3 /* WEP_##id */ DEVASTATOR,
4 /* function */ W_Devastator,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* netname */ "devastator",
11 /* fullname */ _("Devastator")
14 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, ammo) \
16 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, animtime) \
17 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, damage) \
18 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, damageforcescale) \
19 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, detonatedelay) \
20 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, edgedamage) \
21 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, force) \
22 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidedelay) \
23 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidegoal) \
24 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guiderate) \
25 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guideratedelay) \
26 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidestop) \
27 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, health) \
28 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, lifetime) \
29 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, radius) \
30 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, refire) \
31 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_damage) \
32 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_edgedamage) \
33 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_force) \
34 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_radius) \
35 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speed) \
36 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speedaccel) \
37 w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speedstart) \
38 w_prop(WEP_DEVASTATOR, devastator, float, reloading_ammo, reload_ammo) \
39 w_prop(WEP_DEVASTATOR, devastator, float, reloading_time, reload_time) \
40 w_prop(WEP_DEVASTATOR, devastator, float, switchdelay_raise, switchdelay_raise) \
41 w_prop(WEP_DEVASTATOR, devastator, float, switchdelay_drop, switchdelay_drop) \
42 w_prop(WEP_DEVASTATOR, devastator, string, weaponreplace, weaponreplace) \
43 w_prop(WEP_DEVASTATOR, devastator, float, weaponstart, weaponstart) \
44 w_prop(WEP_DEVASTATOR, devastator, float, weaponstartoverride, weaponstartoverride)
47 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 .float rl_detonate_later;
53 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
54 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
56 void W_Devastator_Unregister()
58 if(self.realowner && self.realowner.lastrocket == self)
60 self.realowner.lastrocket = world;
61 // self.realowner.rl_release = 1;
65 void W_Devastator_Explode()
67 W_Devastator_Unregister();
69 if(other.takedamage == DAMAGE_AIM)
71 if(DIFF_TEAM(self.realowner, other))
72 if(other.deadflag == DEAD_NO)
74 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
76 self.event_damage = func_null;
77 self.takedamage = DAMAGE_NO;
79 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 if (self.realowner.weapon == WEP_DEVASTATOR)
83 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
85 self.realowner.cnt = WEP_DEVASTATOR;
86 ATTACK_FINISHED(self.realowner) = time;
87 self.realowner.switchweapon = w_getbestweapon(self.realowner);
93 void W_Devastator_DoRemoteExplode()
95 W_Devastator_Unregister();
97 self.event_damage = func_null;
98 self.takedamage = DAMAGE_NO;
100 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 if (self.realowner.weapon == WEP_DEVASTATOR)
104 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
106 self.realowner.cnt = WEP_DEVASTATOR;
107 ATTACK_FINISHED(self.realowner) = time;
108 self.realowner.switchweapon = w_getbestweapon(self.realowner);
114 void W_Devastator_RemoteExplode()
116 if(self.realowner.deadflag == DEAD_NO)
117 if(self.realowner.lastrocket)
119 if((self.spawnshieldtime >= 0)
120 ? (time >= self.spawnshieldtime) // timer
121 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
124 W_Devastator_DoRemoteExplode();
129 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
131 if(thisdir * goaldir > maxturn_cos)
133 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
134 return thisdir; // refuse to guide (better than letting a numerical error happen)
138 // g = normalize(thisdir + goaldir * X)
139 // thisdir * g = maxturn
141 // gg = thisdir + goaldir * X
142 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
144 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
145 f = thisdir * goaldir;
146 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
147 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
148 m2 = maxturn_cos * maxturn_cos;
149 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
150 return normalize(thisdir + goaldir * v_y); // the larger solution!
152 // assume thisdir == -goaldir:
154 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
155 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
156 // x^2 - 2 * x + 1 = 0
159 // normalize(thisdir + goaldir)
162 void W_Devastator_Think (void)
164 vector desireddir, olddir, newdir, desiredorigin, goal;
166 float cosminang, cosmaxang, cosang;
169 self.nextthink = time;
173 self.projectiledeathtype |= HITTYPE_BOUNCE;
174 W_Devastator_Explode ();
179 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
180 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
182 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
184 // laser guided, or remote detonation
185 if (self.realowner.weapon == WEP_DEVASTATOR)
187 if(self == self.realowner.lastrocket)
188 if(!self.realowner.rl_release)
189 if(!self.BUTTON_ATCK2)
190 if(WEP_CVAR(devastator, guiderate))
191 if(time > self.pushltime)
192 if(self.realowner.deadflag == DEAD_NO)
194 f = WEP_CVAR(devastator, guideratedelay);
196 f = bound(0, (time - self.pushltime) / f, 1);
200 velspeed = vlen(self.velocity);
202 makevectors(self.realowner.v_angle);
203 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
204 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
205 olddir = normalize(self.velocity);
207 // now it gets tricky... we want to move like some curve to approximate the target direction
208 // but we are limiting the rate at which we can turn!
209 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
210 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
212 self.velocity = newdir * velspeed;
213 self.angles = vectoangles(self.velocity);
217 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
218 // TODO add a better sound here
219 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
224 if(self.rl_detonate_later)
225 W_Devastator_RemoteExplode();
228 if(self.csqcprojectile_clientanimate == 0)
229 UpdateCSQCProjectile(self);
232 void W_Devastator_Touch (void)
234 if(WarpZone_Projectile_Touch())
237 W_Devastator_Unregister();
240 W_Devastator_Unregister();
241 W_Devastator_Explode ();
244 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
246 if (self.health <= 0)
249 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
250 return; // g_projectiles_damage says to halt
252 self.health = self.health - damage;
253 self.angles = vectoangles(self.velocity);
255 if (self.health <= 0)
256 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
259 void W_Devastator_Attack (void)
264 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
266 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
267 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
269 missile = WarpZone_RefSys_SpawnSameRefSys(self);
270 missile.owner = missile.realowner = self;
271 self.lastrocket = missile;
272 if(WEP_CVAR(devastator, detonatedelay) >= 0)
273 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
275 missile.spawnshieldtime = -1;
276 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
277 missile.classname = "rocket";
278 missile.bot_dodge = TRUE;
279 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
281 missile.takedamage = DAMAGE_YES;
282 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
283 missile.health = WEP_CVAR(devastator, health);
284 missile.event_damage = W_Devastator_Damage;
285 missile.damagedbycontents = TRUE;
287 missile.movetype = MOVETYPE_FLY;
288 PROJECTILE_MAKETRIGGER(missile);
289 missile.projectiledeathtype = WEP_DEVASTATOR;
290 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
292 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
293 W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
294 missile.angles = vectoangles (missile.velocity);
296 missile.touch = W_Devastator_Touch;
297 missile.think = W_Devastator_Think;
298 missile.nextthink = time;
299 missile.cnt = time + WEP_CVAR(devastator, lifetime);
300 missile.flags = FL_PROJECTILE;
301 missile.missile_flags = MIF_SPLASH;
303 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
305 // muzzle flash for 1st person view
307 setmodel (flash, "models/flash.md3"); // precision set below
308 SUB_SetFade (flash, time, 0.1);
309 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
310 W_AttachToShotorg(flash, '5 0 0');
313 other = missile; MUTATOR_CALLHOOK(EditProjectile);
316 float W_Devastator(float req)
323 case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
325 // aim and decide to fire if appropriate
326 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
327 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
329 // decide whether to detonate rockets
330 entity missile, targetlist, targ;
331 targetlist = findchainfloat(bot_attack, TRUE);
332 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
337 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
339 self.BUTTON_ATCK2 = TRUE;
346 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
353 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
354 WEP_ACTION(self.weapon, WR_RELOAD);
359 if(self.rl_release || WEP_CVAR(devastator, guidestop))
360 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
362 W_Devastator_Attack();
363 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
370 if(self.BUTTON_ATCK2)
373 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
375 if(!rock.rl_detonate_later)
377 rock.rl_detonate_later = TRUE;
382 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
390 if(autocvar_sv_precacheweapons)
392 precache_model("models/flash.md3");
393 precache_model("models/weapons/g_rl.md3");
394 precache_model("models/weapons/v_rl.md3");
395 precache_model("models/weapons/h_rl.iqm");
396 precache_sound("weapons/rocket_det.wav");
397 precache_sound("weapons/rocket_fire.wav");
398 precache_sound("weapons/rocket_mode.wav");
400 DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
405 self.current_ammo = ammo_rockets;
411 // don't switch while guiding a missile
412 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
415 if(WEP_CVAR(devastator, reload_ammo))
417 if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
420 else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
433 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
443 W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
446 case WR_SUICIDEMESSAGE:
448 return WEAPON_ROCKETLAUNCHER_SUICIDE;
452 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
453 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
455 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
462 float W_Devastator(float req)
466 case WR_IMPACTEFFECT:
469 org2 = w_org + w_backoff * 12;
470 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
472 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
478 precache_sound("weapons/rocket_impact.wav");