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 /* shortname */ "devastator",
11 /* fullname */ _("Devastator")
14 #define DEVASTATOR_SETTINGS(weapon) \
15 WEP_ADD_CVAR(weapon, MO_NONE, ammo) \
16 WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
17 WEP_ADD_CVAR(weapon, MO_NONE, damage) \
18 WEP_ADD_CVAR(weapon, MO_NONE, damageforcescale) \
19 WEP_ADD_CVAR(weapon, MO_NONE, detonatedelay) \
20 WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
21 WEP_ADD_CVAR(weapon, MO_NONE, force) \
22 WEP_ADD_CVAR(weapon, MO_NONE, guidedelay) \
23 WEP_ADD_CVAR(weapon, MO_NONE, guidegoal) \
24 WEP_ADD_CVAR(weapon, MO_NONE, guiderate) \
25 WEP_ADD_CVAR(weapon, MO_NONE, guideratedelay) \
26 WEP_ADD_CVAR(weapon, MO_NONE, guidestop) \
27 WEP_ADD_CVAR(weapon, MO_NONE, health) \
28 WEP_ADD_CVAR(weapon, MO_NONE, lifetime) \
29 WEP_ADD_CVAR(weapon, MO_NONE, radius) \
30 WEP_ADD_CVAR(weapon, MO_NONE, refire) \
31 WEP_ADD_CVAR(weapon, MO_NONE, remote_damage) \
32 WEP_ADD_CVAR(weapon, MO_NONE, remote_edgedamage) \
33 WEP_ADD_CVAR(weapon, MO_NONE, remote_force) \
34 WEP_ADD_CVAR(weapon, MO_NONE, remote_radius) \
35 WEP_ADD_CVAR(weapon, MO_NONE, speed) \
36 WEP_ADD_CVAR(weapon, MO_NONE, speedaccel) \
37 WEP_ADD_CVAR(weapon, MO_NONE, speedstart) \
38 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
39 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
42 DEVASTATOR_SETTINGS(devastator)
47 .float rl_detonate_later;
49 void W_Devastator_Unregister()
51 if(self.realowner && self.realowner.lastrocket == self)
53 self.realowner.lastrocket = world;
54 // self.realowner.rl_release = 1;
58 void W_Devastator_Explode ()
60 W_Devastator_Unregister();
62 if(other.takedamage == DAMAGE_AIM)
64 if(IsDifferentTeam(self.realowner, other))
65 if(other.deadflag == DEAD_NO)
67 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
69 self.event_damage = func_null;
70 self.takedamage = DAMAGE_NO;
72 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);
74 if (self.realowner.weapon == WEP_DEVASTATOR)
76 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
78 self.realowner.cnt = WEP_DEVASTATOR;
79 ATTACK_FINISHED(self.realowner) = time;
80 self.realowner.switchweapon = w_getbestweapon(self.realowner);
86 void W_Devastator_DoRemoteExplode ()
88 W_Devastator_Unregister();
90 self.event_damage = func_null;
91 self.takedamage = DAMAGE_NO;
93 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);
95 if (self.realowner.weapon == WEP_DEVASTATOR)
97 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
99 self.realowner.cnt = WEP_DEVASTATOR;
100 ATTACK_FINISHED(self.realowner) = time;
101 self.realowner.switchweapon = w_getbestweapon(self.realowner);
107 void W_Devastator_RemoteExplode()
109 if(self.realowner.deadflag == DEAD_NO)
110 if(self.realowner.lastrocket)
112 if((self.spawnshieldtime >= 0)
113 ? (time >= self.spawnshieldtime) // timer
114 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
117 W_Devastator_DoRemoteExplode();
122 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
124 if(thisdir * goaldir > maxturn_cos)
126 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
127 return thisdir; // refuse to guide (better than letting a numerical error happen)
131 // g = normalize(thisdir + goaldir * X)
132 // thisdir * g = maxturn
134 // gg = thisdir + goaldir * X
135 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
137 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
138 f = thisdir * goaldir;
139 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
140 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
141 m2 = maxturn_cos * maxturn_cos;
142 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
143 return normalize(thisdir + goaldir * v_y); // the larger solution!
145 // assume thisdir == -goaldir:
147 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
148 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
149 // x^2 - 2 * x + 1 = 0
152 // normalize(thisdir + goaldir)
155 void W_Devastator_Think (void)
157 vector desireddir, olddir, newdir, desiredorigin, goal;
159 float cosminang, cosmaxang, cosang;
162 self.nextthink = time;
166 self.projectiledeathtype |= HITTYPE_BOUNCE;
167 W_Devastator_Explode ();
172 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
173 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
175 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
177 // laser guided, or remote detonation
178 if (self.realowner.weapon == WEP_DEVASTATOR)
180 if(self == self.realowner.lastrocket)
181 if not(self.realowner.rl_release)
182 if not(self.BUTTON_ATCK2)
183 if(WEP_CVAR(devastator, guiderate))
184 if(time > self.pushltime)
185 if(self.realowner.deadflag == DEAD_NO)
187 f = WEP_CVAR(devastator, guideratedelay);
189 f = bound(0, (time - self.pushltime) / f, 1);
193 velspeed = vlen(self.velocity);
195 makevectors(self.realowner.v_angle);
196 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
197 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
198 olddir = normalize(self.velocity);
200 // now it gets tricky... we want to move like some curve to approximate the target direction
201 // but we are limiting the rate at which we can turn!
202 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
203 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
205 self.velocity = newdir * velspeed;
206 self.angles = vectoangles(self.velocity);
210 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
211 // TODO add a better sound here
212 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
217 if(self.rl_detonate_later)
218 W_Devastator_RemoteExplode();
221 if(self.csqcprojectile_clientanimate == 0)
222 UpdateCSQCProjectile(self);
225 void W_Devastator_Touch (void)
227 if(WarpZone_Projectile_Touch())
230 W_Devastator_Unregister();
233 W_Devastator_Unregister();
234 W_Devastator_Explode ();
237 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
239 if (self.health <= 0)
242 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
243 return; // g_projectiles_damage says to halt
245 self.health = self.health - damage;
246 self.angles = vectoangles(self.velocity);
248 if (self.health <= 0)
249 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
252 void W_Devastator_Attack (void)
257 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
259 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
260 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
262 missile = WarpZone_RefSys_SpawnSameRefSys(self);
263 missile.owner = missile.realowner = self;
264 self.lastrocket = missile;
265 if(WEP_CVAR(devastator, detonatedelay) >= 0)
266 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
268 missile.spawnshieldtime = -1;
269 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
270 missile.classname = "rocket";
271 missile.bot_dodge = TRUE;
272 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
274 missile.takedamage = DAMAGE_YES;
275 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
276 missile.health = WEP_CVAR(devastator, health);
277 missile.event_damage = W_Devastator_Damage;
278 missile.damagedbycontents = TRUE;
280 missile.movetype = MOVETYPE_FLY;
281 PROJECTILE_MAKETRIGGER(missile);
282 missile.projectiledeathtype = WEP_DEVASTATOR;
283 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
285 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
286 W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
287 missile.angles = vectoangles (missile.velocity);
289 missile.touch = W_Devastator_Touch;
290 missile.think = W_Devastator_Think;
291 missile.nextthink = time;
292 missile.cnt = time + WEP_CVAR(devastator, lifetime);
293 missile.flags = FL_PROJECTILE;
294 missile.missile_flags = MIF_SPLASH;
296 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
298 // muzzle flash for 1st person view
300 setmodel (flash, "models/flash.md3"); // precision set below
301 SUB_SetFade (flash, time, 0.1);
302 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
303 W_AttachToShotorg(flash, '5 0 0');
306 other = missile; MUTATOR_CALLHOOK(EditProjectile);
309 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
311 float W_Devastator(float req)
319 // aim and decide to fire if appropriate
320 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
321 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
323 // decide whether to detonate rockets
324 entity missile, targetlist, targ;
325 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
326 float selfdamage, teamdamage, enemydamage;
327 edgedamage = WEP_CVAR(devastator, edgedamage);
328 coredamage = WEP_CVAR(devastator, damage);
329 edgeradius = WEP_CVAR(devastator, radius);
330 recipricoledgeradius = 1 / edgeradius;
334 targetlist = findchainfloat(bot_attack, TRUE);
335 missile = find(world, classname, "rocket");
338 if (missile.realowner != self)
340 missile = find(missile, classname, "rocket");
346 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
347 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
348 // count potential damage according to type of target
350 selfdamage = selfdamage + d;
351 else if (targ.team == self.team && teamplay)
352 teamdamage = teamdamage + d;
353 else if (bot_shouldattack(targ))
354 enemydamage = enemydamage + d;
357 missile = find(missile, classname, "rocket");
359 float desirabledamage;
360 desirabledamage = enemydamage;
361 if (time > self.invincible_finished && time > self.spawnshieldtime)
362 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
363 if (teamplay && self.team)
364 desirabledamage = desirabledamage - teamdamage;
366 missile = find(world, classname, "rocket");
369 if (missile.realowner != self)
371 missile = find(missile, classname, "rocket");
374 makevectors(missile.v_angle);
376 if (skill > 9) // normal players only do this for the target they are tracking
382 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
383 && desirabledamage > 0.1*coredamage
384 )self.BUTTON_ATCK2 = TRUE;
388 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
389 //As the distance gets larger, a correct detonation gets near imposible
390 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
391 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
392 if(IS_PLAYER(self.enemy))
393 if(desirabledamage >= 0.1*coredamage)
394 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
395 self.BUTTON_ATCK2 = TRUE;
396 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
399 missile = find(missile, classname, "rocket");
401 // if we would be doing at X percent of the core damage, detonate it
402 // but don't fire a new shot at the same time!
403 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
404 self.BUTTON_ATCK2 = TRUE;
405 if ((skill > 6.5) && (selfdamage > self.health))
406 self.BUTTON_ATCK2 = FALSE;
407 //if(self.BUTTON_ATCK2 == TRUE)
408 // dprint(ftos(desirabledamage),"\n");
409 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
412 else if (req == WR_THINK)
414 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
415 weapon_action(self.weapon, WR_RELOAD);
418 if (self.BUTTON_ATCK)
420 if(self.rl_release || WEP_CVAR(devastator, guidestop))
421 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
423 W_Devastator_Attack();
424 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
431 if (self.BUTTON_ATCK2)
434 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
436 if(!rock.rl_detonate_later)
438 rock.rl_detonate_later = TRUE;
443 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
447 else if (req == WR_PRECACHE)
449 precache_model ("models/flash.md3");
450 precache_model ("models/weapons/g_rl.md3");
451 precache_model ("models/weapons/v_rl.md3");
452 precache_model ("models/weapons/h_rl.iqm");
453 precache_sound ("weapons/rocket_det.wav");
454 precache_sound ("weapons/rocket_fire.wav");
455 precache_sound ("weapons/rocket_mode.wav");
456 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
458 else if (req == WR_SETUP)
460 weapon_setup(WEP_DEVASTATOR);
461 self.current_ammo = ammo_rockets;
464 else if (req == WR_CHECKAMMO1)
466 // don't switch while guiding a missile
467 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
470 if(WEP_CVAR(devastator, reload_ammo))
472 if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
475 else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
480 else if (req == WR_CHECKAMMO2)
482 else if (req == WR_RESETPLAYER)
486 else if (req == WR_RELOAD)
488 W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
490 else if (req == WR_SUICIDEMESSAGE)
492 return WEAPON_ROCKETLAUNCHER_SUICIDE;
494 else if (req == WR_KILLMESSAGE)
496 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
497 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
499 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
505 float W_Devastator(float req)
507 if(req == WR_IMPACTEFFECT)
510 org2 = w_org + w_backoff * 12;
511 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
513 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
515 else if(req == WR_PRECACHE)
517 precache_sound("weapons/rocket_impact.wav");