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,
10 /* netname */ "devastator",
11 /* fullname */ _("Devastator")
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)
48 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 .float rl_detonate_later;
54 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
55 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
57 void W_Devastator_Unregister()
59 if(self.realowner && self.realowner.lastrocket == self)
61 self.realowner.lastrocket = world;
62 // self.realowner.rl_release = 1;
66 void W_Devastator_Explode()
68 W_Devastator_Unregister();
70 if(other.takedamage == DAMAGE_AIM)
72 if(DIFF_TEAM(self.realowner, other))
73 if(other.deadflag == DEAD_NO)
75 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
77 self.event_damage = func_null;
78 self.takedamage = DAMAGE_NO;
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);
82 if (self.realowner.weapon == WEP_DEVASTATOR)
84 if(self.realowner.AMMO_VAL(WEP_DEVASTATOR) < WEP_CVAR(devastator, ammo))
86 self.realowner.cnt = WEP_DEVASTATOR;
87 ATTACK_FINISHED(self.realowner) = time;
88 self.realowner.switchweapon = w_getbestweapon(self.realowner);
94 void W_Devastator_DoRemoteExplode()
96 W_Devastator_Unregister();
98 self.event_damage = func_null;
99 self.takedamage = DAMAGE_NO;
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);
103 if (self.realowner.weapon == WEP_DEVASTATOR)
105 if(self.realowner.AMMO_VAL(WEP_DEVASTATOR) < WEP_CVAR(devastator, ammo))
107 self.realowner.cnt = WEP_DEVASTATOR;
108 ATTACK_FINISHED(self.realowner) = time;
109 self.realowner.switchweapon = w_getbestweapon(self.realowner);
115 void W_Devastator_RemoteExplode()
117 if(self.realowner.deadflag == DEAD_NO)
118 if(self.realowner.lastrocket)
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
125 W_Devastator_DoRemoteExplode();
130 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
132 if(thisdir * goaldir > maxturn_cos)
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)
139 // g = normalize(thisdir + goaldir * X)
140 // thisdir * g = maxturn
142 // gg = thisdir + goaldir * X
143 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
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!
153 // assume thisdir == -goaldir:
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
160 // normalize(thisdir + goaldir)
163 void W_Devastator_Think (void)
165 vector desireddir, olddir, newdir, desiredorigin, goal;
167 float cosminang, cosmaxang, cosang;
170 self.nextthink = time;
174 self.projectiledeathtype |= HITTYPE_BOUNCE;
175 W_Devastator_Explode ();
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);
183 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
185 // laser guided, or remote detonation
186 if (self.realowner.weapon == WEP_DEVASTATOR)
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)
195 f = WEP_CVAR(devastator, guideratedelay);
197 f = bound(0, (time - self.pushltime) / f, 1);
201 velspeed = vlen(self.velocity);
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);
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));
213 self.velocity = newdir * velspeed;
214 self.angles = vectoangles(self.velocity);
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);
225 if(self.rl_detonate_later)
226 W_Devastator_RemoteExplode();
229 if(self.csqcprojectile_clientanimate == 0)
230 UpdateCSQCProjectile(self);
233 void W_Devastator_Touch (void)
235 if(WarpZone_Projectile_Touch())
238 W_Devastator_Unregister();
241 W_Devastator_Unregister();
242 W_Devastator_Explode ();
245 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
247 if (self.health <= 0)
250 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
251 return; // g_projectiles_damage says to halt
253 self.health = self.health - damage;
254 self.angles = vectoangles(self.velocity);
256 if (self.health <= 0)
257 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
260 void W_Devastator_Attack (void)
265 W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
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);
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);
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
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;
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
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);
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;
304 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
306 // muzzle flash for 1st person view
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');
314 other = missile; MUTATOR_CALLHOOK(EditProjectile);
317 float W_Devastator(float req)
324 case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
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!
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)
338 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
340 self.BUTTON_ATCK2 = TRUE;
347 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
354 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
355 WEP_ACTION(self.weapon, WR_RELOAD);
360 if(self.rl_release || WEP_CVAR(devastator, guidestop))
361 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
363 W_Devastator_Attack();
364 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
371 if(self.BUTTON_ATCK2)
374 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
376 if(!rock.rl_detonate_later)
378 rock.rl_detonate_later = TRUE;
383 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
391 if(autocvar_sv_precacheweapons)
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");
401 DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
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_VAL(WEP_DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
420 else if(self.AMMO_VAL(WEP_DEVASTATOR) < 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");