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More descriptive stuff, better naming
[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  */ ammo_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 /* color     */ '1 1 0',
10 /* model     */ "rl",
11 /* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
12 /* refname   */ "devastator",
13 /* wepname   */ _("Devastator")
14 );
15
16 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
17 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18         w_cvar(id, sn, NONE, ammo) \
19         w_cvar(id, sn, NONE, animtime) \
20         w_cvar(id, sn, NONE, damage) \
21         w_cvar(id, sn, NONE, damageforcescale) \
22         w_cvar(id, sn, NONE, detonatedelay) \
23         w_cvar(id, sn, NONE, edgedamage) \
24         w_cvar(id, sn, NONE, force) \
25         w_cvar(id, sn, NONE, guidedelay) \
26         w_cvar(id, sn, NONE, guidegoal) \
27         w_cvar(id, sn, NONE, guiderate) \
28         w_cvar(id, sn, NONE, guideratedelay) \
29         w_cvar(id, sn, NONE, guidestop) \
30         w_cvar(id, sn, NONE, health) \
31         w_cvar(id, sn, NONE, lifetime) \
32         w_cvar(id, sn, NONE, radius) \
33         w_cvar(id, sn, NONE, refire) \
34         w_cvar(id, sn, NONE, remote_damage) \
35         w_cvar(id, sn, NONE, remote_edgedamage) \
36         w_cvar(id, sn, NONE, remote_force) \
37         w_cvar(id, sn, NONE, remote_radius) \
38         w_cvar(id, sn, NONE, speed) \
39         w_cvar(id, sn, NONE, speedaccel) \
40         w_cvar(id, sn, NONE, speedstart) \
41         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
42         w_prop(id, sn, float,  reloading_time, reload_time) \
43         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
44         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
45         w_prop(id, sn, string, weaponreplace, weaponreplace) \
46         w_prop(id, sn, float,  weaponstart, weaponstart) \
47         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
48
49 #ifdef SVQC
50 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
51 .float rl_release;
52 .float rl_detonate_later;
53 #endif
54 #else
55 #ifdef SVQC
56 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
57 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
58
59 void W_Devastator_Unregister()
60 {
61         if(self.realowner && self.realowner.lastrocket == self)
62         {
63                 self.realowner.lastrocket = world;
64                 // self.realowner.rl_release = 1;
65         }
66 }
67
68 void W_Devastator_Explode()
69 {
70         W_Devastator_Unregister();
71
72         if(other.takedamage == DAMAGE_AIM)
73                 if(IS_PLAYER(other))
74                         if(DIFF_TEAM(self.realowner, other))
75                                 if(other.deadflag == DEAD_NO)
76                                         if(IsFlying(other))
77                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
78
79         self.event_damage = func_null;
80         self.takedamage = DAMAGE_NO;
81
82         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);
83
84         if (self.realowner.weapon == WEP_DEVASTATOR)
85         {
86                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
87                 {
88                         self.realowner.cnt = WEP_DEVASTATOR;
89                         ATTACK_FINISHED(self.realowner) = time;
90                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
91                 }
92         }
93         remove (self);
94 }
95
96 void W_Devastator_DoRemoteExplode()
97 {
98         W_Devastator_Unregister();
99
100         self.event_damage = func_null;
101         self.takedamage = DAMAGE_NO;
102
103         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);
104
105         if (self.realowner.weapon == WEP_DEVASTATOR)
106         {
107                 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
108                 {
109                         self.realowner.cnt = WEP_DEVASTATOR;
110                         ATTACK_FINISHED(self.realowner) = time;
111                         self.realowner.switchweapon = w_getbestweapon(self.realowner);
112                 }
113         }
114         remove (self);
115 }
116
117 void W_Devastator_RemoteExplode()
118 {
119         if(self.realowner.deadflag == DEAD_NO)
120         if(self.realowner.lastrocket)
121         {
122                 if((self.spawnshieldtime >= 0)
123                         ? (time >= self.spawnshieldtime) // timer
124                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
125                 )
126                 {
127                         W_Devastator_DoRemoteExplode();
128                 }
129         }
130 }
131
132 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
133 {
134         if(thisdir * goaldir > maxturn_cos)
135                 return goaldir;
136         if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
137                 return thisdir; // refuse to guide (better than letting a numerical error happen)
138         float f, m2;
139         vector v;
140         // solve:
141         //   g = normalize(thisdir + goaldir * X)
142         //   thisdir * g = maxturn
143         //
144         //   gg = thisdir + goaldir * X
145         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
146         //
147         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
148         f = thisdir * goaldir;
149         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
150         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
151         m2 = maxturn_cos * maxturn_cos;
152         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
153         return normalize(thisdir + goaldir * v_y); // the larger solution!
154 }
155 // assume thisdir == -goaldir:
156 //   f == -1
157 //   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
158 //   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
159 //   x^2 - 2 * x + 1 = 0
160 //   (x - 1)^2 = 0
161 //   x = 1
162 //   normalize(thisdir + goaldir)
163 //   normalize(0)
164
165 void W_Devastator_Think (void)
166 {
167         vector desireddir, olddir, newdir, desiredorigin, goal;
168 #if 0
169         float cosminang, cosmaxang, cosang;
170 #endif
171         float velspeed, f;
172         self.nextthink = time;
173         if (time > self.cnt)
174         {
175                 other = world;
176                 self.projectiledeathtype |= HITTYPE_BOUNCE;
177                 W_Devastator_Explode ();
178                 return;
179         }
180
181         // accelerate
182         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
183         velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
184         if (velspeed > 0)
185                 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
186
187         // laser guided, or remote detonation
188         if (self.realowner.weapon == WEP_DEVASTATOR)
189         {
190                 if(self == self.realowner.lastrocket)
191                 if(!self.realowner.rl_release)
192                 if(!self.BUTTON_ATCK2)
193                 if(WEP_CVAR(devastator, guiderate))
194                 if(time > self.pushltime)
195                 if(self.realowner.deadflag == DEAD_NO)
196                 {
197                         f = WEP_CVAR(devastator, guideratedelay);
198                         if(f)
199                                 f = bound(0, (time - self.pushltime) / f, 1);
200                         else
201                                 f = 1;
202
203                         velspeed = vlen(self.velocity);
204
205                         makevectors(self.realowner.v_angle);
206                         desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
207                         desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
208                         olddir = normalize(self.velocity);
209
210                         // now it gets tricky... we want to move like some curve to approximate the target direction
211                         // but we are limiting the rate at which we can turn!
212                         goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
213                         newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
214
215                         self.velocity = newdir * velspeed;
216                         self.angles = vectoangles(self.velocity);
217
218                         if(!self.count)
219                         {
220                                 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
221                                 // TODO add a better sound here
222                                 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
223                                 self.count = 1;
224                         }
225                 }
226
227                 if(self.rl_detonate_later)
228                         W_Devastator_RemoteExplode();
229         }
230
231         if(self.csqcprojectile_clientanimate == 0)
232                 UpdateCSQCProjectile(self);
233 }
234
235 void W_Devastator_Touch (void)
236 {
237         if(WarpZone_Projectile_Touch())
238         {
239                 if(wasfreed(self))
240                         W_Devastator_Unregister();
241                 return;
242         }
243         W_Devastator_Unregister();
244         W_Devastator_Explode ();
245 }
246
247 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
248 {
249         if (self.health <= 0)
250                 return;
251         
252         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
253                 return; // g_projectiles_damage says to halt
254                 
255         self.health = self.health - damage;
256         self.angles = vectoangles(self.velocity);
257         
258         if (self.health <= 0)
259                 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
260 }
261
262 void W_Devastator_Attack (void)
263 {
264         entity missile;
265         entity flash;
266
267         W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
268
269         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
270         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
271
272         missile = WarpZone_RefSys_SpawnSameRefSys(self);
273         missile.owner = missile.realowner = self;
274         self.lastrocket = missile;
275         if(WEP_CVAR(devastator, detonatedelay) >= 0)
276                 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
277         else
278                 missile.spawnshieldtime = -1;
279         missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
280         missile.classname = "rocket";
281         missile.bot_dodge = TRUE;
282         missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
283
284         missile.takedamage = DAMAGE_YES;
285         missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
286         missile.health = WEP_CVAR(devastator, health);
287         missile.event_damage = W_Devastator_Damage;
288         missile.damagedbycontents = TRUE;
289
290         missile.movetype = MOVETYPE_FLY;
291         PROJECTILE_MAKETRIGGER(missile);
292         missile.projectiledeathtype = WEP_DEVASTATOR;
293         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
294
295         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
296         W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
297         missile.angles = vectoangles (missile.velocity);
298
299         missile.touch = W_Devastator_Touch;
300         missile.think = W_Devastator_Think;
301         missile.nextthink = time;
302         missile.cnt = time + WEP_CVAR(devastator, lifetime);
303         missile.flags = FL_PROJECTILE;
304         missile.missile_flags = MIF_SPLASH; 
305
306         CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
307
308         // muzzle flash for 1st person view
309         flash = spawn ();
310         setmodel (flash, "models/flash.md3"); // precision set below
311         SUB_SetFade (flash, time, 0.1);
312         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
313         W_AttachToShotorg(flash, '5 0 0');
314
315         // common properties
316         other = missile; MUTATOR_CALLHOOK(EditProjectile);
317 }
318
319 float W_Devastator(float req)
320 {
321         entity rock;
322         float rockfound;
323         float ammo_amount;
324         switch(req)
325         {
326                 case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
327                 {
328                         // aim and decide to fire if appropriate
329                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
330                         if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
331                         {
332                                 // decide whether to detonate rockets
333                                 entity missile, targetlist, targ;
334                                 targetlist = findchainfloat(bot_attack, TRUE);
335                                 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
336                                 {
337                                         targ = targetlist;
338                                         while(targ)
339                                         {
340                                                 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
341                                                 {
342                                                         self.BUTTON_ATCK2 = TRUE;
343                                                         break;
344                                                 }
345                                                 targ = targ.chain;
346                                         }
347                                 }
348                                 
349                                 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
350                         }
351                         
352                         return TRUE;
353                 }
354                 case WR_THINK:
355                 {
356                         if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
357                                 WEP_ACTION(self.weapon, WR_RELOAD);
358                         else
359                         {
360                                 if(self.BUTTON_ATCK)
361                                 {
362                                         if(self.rl_release || WEP_CVAR(devastator, guidestop))
363                                         if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
364                                         {
365                                                 W_Devastator_Attack();
366                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
367                                                 self.rl_release = 0;
368                                         }
369                                 }
370                                 else
371                                         self.rl_release = 1;
372
373                                 if(self.BUTTON_ATCK2)
374                                 {
375                                         rockfound = 0;
376                                         for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
377                                         {
378                                                 if(!rock.rl_detonate_later)
379                                                 {
380                                                         rock.rl_detonate_later = TRUE;
381                                                         rockfound = 1;
382                                                 }
383                                         }
384                                         if(rockfound)
385                                                 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
386                                 }
387                         }
388                         
389                         return TRUE;
390                 }
391                 case WR_INIT:
392                 {
393                         if(autocvar_sv_precacheweapons)
394                         {
395                                 precache_model("models/flash.md3");
396                                 precache_model("models/weapons/g_rl.md3");
397                                 precache_model("models/weapons/v_rl.md3");
398                                 precache_model("models/weapons/h_rl.iqm");
399                                 precache_sound("weapons/rocket_det.wav");
400                                 precache_sound("weapons/rocket_fire.wav");
401                                 precache_sound("weapons/rocket_mode.wav");
402                         }
403                         DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
404                         return TRUE;
405                 }
406                 case WR_SETUP:
407                 {
408                         self.rl_release = 1;
409                         return TRUE;
410                 }
411                 case WR_CHECKAMMO1:
412                 {
413                         // don't switch while guiding a missile
414                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
415                         {
416                                 ammo_amount = FALSE;
417                                 if(WEP_CVAR(devastator, reload_ammo))
418                                 {
419                                         if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
420                                                 ammo_amount = TRUE;
421                                 }
422                                 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
423                                         ammo_amount = TRUE;
424                                 return !ammo_amount;
425                         }
426                         
427                         return TRUE;
428                 }
429                 case WR_CHECKAMMO2:
430                 {
431                         return FALSE;
432                 }
433                 case WR_CONFIG:
434                 {
435                         DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
436                         return TRUE;
437                 }
438                 case WR_RESETPLAYER:
439                 {
440                         self.rl_release = 0;
441                         return TRUE;
442                 }
443                 case WR_RELOAD:
444                 {
445                         W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
446                         return TRUE;
447                 }
448                 case WR_SUICIDEMESSAGE:
449                 {
450                         return WEAPON_ROCKETLAUNCHER_SUICIDE;
451                 }
452                 case WR_KILLMESSAGE:
453                 {
454                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
455                                 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
456                         else
457                                 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
458                 }
459         }
460         return TRUE;
461 }
462 #endif
463 #ifdef CSQC
464 float W_Devastator(float req)
465 {
466         switch(req)
467         {
468                 case WR_IMPACTEFFECT:
469                 {
470                         vector org2;
471                         org2 = w_org + w_backoff * 12;
472                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
473                         if(!w_issilent)
474                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
475                                 
476                         return TRUE;
477                 }
478                 case WR_INIT:
479                 {
480                         precache_sound("weapons/rocket_impact.wav");
481                         return TRUE;
482                 }
483                 case WR_ZOOMRETICLE:
484                 {
485                         // no weapon specific image for this weapon
486                         return FALSE;
487                 }
488         }
489         return TRUE;
490 }
491 #endif
492 #endif