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Now make the Devastator compile and run (mostly)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
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, 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)
42
43 #ifdef SVQC
44 DEVASTATOR_SETTINGS(devastator)
45 .float rl_release;
46 .float rl_detonate_later;
47 #endif
48 #else
49 #ifdef SVQC
50 void spawnfunc_weapon_rocketlauncher()
51 {
52         weapon_defaultspawnfunc(WEP_DEVASTATOR);
53 }
54
55 void W_Devastator_Unregister()
56 {
57         if(self.realowner && self.realowner.lastrocket == self)
58         {
59                 self.realowner.lastrocket = world;
60                 // self.realowner.rl_release = 1;
61         }
62 }
63
64 void W_Devastator_Explode()
65 {
66         W_Devastator_Unregister();
67
68         if(other.takedamage == DAMAGE_AIM)
69                 if(IS_PLAYER(other))
70                         if(IsDifferentTeam(self.realowner, other))
71                                 if(other.deadflag == DEAD_NO)
72                                         if(IsFlying(other))
73                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
74
75         self.event_damage = func_null;
76         self.takedamage = DAMAGE_NO;
77
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);
79
80         if (self.realowner.weapon == WEP_DEVASTATOR)
81         {
82                 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
83                 {
84                         self.realowner.cnt = WEP_DEVASTATOR;
85                         ATTACK_FINISHED(self.realowner) = time;
86                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
87                 }
88         }
89         remove (self);
90 }
91
92 void W_Devastator_DoRemoteExplode()
93 {
94         W_Devastator_Unregister();
95
96         self.event_damage = func_null;
97         self.takedamage = DAMAGE_NO;
98
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);
100
101         if (self.realowner.weapon == WEP_DEVASTATOR)
102         {
103                 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
104                 {
105                         self.realowner.cnt = WEP_DEVASTATOR;
106                         ATTACK_FINISHED(self.realowner) = time;
107                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
108                 }
109         }
110         remove (self);
111 }
112
113 void W_Devastator_RemoteExplode()
114 {
115         if(self.realowner.deadflag == DEAD_NO)
116         if(self.realowner.lastrocket)
117         {
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
121                 )
122                 {
123                         W_Devastator_DoRemoteExplode();
124                 }
125         }
126 }
127
128 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
129 {
130         if(thisdir * goaldir > maxturn_cos)
131                 return goaldir;
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)
134         float f, m2;
135         vector v;
136         // solve:
137         //   g = normalize(thisdir + goaldir * X)
138         //   thisdir * g = maxturn
139         //
140         //   gg = thisdir + goaldir * X
141         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
142         //
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!
150 }
151 // assume thisdir == -goaldir:
152 //   f == -1
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
156 //   (x - 1)^2 = 0
157 //   x = 1
158 //   normalize(thisdir + goaldir)
159 //   normalize(0)
160
161 void W_Devastator_Think (void)
162 {
163         vector desireddir, olddir, newdir, desiredorigin, goal;
164 #if 0
165         float cosminang, cosmaxang, cosang;
166 #endif
167         float velspeed, f;
168         self.nextthink = time;
169         if (time > self.cnt)
170         {
171                 other = world;
172                 self.projectiledeathtype |= HITTYPE_BOUNCE;
173                 W_Devastator_Explode ();
174                 return;
175         }
176
177         // accelerate
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);
180         if (velspeed > 0)
181                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
182
183         // laser guided, or remote detonation
184         if (self.realowner.weapon == WEP_DEVASTATOR)
185         {
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)
192                 {
193                         f = WEP_CVAR(devastator, guideratedelay);
194                         if(f)
195                                 f = bound(0, (time - self.pushltime) / f, 1);
196                         else
197                                 f = 1;
198
199                         velspeed = vlen(self.velocity);
200
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);
205
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));
210
211                         self.velocity = newdir * velspeed;
212                         self.angles = vectoangles(self.velocity);
213
214                         if(!self.count)
215                         {
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);
219                                 self.count = 1;
220                         }
221                 }
222
223                 if(self.rl_detonate_later)
224                         W_Devastator_RemoteExplode();
225         }
226
227         if(self.csqcprojectile_clientanimate == 0)
228                 UpdateCSQCProjectile(self);
229 }
230
231 void W_Devastator_Touch (void)
232 {
233         if(WarpZone_Projectile_Touch())
234         {
235                 if(wasfreed(self))
236                         W_Devastator_Unregister();
237                 return;
238         }
239         W_Devastator_Unregister();
240         W_Devastator_Explode ();
241 }
242
243 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
244 {
245         if (self.health <= 0)
246                 return;
247         
248         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
249                 return; // g_projectiles_damage says to halt
250                 
251         self.health = self.health - damage;
252         self.angles = vectoangles(self.velocity);
253         
254         if (self.health <= 0)
255                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
256 }
257
258 void W_Devastator_Attack (void)
259 {
260         entity missile;
261         entity flash;
262
263         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
264
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);
267
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);
273         else
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
279
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;
285
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
290
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);
294
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; 
301
302         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
303
304         // muzzle flash for 1st person view
305         flash = spawn ();
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');
310
311         // common properties
312         other = missile; MUTATOR_CALLHOOK(EditProjectile);
313 }
314
315 float W_Devastator(float req)
316 {
317         entity rock;
318         float rockfound;
319         float ammo_amount;
320
321         if (req == WR_AIM)
322         {
323                 // aim and decide to fire if appropriate
324                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
325                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
326                 {
327                         // decide whether to detonate rockets
328                         entity missile, targetlist, targ;
329                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
330                         float selfdamage, teamdamage, enemydamage;
331                         edgedamage = WEP_CVAR(devastator, edgedamage);
332                         coredamage = WEP_CVAR(devastator, damage);
333                         edgeradius = WEP_CVAR(devastator, radius);
334                         recipricoledgeradius = 1 / edgeradius;
335                         selfdamage = 0;
336                         teamdamage = 0;
337                         enemydamage = 0;
338                         targetlist = findchainfloat(bot_attack, TRUE);
339                         missile = find(world, classname, "rocket");
340                         while (missile)
341                         {
342                                 if (missile.realowner != self)
343                                 {
344                                         missile = find(missile, classname, "rocket");
345                                         continue;
346                                 }
347                                 targ = targetlist;
348                                 while (targ)
349                                 {
350                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
351                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
352                                         // count potential damage according to type of target
353                                         if (targ == self)
354                                                 selfdamage = selfdamage + d;
355                                         else if (targ.team == self.team && teamplay)
356                                                 teamdamage = teamdamage + d;
357                                         else if (bot_shouldattack(targ))
358                                                 enemydamage = enemydamage + d;
359                                         targ = targ.chain;
360                                 }
361                                 missile = find(missile, classname, "rocket");
362                         }
363                         float desirabledamage;
364                         desirabledamage = enemydamage;
365                         if (time > self.invincible_finished && time > self.spawnshieldtime)
366                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
367                         if (teamplay && self.team)
368                                 desirabledamage = desirabledamage - teamdamage;
369
370                         missile = find(world, classname, "rocket");
371                         while (missile)
372                         {
373                                 if (missile.realowner != self)
374                                 {
375                                         missile = find(missile, classname, "rocket");
376                                         continue;
377                                 }
378                                 makevectors(missile.v_angle);
379                                 targ = targetlist;
380                                 if (skill > 9) // normal players only do this for the target they are tracking
381                                 {
382                                         targ = targetlist;
383                                         while (targ)
384                                         {
385                                                 if (
386                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
387                                                         && desirabledamage > 0.1*coredamage
388                                                 )self.BUTTON_ATCK2 = TRUE;
389                                                 targ = targ.chain;
390                                         }
391                                 }else{
392                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
393                                         //As the distance gets larger, a correct detonation gets near imposible
394                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
395                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
396                                                 if(IS_PLAYER(self.enemy))
397                                                         if(desirabledamage >= 0.1*coredamage)
398                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
399                                                                         self.BUTTON_ATCK2 = TRUE;
400                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
401                                 }
402
403                                 missile = find(missile, classname, "rocket");
404                         }
405                         // if we would be doing at X percent of the core damage, detonate it
406                         // but don't fire a new shot at the same time!
407                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
408                                 self.BUTTON_ATCK2 = TRUE;
409                         if ((skill > 6.5) && (selfdamage > self.health))
410                                 self.BUTTON_ATCK2 = FALSE;
411                         //if(self.BUTTON_ATCK2 == TRUE)
412                         //      dprint(ftos(desirabledamage),"\n");
413                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
414                 }
415         }
416         else if (req == WR_THINK)
417         {
418                 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
419                         weapon_action(self.weapon, WR_RELOAD);
420                 else
421                 {
422                         if (self.BUTTON_ATCK)
423                         {
424                                 if(self.rl_release || WEP_CVAR(devastator, guidestop))
425                                 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
426                                 {
427                                         W_Devastator_Attack();
428                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
429                                         self.rl_release = 0;
430                                 }
431                         }
432                         else
433                                 self.rl_release = 1;
434
435                         if (self.BUTTON_ATCK2)
436                         {
437                                 rockfound = 0;
438                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
439                                 {
440                                         if(!rock.rl_detonate_later)
441                                         {
442                                                 rock.rl_detonate_later = TRUE;
443                                                 rockfound = 1;
444                                         }
445                                 }
446                                 if(rockfound)
447                                         sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
448                         }
449                 }
450         }
451         else if (req == WR_PRECACHE)
452         {
453                 if(autocvar_sv_precacheweapons)
454                 {
455                         precache_model ("models/flash.md3");
456                         precache_model ("models/weapons/g_rl.md3");
457                         precache_model ("models/weapons/v_rl.md3");
458                         precache_model ("models/weapons/h_rl.iqm");
459                         precache_sound ("weapons/rocket_det.wav");
460                         precache_sound ("weapons/rocket_fire.wav");
461                         precache_sound ("weapons/rocket_mode.wav");
462                 }
463
464                 #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
465                 #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_DEVASTATOR).##prop = autocvar_g_balance_##weapon##_##name;
466                 ARC_SETTINGS(devastator)
467                 #undef WEP_ADD_CVAR
468                 #undef WEP_ADD_PROP
469                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
470         }
471         else if (req == WR_SETUP)
472         {
473                 weapon_setup(WEP_DEVASTATOR);
474                 self.current_ammo = ammo_rockets;
475                 self.rl_release = 1;
476         }
477         else if (req == WR_CHECKAMMO1)
478         {
479                 // don't switch while guiding a missile
480                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
481                 {
482                         ammo_amount = FALSE;
483                         if(WEP_CVAR(devastator, reload_ammo))
484                         {
485                                 if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
486                                         ammo_amount = TRUE;
487                         }
488                         else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
489                                 ammo_amount = TRUE;
490                         return !ammo_amount;
491                 }
492         }
493         else if (req == WR_CHECKAMMO2)
494                 return FALSE;
495         else if (req == WR_RESETPLAYER)
496         {
497                 self.rl_release = 0;
498         }
499         else if (req == WR_RELOAD)
500         {
501                 W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
502         }
503         else if (req == WR_SUICIDEMESSAGE)
504         {
505                 return WEAPON_ROCKETLAUNCHER_SUICIDE;
506         }
507         else if (req == WR_KILLMESSAGE)
508         {
509                 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
510                         return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
511                 else
512                         return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
513         }
514         return TRUE;
515 }
516 #endif
517 #ifdef CSQC
518 float W_Devastator(float req)
519 {
520         if(req == WR_IMPACTEFFECT)
521         {
522                 vector org2;
523                 org2 = w_org + w_backoff * 12;
524                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
525                 if(!w_issilent)
526                         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
527         }
528         else if(req == WR_PRECACHE)
529         {
530                 precache_sound("weapons/rocket_impact.wav");
531         }
532         return TRUE;
533 }
534 #endif
535 #endif