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