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 /* model */ MDL_DEVASTATOR_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairrocketlauncher 0.7",
14 /* wepimg */ "weaponrocketlauncher",
15 /* refname */ "devastator",
16 /* wepname */ _("Devastator")
19 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
20 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, NONE, ammo) \
22 w_cvar(id, sn, NONE, animtime) \
23 w_cvar(id, sn, NONE, damage) \
24 w_cvar(id, sn, NONE, damageforcescale) \
25 w_cvar(id, sn, NONE, detonatedelay) \
26 w_cvar(id, sn, NONE, edgedamage) \
27 w_cvar(id, sn, NONE, force) \
28 w_cvar(id, sn, NONE, guidedelay) \
29 w_cvar(id, sn, NONE, guidegoal) \
30 w_cvar(id, sn, NONE, guiderate) \
31 w_cvar(id, sn, NONE, guideratedelay) \
32 w_cvar(id, sn, NONE, guidestop) \
33 w_cvar(id, sn, NONE, health) \
34 w_cvar(id, sn, NONE, lifetime) \
35 w_cvar(id, sn, NONE, radius) \
36 w_cvar(id, sn, NONE, refire) \
37 w_cvar(id, sn, NONE, remote_damage) \
38 w_cvar(id, sn, NONE, remote_edgedamage) \
39 w_cvar(id, sn, NONE, remote_force) \
40 w_cvar(id, sn, NONE, remote_jump_damage) \
41 w_cvar(id, sn, NONE, remote_jump_radius) \
42 w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
43 w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
44 w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
45 w_cvar(id, sn, NONE, remote_radius) \
46 w_cvar(id, sn, NONE, speed) \
47 w_cvar(id, sn, NONE, speedaccel) \
48 w_cvar(id, sn, NONE, speedstart) \
49 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
50 w_prop(id, sn, float, reloading_time, reload_time) \
51 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
52 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
53 w_prop(id, sn, string, weaponreplace, weaponreplace) \
54 w_prop(id, sn, float, weaponstart, weaponstart) \
55 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
56 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
59 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
61 .float rl_detonate_later;
66 void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
67 void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
69 void W_Devastator_Unregister(void)
71 if(self.realowner && self.realowner.lastrocket == self)
73 self.realowner.lastrocket = world;
74 // self.realowner.rl_release = 1;
78 void W_Devastator_Explode(void)
80 W_Devastator_Unregister();
82 if(other.takedamage == DAMAGE_AIM)
84 if(DIFF_TEAM(self.realowner, other))
85 if(other.deadflag == DEAD_NO)
87 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
89 self.event_damage = func_null;
90 self.takedamage = DAMAGE_NO;
95 WEP_CVAR(devastator, damage),
96 WEP_CVAR(devastator, edgedamage),
97 WEP_CVAR(devastator, radius),
100 WEP_CVAR(devastator, force),
101 self.projectiledeathtype,
105 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
107 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
108 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
110 self.realowner.cnt = WEP_DEVASTATOR.m_id;
111 ATTACK_FINISHED(self.realowner) = time;
112 self.realowner.switchweapon = w_getbestweapon(self.realowner);
118 void W_Devastator_DoRemoteExplode(void)
120 W_Devastator_Unregister();
122 self.event_damage = func_null;
123 self.takedamage = DAMAGE_NO;
125 float handled_as_rocketjump = false;
127 entity head = WarpZone_FindRadius(
129 WEP_CVAR(devastator, remote_jump_radius),
135 if(head.takedamage && (head == self.realowner))
137 float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
138 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
140 // we handled this as a rocketjump :)
141 handled_as_rocketjump = true;
144 head.velocity_x *= 0.9;
145 head.velocity_y *= 0.9;
146 head.velocity_z = bound(
147 WEP_CVAR(devastator, remote_jump_velocity_z_min),
148 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
149 WEP_CVAR(devastator, remote_jump_velocity_z_max)
156 WEP_CVAR(devastator, remote_jump_damage),
157 WEP_CVAR(devastator, remote_jump_damage),
158 WEP_CVAR(devastator, remote_jump_radius),
162 self.projectiledeathtype | HITTYPE_BOUNCE,
174 WEP_CVAR(devastator, remote_damage),
175 WEP_CVAR(devastator, remote_edgedamage),
176 WEP_CVAR(devastator, remote_radius),
177 (handled_as_rocketjump ? head : world),
179 WEP_CVAR(devastator, remote_force),
180 self.projectiledeathtype | HITTYPE_BOUNCE,
184 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
186 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
187 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
189 self.realowner.cnt = WEP_DEVASTATOR.m_id;
190 ATTACK_FINISHED(self.realowner) = time;
191 self.realowner.switchweapon = w_getbestweapon(self.realowner);
197 void W_Devastator_RemoteExplode(void)
199 if(self.realowner.deadflag == DEAD_NO)
200 if(self.realowner.lastrocket)
202 if((self.spawnshieldtime >= 0)
203 ? (time >= self.spawnshieldtime) // timer
204 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
207 W_Devastator_DoRemoteExplode();
212 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
214 if(thisdir * goaldir > maxturn_cos)
216 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
217 return thisdir; // refuse to guide (better than letting a numerical error happen)
221 // g = normalize(thisdir + goaldir * X)
222 // thisdir * g = maxturn
224 // gg = thisdir + goaldir * X
225 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
227 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
228 f = thisdir * goaldir;
229 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
230 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
231 m2 = maxturn_cos * maxturn_cos;
232 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
233 return normalize(thisdir + goaldir * v.y); // the larger solution!
235 // assume thisdir == -goaldir:
237 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
238 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
239 // x^2 - 2 * x + 1 = 0
242 // normalize(thisdir + goaldir)
245 void W_Devastator_Think(void)
247 vector desireddir, olddir, newdir, desiredorigin, goal;
249 self.nextthink = time;
253 self.projectiledeathtype |= HITTYPE_BOUNCE;
254 W_Devastator_Explode();
259 makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
260 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
262 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
264 // laser guided, or remote detonation
265 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
267 if(self == self.realowner.lastrocket)
268 if(!self.realowner.rl_release)
269 if(!self.BUTTON_ATCK2)
270 if(WEP_CVAR(devastator, guiderate))
271 if(time > self.pushltime)
272 if(self.realowner.deadflag == DEAD_NO)
274 f = WEP_CVAR(devastator, guideratedelay);
276 f = bound(0, (time - self.pushltime) / f, 1);
280 velspeed = vlen(self.velocity);
282 makevectors(self.realowner.v_angle);
283 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
284 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
285 olddir = normalize(self.velocity);
287 // now it gets tricky... we want to move like some curve to approximate the target direction
288 // but we are limiting the rate at which we can turn!
289 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
290 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
292 self.velocity = newdir * velspeed;
293 self.angles = vectoangles(self.velocity);
297 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
298 // TODO add a better sound here
299 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
304 if(self.rl_detonate_later)
305 W_Devastator_RemoteExplode();
308 if(self.csqcprojectile_clientanimate == 0)
309 UpdateCSQCProjectile(self);
312 void W_Devastator_Touch(void)
314 if(WarpZone_Projectile_Touch())
317 W_Devastator_Unregister();
320 W_Devastator_Unregister();
321 W_Devastator_Explode();
324 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
329 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
330 return; // g_projectiles_damage says to halt
332 self.health = self.health - damage;
333 self.angles = vectoangles(self.velocity);
336 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
339 void W_Devastator_Attack(void)
344 W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
346 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
347 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
349 missile = WarpZone_RefSys_SpawnSameRefSys(self);
350 missile.owner = missile.realowner = self;
351 self.lastrocket = missile;
352 if(WEP_CVAR(devastator, detonatedelay) >= 0)
353 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
355 missile.spawnshieldtime = -1;
356 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
357 missile.classname = "rocket";
358 missile.bot_dodge = true;
359 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
361 missile.takedamage = DAMAGE_YES;
362 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
363 missile.health = WEP_CVAR(devastator, health);
364 missile.event_damage = W_Devastator_Damage;
365 missile.damagedbycontents = true;
367 missile.movetype = MOVETYPE_FLY;
368 PROJECTILE_MAKETRIGGER(missile);
369 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
370 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
372 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
373 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
374 missile.angles = vectoangles(missile.velocity);
376 missile.touch = W_Devastator_Touch;
377 missile.think = W_Devastator_Think;
378 missile.nextthink = time;
379 missile.cnt = time + WEP_CVAR(devastator, lifetime);
380 missile.flags = FL_PROJECTILE;
381 missile.missile_flags = MIF_SPLASH;
383 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
385 // muzzle flash for 1st person view
387 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
388 SUB_SetFade(flash, time, 0.1);
389 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
390 W_AttachToShotorg(flash, '5 0 0');
393 MUTATOR_CALLHOOK(EditProjectile, self, missile);
396 bool W_Devastator(entity thiswep, int req)
406 // aim and decide to fire if appropriate
407 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
408 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
410 // decide whether to detonate rockets
411 entity missile, targetlist, targ;
412 targetlist = findchainfloat(bot_attack, true);
413 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
418 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
420 self.BUTTON_ATCK2 = true;
427 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
435 // aim and decide to fire if appropriate
436 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
437 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
439 // decide whether to detonate rockets
440 entity missile, targetlist, targ;
441 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
442 float selfdamage, teamdamage, enemydamage;
443 edgedamage = WEP_CVAR(devastator, edgedamage);
444 coredamage = WEP_CVAR(devastator, damage);
445 edgeradius = WEP_CVAR(devastator, radius);
446 recipricoledgeradius = 1 / edgeradius;
450 targetlist = findchainfloat(bot_attack, true);
451 missile = find(world, classname, "rocket");
454 if(missile.realowner != self)
456 missile = find(missile, classname, "rocket");
462 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
463 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
464 // count potential damage according to type of target
466 selfdamage = selfdamage + d;
467 else if(targ.team == self.team && teamplay)
468 teamdamage = teamdamage + d;
469 else if(bot_shouldattack(targ))
470 enemydamage = enemydamage + d;
473 missile = find(missile, classname, "rocket");
475 float desirabledamage;
476 desirabledamage = enemydamage;
477 if(time > self.invincible_finished && time > self.spawnshieldtime)
478 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
479 if(teamplay && self.team)
480 desirabledamage = desirabledamage - teamdamage;
482 missile = find(world, classname, "rocket");
485 if(missile.realowner != self)
487 missile = find(missile, classname, "rocket");
490 makevectors(missile.v_angle);
492 if(skill > 9) // normal players only do this for the target they are tracking
498 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
499 && desirabledamage > 0.1*coredamage
500 )self.BUTTON_ATCK2 = true;
504 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
505 //As the distance gets larger, a correct detonation gets near imposible
506 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
507 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
508 if(IS_PLAYER(self.enemy))
509 if(desirabledamage >= 0.1*coredamage)
510 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
511 self.BUTTON_ATCK2 = true;
512 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
515 missile = find(missile, classname, "rocket");
517 // if we would be doing at X percent of the core damage, detonate it
518 // but don't fire a new shot at the same time!
519 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
520 self.BUTTON_ATCK2 = true;
521 if((skill > 6.5) && (selfdamage > self.health))
522 self.BUTTON_ATCK2 = false;
523 //if(self.BUTTON_ATCK2 == true)
524 // dprint(ftos(desirabledamage),"\n");
525 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
533 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
534 _WEP_ACTION(self.weapon, WR_RELOAD);
539 if(self.rl_release || WEP_CVAR(devastator, guidestop))
540 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
542 W_Devastator_Attack();
543 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
550 if(self.BUTTON_ATCK2)
551 if(self.switchweapon == WEP_DEVASTATOR.m_id)
554 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
556 if(!rock.rl_detonate_later)
558 rock.rl_detonate_later = true;
563 sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
571 DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
582 // don't switch while guiding a missile
583 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
586 if(WEP_CVAR(devastator, reload_ammo))
588 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
591 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
597 if(self.rl_release == 0)
599 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
604 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
605 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
606 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
610 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
611 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
621 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
631 W_Reload(WEP_CVAR(devastator, ammo), SND(RELOAD));
634 case WR_SUICIDEMESSAGE:
636 return WEAPON_DEVASTATOR_SUICIDE;
640 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
641 return WEAPON_DEVASTATOR_MURDER_SPLASH;
643 return WEAPON_DEVASTATOR_MURDER_DIRECT;
650 bool W_Devastator(entity thiswep, int req)
654 case WR_IMPACTEFFECT:
657 org2 = w_org + w_backoff * 12;
658 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
660 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
670 // no weapon specific image for this weapon