entity this)
62 W_Devastator_Explode(this, NULL);
65 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
67 W_Devastator_Unregister(this);
69 this.event_damage = func_null;
70 this.takedamage = DAMAGE_NO;
72 bool handled_as_rocketjump = false;
75 if(WEP_CVAR(devastator, remote_jump_radius))
77 head = WarpZone_FindRadius(
79 WEP_CVAR(devastator, remote_jump_radius),
85 if(head.takedamage && (head == this.realowner))
87 if(vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(devastator, remote_jump_radius)))
89 // we handled this as a rocketjump :)
90 handled_as_rocketjump = true;
93 if(WEP_CVAR(devastator, remote_jump_velocity_z_add))
95 head.velocity_x *= 0.9;
96 head.velocity_y *= 0.9;
97 head.velocity_z = bound(
98 WEP_CVAR(devastator, remote_jump_velocity_z_min),
99 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
100 WEP_CVAR(devastator, remote_jump_velocity_z_max)
108 WEP_CVAR(devastator, remote_jump_damage),
109 WEP_CVAR(devastator, remote_jump_damage),
110 WEP_CVAR(devastator, remote_jump_radius),
113 (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
114 this.projectiledeathtype | HITTYPE_BOUNCE,
127 WEP_CVAR(devastator, remote_damage),
128 WEP_CVAR(devastator, remote_edgedamage),
129 WEP_CVAR(devastator, remote_radius),
130 (handled_as_rocketjump ? head : NULL),
132 WEP_CVAR(devastator, remote_force),
133 this.projectiledeathtype | HITTYPE_BOUNCE,
137 Weapon thiswep = WEP_DEVASTATOR;
138 if(this.realowner.(weaponentity).m_weapon == thiswep)
140 if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
141 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
143 this.realowner.cnt = WEP_DEVASTATOR.m_id;
144 int slot = weaponslot(weaponentity);
145 ATTACK_FINISHED(this.realowner, slot) = time;
146 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
152 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
154 if(!IS_DEAD(this.realowner))
155 if(this.realowner.(weaponentity).lastrocket)
157 if((this.spawnshieldtime >= 0)
158 ? (time >= this.spawnshieldtime) // timer
159 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
162 W_Devastator_DoRemoteExplode(this, weaponentity);
167 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
169 if(thisdir * goaldir > maxturn_cos)
171 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
172 return thisdir; // refuse to guide (better than letting a numerical error happen)
176 // g = normalize(thisdir + goaldir * X)
177 // thisdir * g = maxturn
179 // gg = thisdir + goaldir * X
180 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
182 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
183 f = thisdir * goaldir;
184 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
185 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
186 m2 = maxturn_cos * maxturn_cos;
187 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
188 return normalize(thisdir + goaldir * v.y); // the larger solution!
190 // assume thisdir == -goaldir:
192 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
193 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
194 // x^2 - 2 * x + 1 = 0
197 // normalize(thisdir + goaldir)
200 void W_Devastator_Think(entity this)
202 vector desireddir, olddir, newdir, desiredorigin, goal;
204 this.nextthink = time;
207 this.projectiledeathtype |= HITTYPE_BOUNCE;
208 W_Devastator_Explode(this, NULL);
213 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
214 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
216 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
218 // laser guided, or remote detonation
219 .entity weaponentity = this.weaponentity_fld;
220 if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
222 if(this == this.realowner.(weaponentity).lastrocket)
223 if(!this.realowner.(weaponentity).rl_release)
224 if(!PHYS_INPUT_BUTTON_ATCK2(this))
225 if(WEP_CVAR(devastator, guiderate))
226 if(time > this.pushltime)
227 if(!IS_DEAD(this.realowner))
229 f = WEP_CVAR(devastator, guideratedelay);
231 f = bound(0, (time - this.pushltime) / f, 1);
235 velspeed = vlen(this.velocity);
237 makevectors(this.realowner.v_angle);
238 desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
239 desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
240 olddir = normalize(this.velocity);
242 // now it gets tricky... we want to move like some curve to approximate the target direction
243 // but we are limiting the rate at which we can turn!
244 goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
245 newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
247 this.velocity = newdir * velspeed;
248 this.angles = vectoangles(this.velocity);
252 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
253 // TODO add a better sound here
254 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
259 if(this.rl_detonate_later)
260 W_Devastator_RemoteExplode(this, weaponentity);
263 if(this.csqcprojectile_clientanimate == 0)
264 UpdateCSQCProjectile(this);
267 void W_Devastator_Touch(entity this, entity toucher)
269 if(WarpZone_Projectile_Touch(this, toucher))
272 W_Devastator_Unregister(this);
275 W_Devastator_Unregister(this);
276 W_Devastator_Explode(this, toucher);
279 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
284 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
285 return; // g_projectiles_damage says to halt
287 this.health = this.health - damage;
288 this.angles = vectoangles(this.velocity);
291 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
294 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
296 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
298 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
299 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
301 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
302 missile.weaponentity_fld = weaponentity;
303 missile.owner = missile.realowner = actor;
304 actor.(weaponentity).lastrocket = missile;
305 if(WEP_CVAR(devastator, detonatedelay) >= 0)
306 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
308 missile.spawnshieldtime = -1;
309 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
310 missile.classname = "rocket";
311 missile.bot_dodge = true;
312 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
314 missile.takedamage = DAMAGE_YES;
315 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
316 missile.health = WEP_CVAR(devastator, health);
317 missile.event_damage = W_Devastator_Damage;
318 missile.damagedbycontents = true;
319 IL_PUSH(g_damagedbycontents, missile);
321 set_movetype(missile, MOVETYPE_FLY);
322 PROJECTILE_MAKETRIGGER(missile);
323 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
324 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
326 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
327 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
328 missile.angles = vectoangles(missile.velocity);
330 settouch(missile, W_Devastator_Touch);
331 setthink(missile, W_Devastator_Think);
332 missile.nextthink = time;
333 missile.cnt = time + WEP_CVAR(devastator, lifetime);
334 missile.flags = FL_PROJECTILE;
335 IL_PUSH(g_projectiles, missile);
336 IL_PUSH(g_bot_dodge, missile);
337 missile.missile_flags = MIF_SPLASH;
339 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
341 // muzzle flash for 1st person view
342 entity flash = spawn();
343 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
344 SUB_SetFade(flash, time, 0.1);
345 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
346 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
349 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
352 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
354 // aim and decide to fire if appropriate
355 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
356 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
358 // decide whether to detonate rockets
359 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
360 float selfdamage, teamdamage, enemydamage;
361 edgedamage = WEP_CVAR(devastator, edgedamage);
362 coredamage = WEP_CVAR(devastator, damage);
363 edgeradius = WEP_CVAR(devastator, radius);
364 recipricoledgeradius = 1 / edgeradius;
368 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
371 IL_EACH(g_bot_targets, it.bot_attack,
373 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
374 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
375 // count potential damage according to type of target
377 selfdamage = selfdamage + d;
378 else if(SAME_TEAM(it, actor))
379 teamdamage = teamdamage + d;
380 else if(bot_shouldattack(actor, it))
381 enemydamage = enemydamage + d;
384 float desirabledamage;
385 desirabledamage = enemydamage;
386 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
387 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
388 if(teamplay && actor.team)
389 desirabledamage = desirabledamage - teamdamage;
391 makevectors(actor.v_angle);
392 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
394 if(skill > 9) // normal players only do this for the target they are tracking
397 IL_EACH(g_bot_targets, it.bot_attack,
399 if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
400 && desirabledamage > 0.1 * coredamage
401 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
406 //As the distance gets larger, a correct detonation gets near imposible
407 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
408 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
409 && IS_PLAYER(actor.enemy)
410 && (desirabledamage >= 0.1 * coredamage)
413 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
414 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
415 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
419 // if we would be doing at X percent of the core damage, detonate it
420 // but don't fire a new shot at the same time!
421 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
422 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
423 if((skill > 6.5) && (selfdamage > actor.health))
424 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
425 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
426 // dprint(ftos(desirabledamage),"\n");
427 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
431 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
433 if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
434 thiswep.wr_reload(thiswep, actor, weaponentity);
438 if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
439 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
441 W_Devastator_Attack(thiswep, actor, weaponentity);
442 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
443 actor.(weaponentity).rl_release = 0;
447 actor.(weaponentity).rl_release = 1;
450 if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
452 bool rockfound = false;
453 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
455 if(!it.rl_detonate_later)
457 it.rl_detonate_later = true;
462 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
466 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
468 actor.(weaponentity).rl_release = 1;
470 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
473 // don't switch while guiding a missile
474 if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
477 if(WEP_CVAR(devastator, reload_ammo))
479 if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
482 else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
488 if(actor.rl_release == 0)
490 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
495 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
496 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
497 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
501 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
502 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
506 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
510 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
512 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
514 .entity weaponentity = weaponentities[slot];
515 actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
516 actor.(weaponentity).rl_release = 0;
519 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
521 W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
523 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
525 return WEAPON_DEVASTATOR_SUICIDE;
527 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
529 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
530 return WEAPON_DEVASTATOR_MURDER_SPLASH;
532 return WEAPON_DEVASTATOR_MURDER_DIRECT;
538 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
541 org2 = w_org + w_backoff * 12;
542 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
544 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);