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Continue working on moving Rocketlauncher to Devastator name
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ DEVASTATOR,
4 /* function  */ W_Devastator,
5 /* ammotype  */ IT_ROCKETS,
6 /* impulse   */ 9,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* model     */ "rl",
10 /* shortname */ "devastator",
11 /* fullname  */ _("Devastator")
12 );
13
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)
40
41 #ifdef SVQC
42 DEVASTATOR_SETTINGS(devastator)
43 #endif
44 #else
45 #ifdef SVQC
46 .float rl_release;
47 .float rl_detonate_later;
48
49 void W_Devastator_Unregister()
50 {
51         if(self.realowner && self.realowner.lastrocket == self)
52         {
53                 self.realowner.lastrocket = world;
54                 // self.realowner.rl_release = 1;
55         }
56 }
57
58 void W_Devastator_Explode ()
59 {
60         W_Devastator_Unregister();
61
62         if(other.takedamage == DAMAGE_AIM)
63                 if(IS_PLAYER(other))
64                         if(IsDifferentTeam(self.realowner, other))
65                                 if(other.deadflag == DEAD_NO)
66                                         if(IsFlying(other))
67                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
68
69         self.event_damage = func_null;
70         self.takedamage = DAMAGE_NO;
71
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);
73
74         if (self.realowner.weapon == WEP_DEVASTATOR)
75         {
76                 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
77                 {
78                         self.realowner.cnt = WEP_DEVASTATOR;
79                         ATTACK_FINISHED(self.realowner) = time;
80                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
81                 }
82         }
83         remove (self);
84 }
85
86 void W_Devastator_DoRemoteExplode ()
87 {
88         W_Devastator_Unregister();
89
90         self.event_damage = func_null;
91         self.takedamage = DAMAGE_NO;
92
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);
94
95         if (self.realowner.weapon == WEP_DEVASTATOR)
96         {
97                 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
98                 {
99                         self.realowner.cnt = WEP_DEVASTATOR;
100                         ATTACK_FINISHED(self.realowner) = time;
101                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
102                 }
103         }
104         remove (self);
105 }
106
107 void W_Devastator_RemoteExplode()
108 {
109         if(self.realowner.deadflag == DEAD_NO)
110         if(self.realowner.lastrocket)
111         {
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
115                 )
116                 {
117                         W_Devastator_DoRemoteExplode();
118                 }
119         }
120 }
121
122 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
123 {
124         if(thisdir * goaldir > maxturn_cos)
125                 return goaldir;
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)
128         float f, m2;
129         vector v;
130         // solve:
131         //   g = normalize(thisdir + goaldir * X)
132         //   thisdir * g = maxturn
133         //
134         //   gg = thisdir + goaldir * X
135         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
136         //
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!
144 }
145 // assume thisdir == -goaldir:
146 //   f == -1
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
150 //   (x - 1)^2 = 0
151 //   x = 1
152 //   normalize(thisdir + goaldir)
153 //   normalize(0)
154
155 void W_Devastator_Think (void)
156 {
157         vector desireddir, olddir, newdir, desiredorigin, goal;
158 #if 0
159         float cosminang, cosmaxang, cosang;
160 #endif
161         float velspeed, f;
162         self.nextthink = time;
163         if (time > self.cnt)
164         {
165                 other = world;
166                 self.projectiledeathtype |= HITTYPE_BOUNCE;
167                 W_Devastator_Explode ();
168                 return;
169         }
170
171         // accelerate
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);
174         if (velspeed > 0)
175                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
176
177         // laser guided, or remote detonation
178         if (self.realowner.weapon == WEP_DEVASTATOR)
179         {
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)
186                 {
187                         f = WEP_CVAR(devastator, guideratedelay);
188                         if(f)
189                                 f = bound(0, (time - self.pushltime) / f, 1);
190                         else
191                                 f = 1;
192
193                         velspeed = vlen(self.velocity);
194
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);
199
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));
204
205                         self.velocity = newdir * velspeed;
206                         self.angles = vectoangles(self.velocity);
207
208                         if(!self.count)
209                         {
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);
213                                 self.count = 1;
214                         }
215                 }
216
217                 if(self.rl_detonate_later)
218                         W_Devastator_RemoteExplode();
219         }
220
221         if(self.csqcprojectile_clientanimate == 0)
222                 UpdateCSQCProjectile(self);
223 }
224
225 void W_Devastator_Touch (void)
226 {
227         if(WarpZone_Projectile_Touch())
228         {
229                 if(wasfreed(self))
230                         W_Devastator_Unregister();
231                 return;
232         }
233         W_Devastator_Unregister();
234         W_Devastator_Explode ();
235 }
236
237 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
238 {
239         if (self.health <= 0)
240                 return;
241         
242         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
243                 return; // g_projectiles_damage says to halt
244                 
245         self.health = self.health - damage;
246         self.angles = vectoangles(self.velocity);
247         
248         if (self.health <= 0)
249                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
250 }
251
252 void W_Devastator_Attack (void)
253 {
254         entity missile;
255         entity flash;
256
257         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
258
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);
261
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);
267         else
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
273
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;
279
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
284
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);
288
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; 
295
296         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
297
298         // muzzle flash for 1st person view
299         flash = spawn ();
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');
304
305         // common properties
306         other = missile; MUTATOR_CALLHOOK(EditProjectile);
307 }
308
309 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
310
311 float W_Devastator(float req)
312 {
313         entity rock;
314         float rockfound;
315         float ammo_amount;
316
317         if (req == WR_AIM)
318         {
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!
322                 {
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;
331                         selfdamage = 0;
332                         teamdamage = 0;
333                         enemydamage = 0;
334                         targetlist = findchainfloat(bot_attack, TRUE);
335                         missile = find(world, classname, "rocket");
336                         while (missile)
337                         {
338                                 if (missile.realowner != self)
339                                 {
340                                         missile = find(missile, classname, "rocket");
341                                         continue;
342                                 }
343                                 targ = targetlist;
344                                 while (targ)
345                                 {
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
349                                         if (targ == self)
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;
355                                         targ = targ.chain;
356                                 }
357                                 missile = find(missile, classname, "rocket");
358                         }
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;
365
366                         missile = find(world, classname, "rocket");
367                         while (missile)
368                         {
369                                 if (missile.realowner != self)
370                                 {
371                                         missile = find(missile, classname, "rocket");
372                                         continue;
373                                 }
374                                 makevectors(missile.v_angle);
375                                 targ = targetlist;
376                                 if (skill > 9) // normal players only do this for the target they are tracking
377                                 {
378                                         targ = targetlist;
379                                         while (targ)
380                                         {
381                                                 if (
382                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
383                                                         && desirabledamage > 0.1*coredamage
384                                                 )self.BUTTON_ATCK2 = TRUE;
385                                                 targ = targ.chain;
386                                         }
387                                 }else{
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");
397                                 }
398
399                                 missile = find(missile, classname, "rocket");
400                         }
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;
410                 }
411         }
412         else if (req == WR_THINK)
413         {
414                 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
415                         weapon_action(self.weapon, WR_RELOAD);
416                 else
417                 {
418                         if (self.BUTTON_ATCK)
419                         {
420                                 if(self.rl_release || WEP_CVAR(devastator, guidestop))
421                                 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
422                                 {
423                                         W_Devastator_Attack();
424                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
425                                         self.rl_release = 0;
426                                 }
427                         }
428                         else
429                                 self.rl_release = 1;
430
431                         if (self.BUTTON_ATCK2)
432                         {
433                                 rockfound = 0;
434                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
435                                 {
436                                         if(!rock.rl_detonate_later)
437                                         {
438                                                 rock.rl_detonate_later = TRUE;
439                                                 rockfound = 1;
440                                         }
441                                 }
442                                 if(rockfound)
443                                         sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
444                         }
445                 }
446         }
447         else if (req == WR_PRECACHE)
448         {
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
457         }
458         else if (req == WR_SETUP)
459         {
460                 weapon_setup(WEP_DEVASTATOR);
461                 self.current_ammo = ammo_rockets;
462                 self.rl_release = 1;
463         }
464         else if (req == WR_CHECKAMMO1)
465         {
466                 // don't switch while guiding a missile
467                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
468                 {
469                         ammo_amount = FALSE;
470                         if(WEP_CVAR(devastator, reload_ammo))
471                         {
472                                 if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
473                                         ammo_amount = TRUE;
474                         }
475                         else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
476                                 ammo_amount = TRUE;
477                         return !ammo_amount;
478                 }
479         }
480         else if (req == WR_CHECKAMMO2)
481                 return FALSE;
482         else if (req == WR_RESETPLAYER)
483         {
484                 self.rl_release = 0;
485         }
486         else if (req == WR_RELOAD)
487         {
488                 W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
489         }
490         else if (req == WR_SUICIDEMESSAGE)
491         {
492                 return WEAPON_ROCKETLAUNCHER_SUICIDE;
493         }
494         else if (req == WR_KILLMESSAGE)
495         {
496                 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
497                         return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
498                 else
499                         return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
500         }
501         return TRUE;
502 }
503 #endif
504 #ifdef CSQC
505 float W_Devastator(float req)
506 {
507         if(req == WR_IMPACTEFFECT)
508         {
509                 vector org2;
510                 org2 = w_org + w_backoff * 12;
511                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
512                 if(!w_issilent)
513                         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
514         }
515         else if(req == WR_PRECACHE)
516         {
517                 precache_sound("weapons/rocket_impact.wav");
518         }
519         return TRUE;
520 }
521 #endif
522 #endif