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, m_name, string, _("Devastator"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, NONE) \
21 P(class, prefix, animtime, float, NONE) \
22 P(class, prefix, damageforcescale, float, NONE) \
23 P(class, prefix, damage, float, NONE) \
24 P(class, prefix, detonatedelay, float, NONE) \
25 P(class, prefix, edgedamage, float, NONE) \
26 P(class, prefix, force, float, NONE) \
27 P(class, prefix, guidedelay, float, NONE) \
28 P(class, prefix, guidegoal, float, NONE) \
29 P(class, prefix, guideratedelay, float, NONE) \
30 P(class, prefix, guiderate, float, NONE) \
31 P(class, prefix, guidestop, float, NONE) \
32 P(class, prefix, health, float, NONE) \
33 P(class, prefix, lifetime, float, NONE) \
34 P(class, prefix, radius, float, NONE) \
35 P(class, prefix, refire, float, NONE) \
36 P(class, prefix, reload_ammo, float, NONE) \
37 P(class, prefix, reload_time, float, NONE) \
38 P(class, prefix, remote_damage, float, NONE) \
39 P(class, prefix, remote_edgedamage, float, NONE) \
40 P(class, prefix, remote_force, float, NONE) \
41 P(class, prefix, remote_jump_damage, float, NONE) \
42 P(class, prefix, remote_jump_radius, float, NONE) \
43 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
44 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
45 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
46 P(class, prefix, remote_radius, float, NONE) \
47 P(class, prefix, speedaccel, float, NONE) \
48 P(class, prefix, speedstart, float, NONE) \
49 P(class, prefix, speed, float, NONE) \
50 P(class, prefix, switchdelay_drop, float, NONE) \
51 P(class, prefix, switchdelay_raise, float, NONE) \
52 P(class, prefix, weaponreplace, string,NONE) \
53 P(class, prefix, weaponstartoverride, float, NONE) \
54 P(class, prefix, weaponstart, float, NONE) \
55 P(class, prefix, weaponthrowable, float, NONE) \
57 W_PROPS(X, Devastator, devastator)
61 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
65 .float rl_detonate_later;
70 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
71 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
75 void W_Devastator_Unregister()
77 if(self.realowner && self.realowner.lastrocket == self)
79 self.realowner.lastrocket = world;
80 // self.realowner.rl_release = 1;
84 void W_Devastator_Explode()
86 W_Devastator_Unregister();
88 if(other.takedamage == DAMAGE_AIM)
90 if(DIFF_TEAM(self.realowner, other))
91 if(other.deadflag == DEAD_NO)
93 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
95 self.event_damage = func_null;
96 self.takedamage = DAMAGE_NO;
101 WEP_CVAR(devastator, damage),
102 WEP_CVAR(devastator, edgedamage),
103 WEP_CVAR(devastator, radius),
106 WEP_CVAR(devastator, force),
107 self.projectiledeathtype,
111 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
113 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
114 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
116 self.realowner.cnt = WEP_DEVASTATOR.m_id;
117 int slot = 0; // TODO: unhardcode
118 ATTACK_FINISHED(self.realowner, slot) = time;
119 self.realowner.switchweapon = w_getbestweapon(self.realowner);
125 void W_Devastator_DoRemoteExplode(.entity weaponentity)
127 W_Devastator_Unregister();
129 self.event_damage = func_null;
130 self.takedamage = DAMAGE_NO;
132 float handled_as_rocketjump = false;
134 entity head = WarpZone_FindRadius(
136 WEP_CVAR(devastator, remote_jump_radius),
142 if(head.takedamage && (head == self.realowner))
144 float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
145 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
147 // we handled this as a rocketjump :)
148 handled_as_rocketjump = true;
151 head.velocity_x *= 0.9;
152 head.velocity_y *= 0.9;
153 head.velocity_z = bound(
154 WEP_CVAR(devastator, remote_jump_velocity_z_min),
155 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
156 WEP_CVAR(devastator, remote_jump_velocity_z_max)
163 WEP_CVAR(devastator, remote_jump_damage),
164 WEP_CVAR(devastator, remote_jump_damage),
165 WEP_CVAR(devastator, remote_jump_radius),
169 self.projectiledeathtype | HITTYPE_BOUNCE,
181 WEP_CVAR(devastator, remote_damage),
182 WEP_CVAR(devastator, remote_edgedamage),
183 WEP_CVAR(devastator, remote_radius),
184 (handled_as_rocketjump ? head : world),
186 WEP_CVAR(devastator, remote_force),
187 self.projectiledeathtype | HITTYPE_BOUNCE,
191 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
193 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
194 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
196 self.realowner.cnt = WEP_DEVASTATOR.m_id;
197 int slot = weaponslot(weaponentity);
198 ATTACK_FINISHED(self.realowner, slot) = time;
199 self.realowner.switchweapon = w_getbestweapon(self.realowner);
205 void W_Devastator_RemoteExplode(.entity weaponentity)
207 if(self.realowner.deadflag == DEAD_NO)
208 if(self.realowner.lastrocket)
210 if((self.spawnshieldtime >= 0)
211 ? (time >= self.spawnshieldtime) // timer
212 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
215 W_Devastator_DoRemoteExplode(weaponentity);
220 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
222 if(thisdir * goaldir > maxturn_cos)
224 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
225 return thisdir; // refuse to guide (better than letting a numerical error happen)
229 // g = normalize(thisdir + goaldir * X)
230 // thisdir * g = maxturn
232 // gg = thisdir + goaldir * X
233 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
235 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
236 f = thisdir * goaldir;
237 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
238 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
239 m2 = maxturn_cos * maxturn_cos;
240 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
241 return normalize(thisdir + goaldir * v.y); // the larger solution!
243 // assume thisdir == -goaldir:
245 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
246 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
247 // x^2 - 2 * x + 1 = 0
250 // normalize(thisdir + goaldir)
253 void W_Devastator_Think()
255 vector desireddir, olddir, newdir, desiredorigin, goal;
257 self.nextthink = time;
261 self.projectiledeathtype |= HITTYPE_BOUNCE;
262 W_Devastator_Explode();
267 makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
268 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
270 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
272 // laser guided, or remote detonation
273 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
275 if(self == self.realowner.lastrocket)
276 if(!self.realowner.rl_release)
277 if(!self.BUTTON_ATCK2)
278 if(WEP_CVAR(devastator, guiderate))
279 if(time > self.pushltime)
280 if(self.realowner.deadflag == DEAD_NO)
282 f = WEP_CVAR(devastator, guideratedelay);
284 f = bound(0, (time - self.pushltime) / f, 1);
288 velspeed = vlen(self.velocity);
290 makevectors(self.realowner.v_angle);
291 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
292 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
293 olddir = normalize(self.velocity);
295 // now it gets tricky... we want to move like some curve to approximate the target direction
296 // but we are limiting the rate at which we can turn!
297 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
298 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
300 self.velocity = newdir * velspeed;
301 self.angles = vectoangles(self.velocity);
305 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
306 // TODO add a better sound here
307 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
312 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
313 if(self.rl_detonate_later)
314 W_Devastator_RemoteExplode(weaponentity);
317 if(self.csqcprojectile_clientanimate == 0)
318 UpdateCSQCProjectile(self);
321 void W_Devastator_Touch()
323 if(WarpZone_Projectile_Touch())
326 W_Devastator_Unregister();
329 W_Devastator_Unregister();
330 W_Devastator_Explode();
333 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
338 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
339 return; // g_projectiles_damage says to halt
341 self.health = self.health - damage;
342 self.angles = vectoangles(self.velocity);
345 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
348 void W_Devastator_Attack(Weapon thiswep)
353 W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
355 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
356 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
358 missile = WarpZone_RefSys_SpawnSameRefSys(self);
359 missile.owner = missile.realowner = self;
360 self.lastrocket = missile;
361 if(WEP_CVAR(devastator, detonatedelay) >= 0)
362 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
364 missile.spawnshieldtime = -1;
365 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
366 missile.classname = "rocket";
367 missile.bot_dodge = true;
368 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
370 missile.takedamage = DAMAGE_YES;
371 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
372 missile.health = WEP_CVAR(devastator, health);
373 missile.event_damage = W_Devastator_Damage;
374 missile.damagedbycontents = true;
376 missile.movetype = MOVETYPE_FLY;
377 PROJECTILE_MAKETRIGGER(missile);
378 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
379 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
381 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
382 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
383 missile.angles = vectoangles(missile.velocity);
385 missile.touch = W_Devastator_Touch;
386 missile.think = W_Devastator_Think;
387 missile.nextthink = time;
388 missile.cnt = time + WEP_CVAR(devastator, lifetime);
389 missile.flags = FL_PROJECTILE;
390 missile.missile_flags = MIF_SPLASH;
392 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
394 // muzzle flash for 1st person view
396 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
397 SUB_SetFade(flash, time, 0.1);
398 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
399 W_AttachToShotorg(self, flash, '5 0 0');
402 MUTATOR_CALLHOOK(EditProjectile, self, missile);
406 METHOD(Devastator, wr_aim, void(entity thiswep))
408 // aim and decide to fire if appropriate
409 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
410 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
412 // decide whether to detonate rockets
413 entity missile, targetlist, targ;
414 targetlist = findchainfloat(bot_attack, true);
415 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
420 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
422 self.BUTTON_ATCK2 = true;
429 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
433 METHOD(Devastator, wr_aim, void(entity thiswep))
435 // aim and decide to fire if appropriate
436 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
437 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
439 // decide whether to detonate rockets
440 entity missile, targetlist, targ;
441 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
442 float selfdamage, teamdamage, enemydamage;
443 edgedamage = WEP_CVAR(devastator, edgedamage);
444 coredamage = WEP_CVAR(devastator, damage);
445 edgeradius = WEP_CVAR(devastator, radius);
446 recipricoledgeradius = 1 / edgeradius;
450 targetlist = findchainfloat(bot_attack, true);
451 missile = find(world, classname, "rocket");
454 if(missile.realowner != self)
456 missile = find(missile, classname, "rocket");
462 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
463 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
464 // count potential damage according to type of target
466 selfdamage = selfdamage + d;
467 else if(targ.team == self.team && teamplay)
468 teamdamage = teamdamage + d;
469 else if(bot_shouldattack(targ))
470 enemydamage = enemydamage + d;
473 missile = find(missile, classname, "rocket");
475 float desirabledamage;
476 desirabledamage = enemydamage;
477 if(time > self.invincible_finished && time > self.spawnshieldtime)
478 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
479 if(teamplay && self.team)
480 desirabledamage = desirabledamage - teamdamage;
482 missile = find(world, classname, "rocket");
485 if(missile.realowner != self)
487 missile = find(missile, classname, "rocket");
490 makevectors(missile.v_angle);
492 if(skill > 9) // normal players only do this for the target they are tracking
498 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
499 && desirabledamage > 0.1*coredamage
500 )self.BUTTON_ATCK2 = true;
504 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
505 //As the distance gets larger, a correct detonation gets near imposible
506 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
507 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
508 if(IS_PLAYER(self.enemy))
509 if(desirabledamage >= 0.1*coredamage)
510 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
511 self.BUTTON_ATCK2 = true;
512 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
515 missile = find(missile, classname, "rocket");
517 // if we would be doing at X percent of the core damage, detonate it
518 // but don't fire a new shot at the same time!
519 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
520 self.BUTTON_ATCK2 = true;
521 if((skill > 6.5) && (selfdamage > self.health))
522 self.BUTTON_ATCK2 = false;
523 //if(self.BUTTON_ATCK2 == true)
524 // dprint(ftos(desirabledamage),"\n");
525 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
529 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
531 if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
532 thiswep.wr_reload(thiswep);
536 if(actor.rl_release || WEP_CVAR(devastator, guidestop))
537 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
539 W_Devastator_Attack(thiswep);
540 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
541 actor.rl_release = 0;
545 actor.rl_release = 1;
548 if(actor.switchweapon == WEP_DEVASTATOR.m_id)
551 bool rockfound = false;
552 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
554 if(!rock.rl_detonate_later)
556 rock.rl_detonate_later = true;
561 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
565 METHOD(Devastator, wr_setup, void(entity thiswep))
569 METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
572 // don't switch while guiding a missile
573 if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_DEVASTATOR.m_id)
576 if(WEP_CVAR(devastator, reload_ammo))
578 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
581 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
587 if(self.rl_release == 0)
589 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
594 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
595 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
596 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"));
600 float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
601 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
605 METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
609 METHOD(Devastator, wr_resetplayer, void(entity thiswep))
611 self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
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(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
639 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);