3 /* WEP_##id */ DEVASTATOR,
4 /* function */ W_Devastator,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* netname */ "devastator",
11 /* fullname */ _("Devastator")
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_CVAR(weapon, MO_NONE, foobarsdfsd) \
39 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
40 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
41 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
42 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
45 DEVASTATOR_SETTINGS(devastator)
47 .float rl_detonate_later;
51 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
52 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
54 void W_Devastator_Unregister()
56 if(self.realowner && self.realowner.lastrocket == self)
58 self.realowner.lastrocket = world;
59 // self.realowner.rl_release = 1;
63 void W_Devastator_Explode()
65 W_Devastator_Unregister();
67 if(other.takedamage == DAMAGE_AIM)
69 if(IsDifferentTeam(self.realowner, other))
70 if(other.deadflag == DEAD_NO)
72 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
74 self.event_damage = func_null;
75 self.takedamage = DAMAGE_NO;
77 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 if (self.realowner.weapon == WEP_DEVASTATOR)
81 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
83 self.realowner.cnt = WEP_DEVASTATOR;
84 ATTACK_FINISHED(self.realowner) = time;
85 self.realowner.switchweapon = w_getbestweapon(self.realowner);
91 void W_Devastator_DoRemoteExplode()
93 W_Devastator_Unregister();
95 self.event_damage = func_null;
96 self.takedamage = DAMAGE_NO;
98 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 if (self.realowner.weapon == WEP_DEVASTATOR)
102 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
104 self.realowner.cnt = WEP_DEVASTATOR;
105 ATTACK_FINISHED(self.realowner) = time;
106 self.realowner.switchweapon = w_getbestweapon(self.realowner);
112 void W_Devastator_RemoteExplode()
114 if(self.realowner.deadflag == DEAD_NO)
115 if(self.realowner.lastrocket)
117 if((self.spawnshieldtime >= 0)
118 ? (time >= self.spawnshieldtime) // timer
119 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
122 W_Devastator_DoRemoteExplode();
127 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
129 if(thisdir * goaldir > maxturn_cos)
131 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
132 return thisdir; // refuse to guide (better than letting a numerical error happen)
136 // g = normalize(thisdir + goaldir * X)
137 // thisdir * g = maxturn
139 // gg = thisdir + goaldir * X
140 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
142 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
143 f = thisdir * goaldir;
144 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
145 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
146 m2 = maxturn_cos * maxturn_cos;
147 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
148 return normalize(thisdir + goaldir * v_y); // the larger solution!
150 // assume thisdir == -goaldir:
152 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
153 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
154 // x^2 - 2 * x + 1 = 0
157 // normalize(thisdir + goaldir)
160 void W_Devastator_Think (void)
162 vector desireddir, olddir, newdir, desiredorigin, goal;
164 float cosminang, cosmaxang, cosang;
167 self.nextthink = time;
171 self.projectiledeathtype |= HITTYPE_BOUNCE;
172 W_Devastator_Explode ();
177 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
178 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
180 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
182 // laser guided, or remote detonation
183 if (self.realowner.weapon == WEP_DEVASTATOR)
185 if(self == self.realowner.lastrocket)
186 if not(self.realowner.rl_release)
187 if not(self.BUTTON_ATCK2)
188 if(WEP_CVAR(devastator, guiderate))
189 if(time > self.pushltime)
190 if(self.realowner.deadflag == DEAD_NO)
192 f = WEP_CVAR(devastator, guideratedelay);
194 f = bound(0, (time - self.pushltime) / f, 1);
198 velspeed = vlen(self.velocity);
200 makevectors(self.realowner.v_angle);
201 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
202 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
203 olddir = normalize(self.velocity);
205 // now it gets tricky... we want to move like some curve to approximate the target direction
206 // but we are limiting the rate at which we can turn!
207 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
208 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
210 self.velocity = newdir * velspeed;
211 self.angles = vectoangles(self.velocity);
215 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
216 // TODO add a better sound here
217 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
222 if(self.rl_detonate_later)
223 W_Devastator_RemoteExplode();
226 if(self.csqcprojectile_clientanimate == 0)
227 UpdateCSQCProjectile(self);
230 void W_Devastator_Touch (void)
232 if(WarpZone_Projectile_Touch())
235 W_Devastator_Unregister();
238 W_Devastator_Unregister();
239 W_Devastator_Explode ();
242 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
244 if (self.health <= 0)
247 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
248 return; // g_projectiles_damage says to halt
250 self.health = self.health - damage;
251 self.angles = vectoangles(self.velocity);
253 if (self.health <= 0)
254 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
257 void W_Devastator_Attack (void)
262 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
264 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
265 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
267 missile = WarpZone_RefSys_SpawnSameRefSys(self);
268 missile.owner = missile.realowner = self;
269 self.lastrocket = missile;
270 if(WEP_CVAR(devastator, detonatedelay) >= 0)
271 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
273 missile.spawnshieldtime = -1;
274 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
275 missile.classname = "rocket";
276 missile.bot_dodge = TRUE;
277 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
279 missile.takedamage = DAMAGE_YES;
280 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
281 missile.health = WEP_CVAR(devastator, health);
282 missile.event_damage = W_Devastator_Damage;
283 missile.damagedbycontents = TRUE;
285 missile.movetype = MOVETYPE_FLY;
286 PROJECTILE_MAKETRIGGER(missile);
287 missile.projectiledeathtype = WEP_DEVASTATOR;
288 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
290 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
291 W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
292 missile.angles = vectoangles (missile.velocity);
294 missile.touch = W_Devastator_Touch;
295 missile.think = W_Devastator_Think;
296 missile.nextthink = time;
297 missile.cnt = time + WEP_CVAR(devastator, lifetime);
298 missile.flags = FL_PROJECTILE;
299 missile.missile_flags = MIF_SPLASH;
301 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
303 // muzzle flash for 1st person view
305 setmodel (flash, "models/flash.md3"); // precision set below
306 SUB_SetFade (flash, time, 0.1);
307 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
308 W_AttachToShotorg(flash, '5 0 0');
311 other = missile; MUTATOR_CALLHOOK(EditProjectile);
314 float W_Devastator(float req)
321 case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
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!
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;
338 targetlist = findchainfloat(bot_attack, TRUE);
339 missile = find(world, classname, "rocket");
342 if (missile.realowner != self)
344 missile = find(missile, classname, "rocket");
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
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;
361 missile = find(missile, classname, "rocket");
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;
370 missile = find(world, classname, "rocket");
373 if (missile.realowner != self)
375 missile = find(missile, classname, "rocket");
378 makevectors(missile.v_angle);
380 if (skill > 9) // normal players only do this for the target they are tracking
386 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
387 && desirabledamage > 0.1*coredamage
388 )self.BUTTON_ATCK2 = TRUE;
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");
403 missile = find(missile, classname, "rocket");
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;
420 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
421 WEP_ACTION(self.weapon, WR_RELOAD);
424 if (self.BUTTON_ATCK)
426 if(self.rl_release || WEP_CVAR(devastator, guidestop))
427 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
429 W_Devastator_Attack();
430 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
437 if (self.BUTTON_ATCK2)
440 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
442 if(!rock.rl_detonate_later)
444 rock.rl_detonate_later = TRUE;
449 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
457 if(autocvar_sv_precacheweapons)
459 precache_model("models/flash.md3");
460 precache_model("models/weapons/g_rl.md3");
461 precache_model("models/weapons/v_rl.md3");
462 precache_model("models/weapons/h_rl.iqm");
463 precache_sound("weapons/rocket_det.wav");
464 precache_sound("weapons/rocket_fire.wav");
465 precache_sound("weapons/rocket_mode.wav");
467 WEP_SET_PROPS(DEVASTATOR_SETTINGS(devastator), WEP_DEVASTATOR)
472 weapon_setup(WEP_DEVASTATOR);
473 self.current_ammo = ammo_rockets;
479 // don't switch while guiding a missile
480 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
483 if(WEP_CVAR(devastator, reload_ammo))
485 if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
488 else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
501 WEP_CONFIG_SETTINGS(DEVASTATOR_SETTINGS(devastator))
511 W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
514 case WR_SUICIDEMESSAGE:
516 return WEAPON_ROCKETLAUNCHER_SUICIDE;
520 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
521 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
523 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
530 float W_Devastator(float req)
534 case WR_IMPACTEFFECT:
537 org2 = w_org + w_backoff * 12;
538 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
540 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
546 precache_sound("weapons/rocket_impact.wav");