X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fdevastator.qc;h=e8697afd1e96fdb47041bcc9b50d7c7869d94314;hp=bbce1a8ca4d4b3f6a361f4831253021e328ee8bb;hb=f72821fdcebe3ca01181a99727a06198de65ea08;hpb=5b22584122d4354ab7819853d0fa5219d14d832e diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index bbce1a8ca..e8697afd1 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -1,71 +1,78 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ DEVASTATOR, -/* function */ W_Devastator, -/* ammotype */ ammo_rockets, -/* impulse */ 9, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_HIGH, -/* color */ '1 1 0', -/* modelname */ "rl", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairrocketlauncher 0.7", -/* wepimg */ "weaponrocketlauncher", -/* refname */ "devastator", -/* wepname */ _("Devastator") -); - -#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator) -#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, ammo) \ - w_cvar(id, sn, NONE, animtime) \ - w_cvar(id, sn, NONE, damage) \ - w_cvar(id, sn, NONE, damageforcescale) \ - w_cvar(id, sn, NONE, detonatedelay) \ - w_cvar(id, sn, NONE, edgedamage) \ - w_cvar(id, sn, NONE, force) \ - w_cvar(id, sn, NONE, guidedelay) \ - w_cvar(id, sn, NONE, guidegoal) \ - w_cvar(id, sn, NONE, guiderate) \ - w_cvar(id, sn, NONE, guideratedelay) \ - w_cvar(id, sn, NONE, guidestop) \ - w_cvar(id, sn, NONE, health) \ - w_cvar(id, sn, NONE, lifetime) \ - w_cvar(id, sn, NONE, radius) \ - w_cvar(id, sn, NONE, refire) \ - w_cvar(id, sn, NONE, remote_damage) \ - w_cvar(id, sn, NONE, remote_edgedamage) \ - w_cvar(id, sn, NONE, remote_force) \ - w_cvar(id, sn, NONE, remote_jump_damage) \ - w_cvar(id, sn, NONE, remote_jump_radius) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \ - w_cvar(id, sn, NONE, remote_radius) \ - w_cvar(id, sn, NONE, speed) \ - w_cvar(id, sn, NONE, speedaccel) \ - w_cvar(id, sn, NONE, speedstart) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +CLASS(Devastator, Weapon) +/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets) +/* impulse */ ATTRIB(Devastator, impulse, int, 9) +/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); +/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0'); +/* modelname */ ATTRIB(Devastator, mdl, string, "rl"); +#ifndef MENUQC +/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM); +#endif +/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher"); +/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher"); +/* refname */ ATTRIB(Devastator, netname, string, "devastator"); +/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, damageforcescale, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, detonatedelay, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, guidedelay, float, NONE) \ + P(class, prefix, guidegoal, float, NONE) \ + P(class, prefix, guideratedelay, float, NONE) \ + P(class, prefix, guiderate, float, NONE) \ + P(class, prefix, guidestop, float, NONE) \ + P(class, prefix, health, float, NONE) \ + P(class, prefix, lifetime, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_damage, float, NONE) \ + P(class, prefix, remote_edgedamage, float, NONE) \ + P(class, prefix, remote_force, float, NONE) \ + P(class, prefix, remote_jump_damage, float, NONE) \ + P(class, prefix, remote_jump_radius, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_min, float, NONE) \ + P(class, prefix, remote_radius, float, NONE) \ + P(class, prefix, speedaccel, float, NONE) \ + P(class, prefix, speedstart, float, NONE) \ + P(class, prefix, speed, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Devastator, devastator) +#undef X + +ENDCLASS(Devastator) +REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator)); #ifdef SVQC -DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float rl_release; .float rl_detonate_later; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); } -void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); } +spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); } +spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); } + +.entity lastrocket; -void W_Devastator_Unregister(void) +void W_Devastator_Unregister() {SELFPARAM(); if(self.realowner && self.realowner.lastrocket == self) { @@ -74,14 +81,14 @@ void W_Devastator_Unregister(void) } } -void W_Devastator_Explode(void) +void W_Devastator_Explode() {SELFPARAM(); W_Devastator_Unregister(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) + if(!IS_DEAD(other)) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); @@ -101,20 +108,22 @@ void W_Devastator_Explode(void) other ); - if(self.realowner.weapon == WEP_DEVASTATOR.m_id) + Weapon thiswep = WEP_DEVASTATOR; + if(PS(self.realowner).m_weapon == thiswep) { - if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) + if(self.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)) { self.realowner.cnt = WEP_DEVASTATOR.m_id; - ATTACK_FINISHED(self.realowner) = time; - self.realowner.switchweapon = w_getbestweapon(self.realowner); + int slot = 0; // TODO: unhardcode + ATTACK_FINISHED(self.realowner, slot) = time; + PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner); } } remove(self); } -void W_Devastator_DoRemoteExplode(void) +void W_Devastator_DoRemoteExplode(.entity weaponentity) {SELFPARAM(); W_Devastator_Unregister(); @@ -180,30 +189,32 @@ void W_Devastator_DoRemoteExplode(void) world ); - if(self.realowner.weapon == WEP_DEVASTATOR.m_id) + Weapon thiswep = WEP_DEVASTATOR; + if(PS(self.realowner).m_weapon == thiswep) { - if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) + if(self.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)) { self.realowner.cnt = WEP_DEVASTATOR.m_id; - ATTACK_FINISHED(self.realowner) = time; - self.realowner.switchweapon = w_getbestweapon(self.realowner); + int slot = weaponslot(weaponentity); + ATTACK_FINISHED(self.realowner, slot) = time; + PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner); } } remove(self); } -void W_Devastator_RemoteExplode(void) +void W_Devastator_RemoteExplode(.entity weaponentity) {SELFPARAM(); - if(self.realowner.deadflag == DEAD_NO) + if(!IS_DEAD(self.realowner)) if(self.realowner.lastrocket) { if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device + : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device ) { - W_Devastator_DoRemoteExplode(); + W_Devastator_DoRemoteExplode(weaponentity); } } } @@ -241,7 +252,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos) // normalize(thisdir + goaldir) // normalize(0) -void W_Devastator_Think(void) +void W_Devastator_Think() {SELFPARAM(); vector desireddir, olddir, newdir, desiredorigin, goal; float velspeed, f; @@ -261,14 +272,14 @@ void W_Devastator_Think(void) self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed); // laser guided, or remote detonation - if(self.realowner.weapon == WEP_DEVASTATOR.m_id) + if(PS(self.realowner).m_weapon == WEP_DEVASTATOR) { if(self == self.realowner.lastrocket) if(!self.realowner.rl_release) - if(!self.BUTTON_ATCK2) + if(!PHYS_INPUT_BUTTON_ATCK2(self)) if(WEP_CVAR(devastator, guiderate)) if(time > self.pushltime) - if(self.realowner.deadflag == DEAD_NO) + if(!IS_DEAD(self.realowner)) { f = WEP_CVAR(devastator, guideratedelay); if(f) @@ -295,20 +306,21 @@ void W_Devastator_Think(void) { Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1); // TODO add a better sound here - sound(self.realowner, CH_WEAPON_B, W_Sound("rocket_mode"), VOL_BASE, ATTN_NORM); + sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM); self.count = 1; } } + .entity weaponentity = weaponentities[0]; // TODO: unhardcode if(self.rl_detonate_later) - W_Devastator_RemoteExplode(); + W_Devastator_RemoteExplode(weaponentity); } if(self.csqcprojectile_clientanimate == 0) UpdateCSQCProjectile(self); } -void W_Devastator_Touch(void) +void W_Devastator_Touch() {SELFPARAM(); if(WarpZone_Projectile_Touch()) { @@ -320,29 +332,29 @@ void W_Devastator_Touch(void) W_Devastator_Explode(); } -void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - self.health = self.health - damage; - self.angles = vectoangles(self.velocity); + this.health = this.health - damage; + this.angles = vectoangles(this.velocity); - if(self.health <= 0) - W_PrepareExplosionByDamage(attacker, W_Devastator_Explode); + if(this.health <= 0) + WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Devastator_Explode)); } -void W_Devastator_Attack(void) +void W_Devastator_Attack(Weapon thiswep) {SELFPARAM(); entity missile; entity flash; - W_DecreaseAmmo(WEP_CVAR(devastator, ammo)); + W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo)); - W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, W_Sound("rocket_fire"), CH_WEAPON_A, WEP_CVAR(devastator, damage)); + W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = WarpZone_RefSys_SpawnSameRefSys(self); @@ -383,305 +395,248 @@ void W_Devastator_Attack(void) // muzzle flash for 1st person view flash = spawn(); - setmodel(flash, "models/flash.md3"); // precision set below + setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); + W_AttachToShotorg(self, flash, '5 0 0'); // common properties MUTATOR_CALLHOOK(EditProjectile, self, missile); } -bool W_Devastator(int req) -{SELFPARAM(); - entity rock; - float rockfound; - float ammo_amount; - switch(req) - { - #if 0 - case WR_AIM: - { - // aim and decide to fire if appropriate - self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); - if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! - { - // decide whether to detonate rockets - entity missile, targetlist, targ; - targetlist = findchainfloat(bot_attack, true); - for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self) - { - targ = targetlist; - while(targ) - { - if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius)) - { - self.BUTTON_ATCK2 = true; - break; - } - targ = targ.chain; - } - } - - if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false; - } - - return true; - } - #else - case WR_AIM: - { - // aim and decide to fire if appropriate - self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); - if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! - { - // decide whether to detonate rockets - entity missile, targetlist, targ; - float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; - float selfdamage, teamdamage, enemydamage; - edgedamage = WEP_CVAR(devastator, edgedamage); - coredamage = WEP_CVAR(devastator, damage); - edgeradius = WEP_CVAR(devastator, radius); - recipricoledgeradius = 1 / edgeradius; - selfdamage = 0; - teamdamage = 0; - enemydamage = 0; - targetlist = findchainfloat(bot_attack, true); - missile = find(world, classname, "rocket"); - while(missile) - { - if(missile.realowner != self) - { - missile = find(missile, classname, "rocket"); - continue; - } - targ = targetlist; - while(targ) - { - d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin); - d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); - // count potential damage according to type of target - if(targ == self) - selfdamage = selfdamage + d; - else if(targ.team == self.team && teamplay) - teamdamage = teamdamage + d; - else if(bot_shouldattack(targ)) - enemydamage = enemydamage + d; - targ = targ.chain; - } - missile = find(missile, classname, "rocket"); - } - float desirabledamage; - desirabledamage = enemydamage; - if(time > self.invincible_finished && time > self.spawnshieldtime) - desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if(teamplay && self.team) - desirabledamage = desirabledamage - teamdamage; - - missile = find(world, classname, "rocket"); - while(missile) - { - if(missile.realowner != self) - { - missile = find(missile, classname, "rocket"); - continue; - } - makevectors(missile.v_angle); - targ = targetlist; - if(skill > 9) // normal players only do this for the target they are tracking - { - targ = targetlist; - while(targ) - { - if( - (v_forward * normalize(missile.origin - targ.origin)< 0.1) - && desirabledamage > 0.1*coredamage - )self.BUTTON_ATCK2 = true; - targ = targ.chain; - } - }else{ - float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); - //As the distance gets larger, a correct detonation gets near imposible - //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player - if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1) - if(IS_PLAYER(self.enemy)) - if(desirabledamage >= 0.1*coredamage) - if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) - self.BUTTON_ATCK2 = true; - // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); - } - - missile = find(missile, classname, "rocket"); - } - // if we would be doing at X percent of the core damage, detonate it - // but don't fire a new shot at the same time! - if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events - self.BUTTON_ATCK2 = true; - if((skill > 6.5) && (selfdamage > self.health)) - self.BUTTON_ATCK2 = false; - //if(self.BUTTON_ATCK2 == true) - // dprint(ftos(desirabledamage),"\n"); - if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false; - } - - return true; - } - #endif - case WR_THINK: - { - if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload - WEP_ACTION(self.weapon, WR_RELOAD); - else - { - if(self.BUTTON_ATCK) - { - if(self.rl_release || WEP_CVAR(devastator, guidestop)) - if(weapon_prepareattack(0, WEP_CVAR(devastator, refire))) - { - W_Devastator_Attack(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); - self.rl_release = 0; - } - } - else - self.rl_release = 1; - - if(self.BUTTON_ATCK2) - if(self.switchweapon == WEP_DEVASTATOR.m_id) - { - rockfound = 0; - for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self) - { - if(!rock.rl_detonate_later) - { - rock.rl_detonate_later = true; - rockfound = 1; - } - } - if(rockfound) - sound(self, CH_WEAPON_B, W_Sound("rocket_det"), VOL_BASE, ATTN_NORM); - } - } - - return true; - } - case WR_INIT: - { - //if(autocvar_sv_precacheweapons) - //{ - precache_model("models/flash.md3"); - precache_model(W_Model("g_rl.md3")); - precache_model(W_Model("v_rl.md3")); - precache_model(W_Model("h_rl.iqm")); - precache_sound(W_Sound("rocket_det")); - precache_sound(W_Sound("rocket_fire")); - precache_sound(W_Sound("rocket_mode")); - //} - DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; - } - case WR_SETUP: - { - self.rl_release = 1; - return true; - } - case WR_CHECKAMMO1: - { - #if 0 - // don't switch while guiding a missile - if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id) - { - ammo_amount = false; - if(WEP_CVAR(devastator, reload_ammo)) - { - if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) - ammo_amount = true; - } - else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) - ammo_amount = true; - return !ammo_amount; - } - #endif - #if 0 - if(self.rl_release == 0) - { - LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo)); - return true; - } - else - { - ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo); - ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); - 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")); - return ammo_amount; - } - #else - ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo); - ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); - return ammo_amount; - #endif - } - case WR_CHECKAMMO2: - { - return false; - } - case WR_CONFIG: - { - DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; - } - case WR_RESETPLAYER: - { - self.rl_release = 0; - return true; - } - case WR_RELOAD: - { - W_Reload(WEP_CVAR(devastator, ammo), W_Sound("reload")); - return true; - } - case WR_SUICIDEMESSAGE: - { - return WEAPON_DEVASTATOR_SUICIDE; - } - case WR_KILLMESSAGE: - { - if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) - return WEAPON_DEVASTATOR_MURDER_SPLASH; - else - return WEAPON_DEVASTATOR_MURDER_DIRECT; - } - } - return false; +#if 0 +METHOD(Devastator, wr_aim, void(entity thiswep)) +{ + // aim and decide to fire if appropriate + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); + if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! + { + // decide whether to detonate rockets + entity missile, targetlist, targ; + targetlist = findchainfloat(bot_attack, true); + for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self) + { + targ = targetlist; + while(targ) + { + if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + break; + } + targ = targ.chain; + } + } + + if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false; + } +} +#else +METHOD(Devastator, wr_aim, void(entity thiswep)) +{ + SELFPARAM(); + // aim and decide to fire if appropriate + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); + if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! + { + // decide whether to detonate rockets + entity targetlist, targ; + float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; + float selfdamage, teamdamage, enemydamage; + edgedamage = WEP_CVAR(devastator, edgedamage); + coredamage = WEP_CVAR(devastator, damage); + edgeradius = WEP_CVAR(devastator, radius); + recipricoledgeradius = 1 / edgeradius; + selfdamage = 0; + teamdamage = 0; + enemydamage = 0; + targetlist = findchainfloat(bot_attack, true); + FOREACH_ENTITY_ENT(realowner, self, + { + if(it.classname != "rocket") continue; + + targ = targetlist; + while(targ) + { + d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin); + d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); + // count potential damage according to type of target + if(targ == self) + selfdamage = selfdamage + d; + else if(targ.team == self.team && teamplay) + teamdamage = teamdamage + d; + else if(bot_shouldattack(self, targ)) + enemydamage = enemydamage + d; + targ = targ.chain; + } + }); + float desirabledamage; + desirabledamage = enemydamage; + if(time > self.invincible_finished && time > self.spawnshieldtime) + desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; + if(teamplay && self.team) + desirabledamage = desirabledamage - teamdamage; + + FOREACH_ENTITY_ENT(realowner, self, + { + if(it.classname != "rocket") continue; + + makevectors(it.v_angle); + targ = targetlist; + if(skill > 9) // normal players only do this for the target they are tracking + { + targ = targetlist; + while(targ) + { + if( + (v_forward * normalize(it.origin - targ.origin)< 0.1) + && desirabledamage > 0.1*coredamage + ) PHYS_INPUT_BUTTON_ATCK2(self) = true; + targ = targ.chain; + } + } + else + { + float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); + //As the distance gets larger, a correct detonation gets near imposible + //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player + if(v_forward * normalize(it.origin - self.enemy.origin)< 0.1) + if(IS_PLAYER(self.enemy)) + if(desirabledamage >= 0.1*coredamage) + if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) + PHYS_INPUT_BUTTON_ATCK2(self) = true; + // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); + } + }); + // if we would be doing at X percent of the core damage, detonate it + // but don't fire a new shot at the same time! + if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if((skill > 6.5) && (selfdamage > self.health)) + PHYS_INPUT_BUTTON_ATCK2(self) = false; + //if(PHYS_INPUT_BUTTON_ATCK2(self) == true) + // dprint(ftos(desirabledamage),"\n"); + if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false; + } +} +#endif +METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else { + if(fire & 1) + { + if(actor.rl_release || WEP_CVAR(devastator, guidestop)) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire))) + { + W_Devastator_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); + actor.rl_release = 0; + } + } + else + actor.rl_release = 1; + + if(fire & 2) + if(PS(actor).m_switchweapon == WEP_DEVASTATOR) + { + entity rock; + bool rockfound = false; + for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor) + { + if(!rock.rl_detonate_later) + { + rock.rl_detonate_later = true; + rockfound = true; + } + } + if(rockfound) + sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); + } + } +} +METHOD(Devastator, wr_setup, void(entity thiswep)) +{ + SELFPARAM(); + self.rl_release = 1; +} +METHOD(Devastator, wr_checkammo1, bool(entity thiswep)) +{ + SELFPARAM(); + #if 0 + // don't switch while guiding a missile + if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_DEVASTATOR) + { + ammo_amount = false; + if(WEP_CVAR(devastator, reload_ammo)) + { + if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) + ammo_amount = true; + } + else if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) + ammo_amount = true; + return !ammo_amount; + } + #endif + #if 0 + if(self.rl_release == 0) + { + LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo)); + return true; + } + else + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); + ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); + LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE")); + return ammo_amount; + } + #else + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); + ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); + return ammo_amount; + #endif +} +METHOD(Devastator, wr_checkammo2, bool(entity thiswep)) +{ + return false; } +METHOD(Devastator, wr_resetplayer, void(entity thiswep)) +{ + SELFPARAM(); + self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave! + self.rl_release = 0; +} +METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + SELFPARAM(); + W_Reload(self, WEP_CVAR(devastator, ammo), SND_RELOAD); +} +METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_DEVASTATOR_SUICIDE; +} +METHOD(Devastator, wr_killmessage, Notification(entity thiswep)) +{ + if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) + return WEAPON_DEVASTATOR_MURDER_SPLASH; + else + return WEAPON_DEVASTATOR_MURDER_DIRECT; +} + #endif #ifdef CSQC -bool W_Devastator(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: - { - vector org2; - org2 = w_org + w_backoff * 12; - pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTN_NORM); - return true; - } - case WR_INIT: - { - precache_sound(W_Sound("rocket_impact")); - return true; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; +METHOD(Devastator, wr_impacteffect, void(entity thiswep)) +{ + SELFPARAM(); + vector org2; + org2 = w_org + w_backoff * 12; + pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM); } + #endif #endif