#include "devastator.qh" #ifndef IMPLEMENTATION CLASS(Devastator, Weapon) /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets); /* impulse */ ATTRIB(Devastator, impulse, int, 9); /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0'); /* modelname */ ATTRIB(Devastator, mdl, string, "rl"); #ifdef GAMEQC /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM); #endif /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher"); /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7); /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher"); /* refname */ ATTRIB(Devastator, netname, string, "devastator"); /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, NONE) \ P(class, prefix, animtime, float, NONE) \ P(class, prefix, damageforcescale, float, NONE) \ P(class, prefix, damage, float, NONE) \ P(class, prefix, detonatedelay, float, NONE) \ P(class, prefix, edgedamage, float, NONE) \ P(class, prefix, force, float, NONE) \ P(class, prefix, guidedelay, float, NONE) \ P(class, prefix, guidegoal, float, NONE) \ P(class, prefix, guideratedelay, float, NONE) \ P(class, prefix, guiderate, float, NONE) \ P(class, prefix, guidestop, float, NONE) \ P(class, prefix, health, float, NONE) \ P(class, prefix, lifetime, float, NONE) \ P(class, prefix, radius, float, NONE) \ P(class, prefix, refire, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, remote_damage, float, NONE) \ P(class, prefix, remote_edgedamage, float, NONE) \ P(class, prefix, remote_force, float, NONE) \ P(class, prefix, remote_jump_damage, float, NONE) \ P(class, prefix, remote_jump_radius, float, NONE) \ P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ P(class, prefix, remote_jump_velocity_z_min, float, NONE) \ P(class, prefix, remote_radius, float, NONE) \ P(class, prefix, speedaccel, float, NONE) \ P(class, prefix, speedstart, float, NONE) \ P(class, prefix, speed, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string,NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Devastator, devastator) #undef X ENDCLASS(Devastator) REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator)); #ifdef SVQC .float rl_release[MAX_WEAPONSLOTS]; .float rl_detonate_later; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); } spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); } .entity lastrocket; void W_Devastator_Unregister(entity this) { if(this.realowner && this.realowner.lastrocket == this) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.realowner.(weaponentity).lastrocket == this) this.realowner.(weaponentity).lastrocket = NULL; } // this.realowner.rl_release = 1; } } void W_Devastator_Explode(entity this, entity directhitentity) { W_Devastator_Unregister(this); if(directhitentity.takedamage == DAMAGE_AIM) if(IS_PLAYER(directhitentity)) if(DIFF_TEAM(this.realowner, directhitentity)) if(!IS_DEAD(directhitentity)) if(IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); this.event_damage = func_null; this.takedamage = DAMAGE_NO; RadiusDamage( this, this.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), NULL, NULL, WEP_CVAR(devastator, force), this.projectiledeathtype, directhitentity ); Weapon thiswep = WEP_DEVASTATOR; .entity weaponentity = this.weaponentity_fld; if(this.realowner.(weaponentity).m_weapon == thiswep) { if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO)) { this.realowner.cnt = WEP_DEVASTATOR.m_id; int slot = weaponslot(weaponentity); ATTACK_FINISHED(this.realowner, slot) = time; this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner); } } delete(this); } void W_Devastator_Explode_think(entity this) { W_Devastator_Explode(this, NULL); } void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) { W_Devastator_Unregister(this); this.event_damage = func_null; this.takedamage = DAMAGE_NO; float handled_as_rocketjump = false; entity head = WarpZone_FindRadius( this.origin, WEP_CVAR(devastator, remote_jump_radius), false ); while(head) { if(head.takedamage && (head == this.realowner)) { float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest); if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius)) { // we handled this as a rocketjump :) handled_as_rocketjump = true; // modify velocity head.velocity_x *= 0.9; head.velocity_y *= 0.9; head.velocity_z = bound( WEP_CVAR(devastator, remote_jump_velocity_z_min), head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add), WEP_CVAR(devastator, remote_jump_velocity_z_max) ); // now do the damage RadiusDamage( this, head, WEP_CVAR(devastator, remote_jump_damage), WEP_CVAR(devastator, remote_jump_damage), WEP_CVAR(devastator, remote_jump_radius), NULL, head, 0, this.projectiledeathtype | HITTYPE_BOUNCE, NULL ); break; } } head = head.chain; } RadiusDamage( this, this.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), (handled_as_rocketjump ? head : NULL), NULL, WEP_CVAR(devastator, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL ); Weapon thiswep = WEP_DEVASTATOR; if(this.realowner.(weaponentity).m_weapon == thiswep) { if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO)) { this.realowner.cnt = WEP_DEVASTATOR.m_id; int slot = weaponslot(weaponentity); ATTACK_FINISHED(this.realowner, slot) = time; this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner); } } delete(this); } void W_Devastator_RemoteExplode(entity this, .entity weaponentity) { if(!IS_DEAD(this.realowner)) if(this.realowner.(weaponentity).lastrocket) { if((this.spawnshieldtime >= 0) ? (time >= this.spawnshieldtime) // timer : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device ) { W_Devastator_DoRemoteExplode(this, weaponentity); } } } vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos) { if(thisdir * goaldir > maxturn_cos) return goaldir; if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite return thisdir; // refuse to guide (better than letting a numerical error happen) float f, m2; vector v; // solve: // g = normalize(thisdir + goaldir * X) // thisdir * g = maxturn // // gg = thisdir + goaldir * X // (thisdir * gg)^2 = maxturn^2 * (gg * gg) // // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir) f = thisdir * goaldir; // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f) // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1) m2 = maxturn_cos * maxturn_cos; v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1); return normalize(thisdir + goaldir * v.y); // the larger solution! } // assume thisdir == -goaldir: // f == -1 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1) // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0 // x^2 - 2 * x + 1 = 0 // (x - 1)^2 = 0 // x = 1 // normalize(thisdir + goaldir) // normalize(0) void W_Devastator_Think(entity this) { vector desireddir, olddir, newdir, desiredorigin, goal; float velspeed, f; this.nextthink = time; if(time > this.cnt) { this.projectiledeathtype |= HITTYPE_BOUNCE; W_Devastator_Explode(this, NULL); return; } // accelerate makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0'); velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward); if(velspeed > 0) this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed); // laser guided, or remote detonation .entity weaponentity = this.weaponentity_fld; if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR) { int slot = weaponslot(weaponentity); if(this == this.realowner.(weaponentity).lastrocket) if(!this.realowner.rl_release[slot]) if(!PHYS_INPUT_BUTTON_ATCK2(this)) if(WEP_CVAR(devastator, guiderate)) if(time > this.pushltime) if(!IS_DEAD(this.realowner)) { f = WEP_CVAR(devastator, guideratedelay); if(f) f = bound(0, (time - this.pushltime) / f, 1); else f = 1; velspeed = vlen(this.velocity); makevectors(this.realowner.v_angle); desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward); desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs); olddir = normalize(this.velocity); // now it gets tricky... we want to move like some curve to approximate the target direction // but we are limiting the rate at which we can turn! goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir; newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD)); this.velocity = newdir * velspeed; this.angles = vectoangles(this.velocity); if(!this.count) { Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1); // TODO add a better sound here sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM); this.count = 1; } } if(this.rl_detonate_later) W_Devastator_RemoteExplode(this, weaponentity); } if(this.csqcprojectile_clientanimate == 0) UpdateCSQCProjectile(this); } void W_Devastator_Touch(entity this, entity toucher) { if(WarpZone_Projectile_Touch(this, toucher)) { if(wasfreed(this)) W_Devastator_Unregister(this); return; } W_Devastator_Unregister(this); W_Devastator_Explode(this, toucher); } void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt this.health = this.health - damage; this.angles = vectoangles(this.velocity); if(this.health <= 0) W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think); } void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); missile.weaponentity_fld = weaponentity; missile.owner = missile.realowner = actor; actor.(weaponentity).lastrocket = missile; if(WEP_CVAR(devastator, detonatedelay) >= 0) missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay); else missile.spawnshieldtime = -1; missile.pushltime = time + WEP_CVAR(devastator, guidedelay); missile.classname = "rocket"; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous missile.takedamage = DAMAGE_YES; missile.damageforcescale = WEP_CVAR(devastator, damageforcescale); missile.health = WEP_CVAR(devastator, health); missile.event_damage = W_Devastator_Damage; missile.damagedbycontents = true; set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_DEVASTATOR.m_id; setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0); missile.angles = vectoangles(missile.velocity); settouch(missile, W_Devastator_Touch); setthink(missile, W_Devastator_Think); missile.nextthink = time; missile.cnt = time + WEP_CVAR(devastator, lifetime); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound // muzzle flash for 1st person view entity flash = spawn(); setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); // common properties MUTATOR_CALLHOOK(EditProjectile, actor, missile); } METHOD(Devastator, wr_aim, void(entity thiswep, entity actor)) { // aim and decide to fire if appropriate PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! { // decide whether to detonate rockets float edgedamage, coredamage, edgeradius, recipricoledgeradius; float selfdamage, teamdamage, enemydamage; edgedamage = WEP_CVAR(devastator, edgedamage); coredamage = WEP_CVAR(devastator, damage); edgeradius = WEP_CVAR(devastator, radius); recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket", { entity rocket = it; IL_EACH(g_bot_targets, it.bot_attack, { float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target if(it == actor) selfdamage = selfdamage + d; else if(SAME_TEAM(it, actor)) teamdamage = teamdamage + d; else if(bot_shouldattack(actor, it)) enemydamage = enemydamage + d; }); }); float desirabledamage; desirabledamage = enemydamage; if(time > actor.invincible_finished && time > actor.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; if(teamplay && actor.team) desirabledamage = desirabledamage - teamdamage; makevectors(actor.v_angle); IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket", { if(skill > 9) // normal players only do this for the target they are tracking { entity rocket = it; IL_EACH(g_bot_targets, it.bot_attack, { if((v_forward * normalize(rocket.origin - it.origin) < 0.1) && desirabledamage > 0.1 * coredamage ) PHYS_INPUT_BUTTON_ATCK2(actor) = true; }); } else { //As the distance gets larger, a correct detonation gets near imposible //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1) && IS_PLAYER(actor.enemy) && (desirabledamage >= 0.1 * coredamage) ) { float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000); if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1)) PHYS_INPUT_BUTTON_ATCK2(actor) = true; } } }); // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events PHYS_INPUT_BUTTON_ATCK2(actor) = true; if((skill > 6.5) && (selfdamage > actor.health)) PHYS_INPUT_BUTTON_ATCK2(actor) = false; //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true) // dprint(ftos(desirabledamage),"\n"); if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false; } } METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { int slot = weaponslot(weaponentity); if(fire & 1) { if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop)) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire))) { W_Devastator_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); actor.rl_release[slot] = 0; } } else actor.rl_release[slot] = 1; if(fire & 2) if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR) { bool rockfound = false; IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket", { if(!it.rl_detonate_later) { it.rl_detonate_later = true; rockfound = true; } }); if(rockfound) sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); } } } METHOD(Devastator, wr_setup, void(entity thiswep, entity actor)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) actor.rl_release[slot] = 1; } METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { #if 0 // don't switch while guiding a missile if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR) { ammo_amount = false; if(WEP_CVAR(devastator, reload_ammo)) { if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) ammo_amount = true; } else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) ammo_amount = true; return !ammo_amount; } #endif #if 0 if(actor.rl_release == 0) { LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo)); return true; } else { ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE")); return ammo_amount; } #else float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); return ammo_amount; #endif } METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return false; } METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave! actor.rl_release[slot] = 0; } } METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD); } METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_DEVASTATOR_SUICIDE; } METHOD(Devastator, wr_killmessage, Notification(entity thiswep)) { if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) return WEAPON_DEVASTATOR_MURDER_SPLASH; else return WEAPON_DEVASTATOR_MURDER_DIRECT; } #endif #ifdef CSQC METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 12; pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM); } #endif #endif