2 CLASS(Devastator, Weapon)
3 /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(Devastator, impulse, int, 9)
5 /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
10 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
12 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
13 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
15 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
16 /* wepname */ ATTRIB(Devastator, message, string, _("Devastator"));
18 REGISTER_WEAPON(DEVASTATOR, NEW(Devastator));
20 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
21 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, ammo) \
23 w_cvar(id, sn, NONE, animtime) \
24 w_cvar(id, sn, NONE, damage) \
25 w_cvar(id, sn, NONE, damageforcescale) \
26 w_cvar(id, sn, NONE, detonatedelay) \
27 w_cvar(id, sn, NONE, edgedamage) \
28 w_cvar(id, sn, NONE, force) \
29 w_cvar(id, sn, NONE, guidedelay) \
30 w_cvar(id, sn, NONE, guidegoal) \
31 w_cvar(id, sn, NONE, guiderate) \
32 w_cvar(id, sn, NONE, guideratedelay) \
33 w_cvar(id, sn, NONE, guidestop) \
34 w_cvar(id, sn, NONE, health) \
35 w_cvar(id, sn, NONE, lifetime) \
36 w_cvar(id, sn, NONE, radius) \
37 w_cvar(id, sn, NONE, refire) \
38 w_cvar(id, sn, NONE, remote_damage) \
39 w_cvar(id, sn, NONE, remote_edgedamage) \
40 w_cvar(id, sn, NONE, remote_force) \
41 w_cvar(id, sn, NONE, remote_jump_damage) \
42 w_cvar(id, sn, NONE, remote_jump_radius) \
43 w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
44 w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
45 w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
46 w_cvar(id, sn, NONE, remote_radius) \
47 w_cvar(id, sn, NONE, speed) \
48 w_cvar(id, sn, NONE, speedaccel) \
49 w_cvar(id, sn, NONE, speedstart) \
50 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
51 w_prop(id, sn, float, reloading_time, reload_time) \
52 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
53 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
54 w_prop(id, sn, string, weaponreplace, weaponreplace) \
55 w_prop(id, sn, float, weaponstart, weaponstart) \
56 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
57 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
60 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
62 .float rl_detonate_later;
67 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
68 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
70 void W_Devastator_Unregister(void)
72 if(self.realowner && self.realowner.lastrocket == self)
74 self.realowner.lastrocket = world;
75 // self.realowner.rl_release = 1;
79 void W_Devastator_Explode(void)
81 W_Devastator_Unregister();
83 if(other.takedamage == DAMAGE_AIM)
85 if(DIFF_TEAM(self.realowner, other))
86 if(other.deadflag == DEAD_NO)
88 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
90 self.event_damage = func_null;
91 self.takedamage = DAMAGE_NO;
96 WEP_CVAR(devastator, damage),
97 WEP_CVAR(devastator, edgedamage),
98 WEP_CVAR(devastator, radius),
101 WEP_CVAR(devastator, force),
102 self.projectiledeathtype,
106 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
108 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
109 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
111 self.realowner.cnt = WEP_DEVASTATOR.m_id;
112 ATTACK_FINISHED(self.realowner) = time;
113 self.realowner.switchweapon = w_getbestweapon(self.realowner);
119 void W_Devastator_DoRemoteExplode(void)
121 W_Devastator_Unregister();
123 self.event_damage = func_null;
124 self.takedamage = DAMAGE_NO;
126 float handled_as_rocketjump = false;
128 entity head = WarpZone_FindRadius(
130 WEP_CVAR(devastator, remote_jump_radius),
136 if(head.takedamage && (head == self.realowner))
138 float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
139 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
141 // we handled this as a rocketjump :)
142 handled_as_rocketjump = true;
145 head.velocity_x *= 0.9;
146 head.velocity_y *= 0.9;
147 head.velocity_z = bound(
148 WEP_CVAR(devastator, remote_jump_velocity_z_min),
149 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
150 WEP_CVAR(devastator, remote_jump_velocity_z_max)
157 WEP_CVAR(devastator, remote_jump_damage),
158 WEP_CVAR(devastator, remote_jump_damage),
159 WEP_CVAR(devastator, remote_jump_radius),
163 self.projectiledeathtype | HITTYPE_BOUNCE,
175 WEP_CVAR(devastator, remote_damage),
176 WEP_CVAR(devastator, remote_edgedamage),
177 WEP_CVAR(devastator, remote_radius),
178 (handled_as_rocketjump ? head : world),
180 WEP_CVAR(devastator, remote_force),
181 self.projectiledeathtype | HITTYPE_BOUNCE,
185 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
187 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
188 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
190 self.realowner.cnt = WEP_DEVASTATOR.m_id;
191 ATTACK_FINISHED(self.realowner) = time;
192 self.realowner.switchweapon = w_getbestweapon(self.realowner);
198 void W_Devastator_RemoteExplode(void)
200 if(self.realowner.deadflag == DEAD_NO)
201 if(self.realowner.lastrocket)
203 if((self.spawnshieldtime >= 0)
204 ? (time >= self.spawnshieldtime) // timer
205 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
208 W_Devastator_DoRemoteExplode();
213 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
215 if(thisdir * goaldir > maxturn_cos)
217 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
218 return thisdir; // refuse to guide (better than letting a numerical error happen)
222 // g = normalize(thisdir + goaldir * X)
223 // thisdir * g = maxturn
225 // gg = thisdir + goaldir * X
226 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
228 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
229 f = thisdir * goaldir;
230 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
231 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
232 m2 = maxturn_cos * maxturn_cos;
233 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
234 return normalize(thisdir + goaldir * v.y); // the larger solution!
236 // assume thisdir == -goaldir:
238 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
239 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
240 // x^2 - 2 * x + 1 = 0
243 // normalize(thisdir + goaldir)
246 void W_Devastator_Think(void)
248 vector desireddir, olddir, newdir, desiredorigin, goal;
250 self.nextthink = time;
254 self.projectiledeathtype |= HITTYPE_BOUNCE;
255 W_Devastator_Explode();
260 makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
261 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
263 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
265 // laser guided, or remote detonation
266 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
268 if(self == self.realowner.lastrocket)
269 if(!self.realowner.rl_release)
270 if(!self.BUTTON_ATCK2)
271 if(WEP_CVAR(devastator, guiderate))
272 if(time > self.pushltime)
273 if(self.realowner.deadflag == DEAD_NO)
275 f = WEP_CVAR(devastator, guideratedelay);
277 f = bound(0, (time - self.pushltime) / f, 1);
281 velspeed = vlen(self.velocity);
283 makevectors(self.realowner.v_angle);
284 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
285 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
286 olddir = normalize(self.velocity);
288 // now it gets tricky... we want to move like some curve to approximate the target direction
289 // but we are limiting the rate at which we can turn!
290 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
291 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
293 self.velocity = newdir * velspeed;
294 self.angles = vectoangles(self.velocity);
298 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
299 // TODO add a better sound here
300 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
305 if(self.rl_detonate_later)
306 W_Devastator_RemoteExplode();
309 if(self.csqcprojectile_clientanimate == 0)
310 UpdateCSQCProjectile(self);
313 void W_Devastator_Touch(void)
315 if(WarpZone_Projectile_Touch())
318 W_Devastator_Unregister();
321 W_Devastator_Unregister();
322 W_Devastator_Explode();
325 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
330 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
331 return; // g_projectiles_damage says to halt
333 self.health = self.health - damage;
334 self.angles = vectoangles(self.velocity);
337 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
340 void W_Devastator_Attack(Weapon thiswep)
345 W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
347 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
348 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
350 missile = WarpZone_RefSys_SpawnSameRefSys(self);
351 missile.owner = missile.realowner = self;
352 self.lastrocket = missile;
353 if(WEP_CVAR(devastator, detonatedelay) >= 0)
354 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
356 missile.spawnshieldtime = -1;
357 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
358 missile.classname = "rocket";
359 missile.bot_dodge = true;
360 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
362 missile.takedamage = DAMAGE_YES;
363 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
364 missile.health = WEP_CVAR(devastator, health);
365 missile.event_damage = W_Devastator_Damage;
366 missile.damagedbycontents = true;
368 missile.movetype = MOVETYPE_FLY;
369 PROJECTILE_MAKETRIGGER(missile);
370 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
371 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
373 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
374 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
375 missile.angles = vectoangles(missile.velocity);
377 missile.touch = W_Devastator_Touch;
378 missile.think = W_Devastator_Think;
379 missile.nextthink = time;
380 missile.cnt = time + WEP_CVAR(devastator, lifetime);
381 missile.flags = FL_PROJECTILE;
382 missile.missile_flags = MIF_SPLASH;
384 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
386 // muzzle flash for 1st person view
388 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
389 SUB_SetFade(flash, time, 0.1);
390 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
391 W_AttachToShotorg(self, flash, '5 0 0');
394 MUTATOR_CALLHOOK(EditProjectile, self, missile);
398 METHOD(Devastator, wr_aim, void(entity thiswep))
400 // aim and decide to fire if appropriate
401 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
402 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
404 // decide whether to detonate rockets
405 entity missile, targetlist, targ;
406 targetlist = findchainfloat(bot_attack, true);
407 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
412 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
414 self.BUTTON_ATCK2 = true;
421 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
425 METHOD(Devastator, wr_aim, void(entity thiswep))
427 // aim and decide to fire if appropriate
428 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
429 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
431 // decide whether to detonate rockets
432 entity missile, targetlist, targ;
433 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
434 float selfdamage, teamdamage, enemydamage;
435 edgedamage = WEP_CVAR(devastator, edgedamage);
436 coredamage = WEP_CVAR(devastator, damage);
437 edgeradius = WEP_CVAR(devastator, radius);
438 recipricoledgeradius = 1 / edgeradius;
442 targetlist = findchainfloat(bot_attack, true);
443 missile = find(world, classname, "rocket");
446 if(missile.realowner != self)
448 missile = find(missile, classname, "rocket");
454 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
455 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
456 // count potential damage according to type of target
458 selfdamage = selfdamage + d;
459 else if(targ.team == self.team && teamplay)
460 teamdamage = teamdamage + d;
461 else if(bot_shouldattack(targ))
462 enemydamage = enemydamage + d;
465 missile = find(missile, classname, "rocket");
467 float desirabledamage;
468 desirabledamage = enemydamage;
469 if(time > self.invincible_finished && time > self.spawnshieldtime)
470 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
471 if(teamplay && self.team)
472 desirabledamage = desirabledamage - teamdamage;
474 missile = find(world, classname, "rocket");
477 if(missile.realowner != self)
479 missile = find(missile, classname, "rocket");
482 makevectors(missile.v_angle);
484 if(skill > 9) // normal players only do this for the target they are tracking
490 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
491 && desirabledamage > 0.1*coredamage
492 )self.BUTTON_ATCK2 = true;
496 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
497 //As the distance gets larger, a correct detonation gets near imposible
498 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
499 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
500 if(IS_PLAYER(self.enemy))
501 if(desirabledamage >= 0.1*coredamage)
502 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
503 self.BUTTON_ATCK2 = true;
504 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
507 missile = find(missile, classname, "rocket");
509 // if we would be doing at X percent of the core damage, detonate it
510 // but don't fire a new shot at the same time!
511 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
512 self.BUTTON_ATCK2 = true;
513 if((skill > 6.5) && (selfdamage > self.health))
514 self.BUTTON_ATCK2 = false;
515 //if(self.BUTTON_ATCK2 == true)
516 // dprint(ftos(desirabledamage),"\n");
517 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
521 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
523 if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
524 Weapon w = get_weaponinfo(actor.weapon);
529 if(actor.rl_release || WEP_CVAR(devastator, guidestop))
530 if(weapon_prepareattack(actor, false, WEP_CVAR(devastator, refire)))
532 W_Devastator_Attack(thiswep);
533 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
534 actor.rl_release = 0;
538 actor.rl_release = 1;
541 if(actor.switchweapon == WEP_DEVASTATOR.m_id)
544 bool rockfound = false;
545 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
547 if(!rock.rl_detonate_later)
549 rock.rl_detonate_later = true;
554 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
558 METHOD(Devastator, wr_init, void(entity thiswep))
560 DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
562 METHOD(Devastator, wr_setup, void(entity thiswep))
566 METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
569 // don't switch while guiding a missile
570 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
573 if(WEP_CVAR(devastator, reload_ammo))
575 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
578 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
584 if(self.rl_release == 0)
586 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
591 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
592 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
593 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
597 float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
598 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
602 METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
606 METHOD(Devastator, wr_config, void(entity thiswep))
608 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
610 METHOD(Devastator, wr_resetplayer, void(entity thiswep))
614 METHOD(Devastator, wr_reload, void(entity thiswep))
616 W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
618 METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
620 return WEAPON_DEVASTATOR_SUICIDE;
622 METHOD(Devastator, wr_killmessage, int(entity thiswep))
624 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
625 return WEAPON_DEVASTATOR_MURDER_SPLASH;
627 return WEAPON_DEVASTATOR_MURDER_DIRECT;
633 METHOD(Devastator, wr_impacteffect, void(entity thiswep))
636 org2 = w_org + w_backoff * 12;
637 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
639 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);