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, reloading_ammo, reload_ammo) \
39 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
40 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
41 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
44 DEVASTATOR_SETTINGS(devastator)
46 .float rl_detonate_later;
50 void spawnfunc_weapon_rocketlauncher()
52 weapon_defaultspawnfunc(WEP_DEVASTATOR);
55 void W_Devastator_Unregister()
57 if(self.realowner && self.realowner.lastrocket == self)
59 self.realowner.lastrocket = world;
60 // self.realowner.rl_release = 1;
64 void W_Devastator_Explode()
66 W_Devastator_Unregister();
68 if(other.takedamage == DAMAGE_AIM)
70 if(IsDifferentTeam(self.realowner, other))
71 if(other.deadflag == DEAD_NO)
73 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
75 self.event_damage = func_null;
76 self.takedamage = DAMAGE_NO;
78 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);
80 if (self.realowner.weapon == WEP_DEVASTATOR)
82 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
84 self.realowner.cnt = WEP_DEVASTATOR;
85 ATTACK_FINISHED(self.realowner) = time;
86 self.realowner.switchweapon = w_getbestweapon(self.realowner);
92 void W_Devastator_DoRemoteExplode()
94 W_Devastator_Unregister();
96 self.event_damage = func_null;
97 self.takedamage = DAMAGE_NO;
99 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);
101 if (self.realowner.weapon == WEP_DEVASTATOR)
103 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
105 self.realowner.cnt = WEP_DEVASTATOR;
106 ATTACK_FINISHED(self.realowner) = time;
107 self.realowner.switchweapon = w_getbestweapon(self.realowner);
113 void W_Devastator_RemoteExplode()
115 if(self.realowner.deadflag == DEAD_NO)
116 if(self.realowner.lastrocket)
118 if((self.spawnshieldtime >= 0)
119 ? (time >= self.spawnshieldtime) // timer
120 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
123 W_Devastator_DoRemoteExplode();
128 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
130 if(thisdir * goaldir > maxturn_cos)
132 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
133 return thisdir; // refuse to guide (better than letting a numerical error happen)
137 // g = normalize(thisdir + goaldir * X)
138 // thisdir * g = maxturn
140 // gg = thisdir + goaldir * X
141 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
143 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
144 f = thisdir * goaldir;
145 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
146 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
147 m2 = maxturn_cos * maxturn_cos;
148 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
149 return normalize(thisdir + goaldir * v_y); // the larger solution!
151 // assume thisdir == -goaldir:
153 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
154 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
155 // x^2 - 2 * x + 1 = 0
158 // normalize(thisdir + goaldir)
161 void W_Devastator_Think (void)
163 vector desireddir, olddir, newdir, desiredorigin, goal;
165 float cosminang, cosmaxang, cosang;
168 self.nextthink = time;
172 self.projectiledeathtype |= HITTYPE_BOUNCE;
173 W_Devastator_Explode ();
178 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
179 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
181 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
183 // laser guided, or remote detonation
184 if (self.realowner.weapon == WEP_DEVASTATOR)
186 if(self == self.realowner.lastrocket)
187 if not(self.realowner.rl_release)
188 if not(self.BUTTON_ATCK2)
189 if(WEP_CVAR(devastator, guiderate))
190 if(time > self.pushltime)
191 if(self.realowner.deadflag == DEAD_NO)
193 f = WEP_CVAR(devastator, guideratedelay);
195 f = bound(0, (time - self.pushltime) / f, 1);
199 velspeed = vlen(self.velocity);
201 makevectors(self.realowner.v_angle);
202 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
203 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
204 olddir = normalize(self.velocity);
206 // now it gets tricky... we want to move like some curve to approximate the target direction
207 // but we are limiting the rate at which we can turn!
208 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
209 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
211 self.velocity = newdir * velspeed;
212 self.angles = vectoangles(self.velocity);
216 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
217 // TODO add a better sound here
218 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
223 if(self.rl_detonate_later)
224 W_Devastator_RemoteExplode();
227 if(self.csqcprojectile_clientanimate == 0)
228 UpdateCSQCProjectile(self);
231 void W_Devastator_Touch (void)
233 if(WarpZone_Projectile_Touch())
236 W_Devastator_Unregister();
239 W_Devastator_Unregister();
240 W_Devastator_Explode ();
243 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
245 if (self.health <= 0)
248 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
249 return; // g_projectiles_damage says to halt
251 self.health = self.health - damage;
252 self.angles = vectoangles(self.velocity);
254 if (self.health <= 0)
255 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
258 void W_Devastator_Attack (void)
263 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
265 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
266 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
268 missile = WarpZone_RefSys_SpawnSameRefSys(self);
269 missile.owner = missile.realowner = self;
270 self.lastrocket = missile;
271 if(WEP_CVAR(devastator, detonatedelay) >= 0)
272 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
274 missile.spawnshieldtime = -1;
275 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
276 missile.classname = "rocket";
277 missile.bot_dodge = TRUE;
278 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
280 missile.takedamage = DAMAGE_YES;
281 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
282 missile.health = WEP_CVAR(devastator, health);
283 missile.event_damage = W_Devastator_Damage;
284 missile.damagedbycontents = TRUE;
286 missile.movetype = MOVETYPE_FLY;
287 PROJECTILE_MAKETRIGGER(missile);
288 missile.projectiledeathtype = WEP_DEVASTATOR;
289 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
291 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
292 W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
293 missile.angles = vectoangles (missile.velocity);
295 missile.touch = W_Devastator_Touch;
296 missile.think = W_Devastator_Think;
297 missile.nextthink = time;
298 missile.cnt = time + WEP_CVAR(devastator, lifetime);
299 missile.flags = FL_PROJECTILE;
300 missile.missile_flags = MIF_SPLASH;
302 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
304 // muzzle flash for 1st person view
306 setmodel (flash, "models/flash.md3"); // precision set below
307 SUB_SetFade (flash, time, 0.1);
308 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
309 W_AttachToShotorg(flash, '5 0 0');
312 other = missile; MUTATOR_CALLHOOK(EditProjectile);
315 float W_Devastator(float req)
324 // aim and decide to fire if appropriate
325 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
326 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
328 // decide whether to detonate rockets
329 entity missile, targetlist, targ;
330 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
331 float selfdamage, teamdamage, enemydamage;
332 edgedamage = WEP_CVAR(devastator, edgedamage);
333 coredamage = WEP_CVAR(devastator, damage);
334 edgeradius = WEP_CVAR(devastator, radius);
335 recipricoledgeradius = 1 / edgeradius;
339 targetlist = findchainfloat(bot_attack, TRUE);
340 missile = find(world, classname, "rocket");
343 if (missile.realowner != self)
345 missile = find(missile, classname, "rocket");
351 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
352 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
353 // count potential damage according to type of target
355 selfdamage = selfdamage + d;
356 else if (targ.team == self.team && teamplay)
357 teamdamage = teamdamage + d;
358 else if (bot_shouldattack(targ))
359 enemydamage = enemydamage + d;
362 missile = find(missile, classname, "rocket");
364 float desirabledamage;
365 desirabledamage = enemydamage;
366 if (time > self.invincible_finished && time > self.spawnshieldtime)
367 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
368 if (teamplay && self.team)
369 desirabledamage = desirabledamage - teamdamage;
371 missile = find(world, classname, "rocket");
374 if (missile.realowner != self)
376 missile = find(missile, classname, "rocket");
379 makevectors(missile.v_angle);
381 if (skill > 9) // normal players only do this for the target they are tracking
387 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
388 && desirabledamage > 0.1*coredamage
389 )self.BUTTON_ATCK2 = TRUE;
393 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
394 //As the distance gets larger, a correct detonation gets near imposible
395 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
396 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
397 if(IS_PLAYER(self.enemy))
398 if(desirabledamage >= 0.1*coredamage)
399 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
400 self.BUTTON_ATCK2 = TRUE;
401 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
404 missile = find(missile, classname, "rocket");
406 // if we would be doing at X percent of the core damage, detonate it
407 // but don't fire a new shot at the same time!
408 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
409 self.BUTTON_ATCK2 = TRUE;
410 if ((skill > 6.5) && (selfdamage > self.health))
411 self.BUTTON_ATCK2 = FALSE;
412 //if(self.BUTTON_ATCK2 == TRUE)
413 // dprint(ftos(desirabledamage),"\n");
414 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
421 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
422 weapon_action(self.weapon, WR_RELOAD);
425 if (self.BUTTON_ATCK)
427 if(self.rl_release || WEP_CVAR(devastator, guidestop))
428 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
430 W_Devastator_Attack();
431 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
438 if (self.BUTTON_ATCK2)
441 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
443 if(!rock.rl_detonate_later)
445 rock.rl_detonate_later = TRUE;
450 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
458 if(autocvar_sv_precacheweapons)
460 precache_model ("models/flash.md3");
461 precache_model ("models/weapons/g_rl.md3");
462 precache_model ("models/weapons/v_rl.md3");
463 precache_model ("models/weapons/h_rl.iqm");
464 precache_sound ("weapons/rocket_det.wav");
465 precache_sound ("weapons/rocket_fire.wav");
466 precache_sound ("weapons/rocket_mode.wav");
469 #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
470 #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_DEVASTATOR).##prop = autocvar_g_balance_##weapon##_##name;
471 ARC_SETTINGS(devastator)
479 weapon_setup(WEP_DEVASTATOR);
480 self.current_ammo = ammo_rockets;
486 // don't switch while guiding a missile
487 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
490 if(WEP_CVAR(devastator, reload_ammo))
492 if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
495 else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
513 W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
516 case WR_SUICIDEMESSAGE:
518 return WEAPON_ROCKETLAUNCHER_SUICIDE;
522 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
523 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
525 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
532 float W_Devastator(float req)
536 case WR_IMPACTEFFECT:
539 org2 = w_org + w_backoff * 12;
540 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
542 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
548 precache_sound("weapons/rocket_impact.wav");