3 /* WEP_##id */ DEVASTATOR,
4 /* function */ W_Devastator,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
13 /* wepimg */ "weaponrocketlauncher",
14 /* refname */ "devastator",
15 /* wepname */ _("Devastator")
18 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
19 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, ammo) \
21 w_cvar(id, sn, NONE, animtime) \
22 w_cvar(id, sn, NONE, damage) \
23 w_cvar(id, sn, NONE, damageforcescale) \
24 w_cvar(id, sn, NONE, detonatedelay) \
25 w_cvar(id, sn, NONE, edgedamage) \
26 w_cvar(id, sn, NONE, force) \
27 w_cvar(id, sn, NONE, guidedelay) \
28 w_cvar(id, sn, NONE, guidegoal) \
29 w_cvar(id, sn, NONE, guiderate) \
30 w_cvar(id, sn, NONE, guideratedelay) \
31 w_cvar(id, sn, NONE, guidestop) \
32 w_cvar(id, sn, NONE, health) \
33 w_cvar(id, sn, NONE, lifetime) \
34 w_cvar(id, sn, NONE, radius) \
35 w_cvar(id, sn, NONE, refire) \
36 w_cvar(id, sn, NONE, remote_damage) \
37 w_cvar(id, sn, NONE, remote_edgedamage) \
38 w_cvar(id, sn, NONE, remote_force) \
39 w_cvar(id, sn, NONE, remote_jump_damage) \
40 w_cvar(id, sn, NONE, remote_jump_radius) \
41 w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
42 w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
43 w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
44 w_cvar(id, sn, NONE, remote_radius) \
45 w_cvar(id, sn, NONE, speed) \
46 w_cvar(id, sn, NONE, speedaccel) \
47 w_cvar(id, sn, NONE, speedstart) \
48 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
49 w_prop(id, sn, float, reloading_time, reload_time) \
50 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
51 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
52 w_prop(id, sn, string, weaponreplace, weaponreplace) \
53 w_prop(id, sn, float, weaponstart, weaponstart) \
54 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
55 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
58 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
60 .float rl_detonate_later;
64 void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
65 void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
67 void W_Devastator_Unregister(void)
69 if(self.realowner && self.realowner.lastrocket == self)
71 self.realowner.lastrocket = world;
72 // self.realowner.rl_release = 1;
76 void W_Devastator_Explode(void)
78 W_Devastator_Unregister();
80 if(other.takedamage == DAMAGE_AIM)
82 if(DIFF_TEAM(self.realowner, other))
83 if(other.deadflag == DEAD_NO)
85 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
87 self.event_damage = func_null;
88 self.takedamage = DAMAGE_NO;
93 WEP_CVAR(devastator, damage),
94 WEP_CVAR(devastator, edgedamage),
95 WEP_CVAR(devastator, radius),
98 WEP_CVAR(devastator, force),
99 self.projectiledeathtype,
103 if(self.realowner.weapon == WEP_DEVASTATOR)
105 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
107 self.realowner.cnt = WEP_DEVASTATOR;
108 ATTACK_FINISHED(self.realowner) = time;
109 self.realowner.switchweapon = w_getbestweapon(self.realowner);
115 void W_Devastator_DoRemoteExplode(void)
117 W_Devastator_Unregister();
119 self.event_damage = func_null;
120 self.takedamage = DAMAGE_NO;
122 float handled_as_rocketjump = FALSE;
124 entity head = WarpZone_FindRadius(
126 WEP_CVAR(devastator, remote_jump_radius),
132 if(head.takedamage && (head == self.realowner))
134 float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
135 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
137 head.velocity_x *= 0.9;
138 head.velocity_y *= 0.9;
139 head.velocity_z = bound(
140 WEP_CVAR(devastator, remote_jump_velocity_z_min),
141 head.velocity_z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
142 WEP_CVAR(devastator, remote_jump_velocity_z_max)
145 handled_as_rocketjump = TRUE;
149 WEP_CVAR(devastator, remote_jump_damage),
150 WEP_CVAR(devastator, remote_jump_damage),
151 WEP_CVAR(devastator, remote_jump_radius),
155 self.projectiledeathtype | HITTYPE_BOUNCE,
167 WEP_CVAR(devastator, remote_damage),
168 WEP_CVAR(devastator, remote_edgedamage),
169 WEP_CVAR(devastator, remote_radius),
170 (handled_as_rocketjump ? head : world),
172 WEP_CVAR(devastator, remote_force),
173 self.projectiledeathtype | HITTYPE_BOUNCE,
177 if(self.realowner.weapon == WEP_DEVASTATOR)
179 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
181 self.realowner.cnt = WEP_DEVASTATOR;
182 ATTACK_FINISHED(self.realowner) = time;
183 self.realowner.switchweapon = w_getbestweapon(self.realowner);
189 void W_Devastator_RemoteExplode(void)
191 if(self.realowner.deadflag == DEAD_NO)
192 if(self.realowner.lastrocket)
194 if((self.spawnshieldtime >= 0)
195 ? (time >= self.spawnshieldtime) // timer
196 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
199 W_Devastator_DoRemoteExplode();
204 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
206 if(thisdir * goaldir > maxturn_cos)
208 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
209 return thisdir; // refuse to guide (better than letting a numerical error happen)
213 // g = normalize(thisdir + goaldir * X)
214 // thisdir * g = maxturn
216 // gg = thisdir + goaldir * X
217 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
219 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
220 f = thisdir * goaldir;
221 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
222 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
223 m2 = maxturn_cos * maxturn_cos;
224 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
225 return normalize(thisdir + goaldir * v_y); // the larger solution!
227 // assume thisdir == -goaldir:
229 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
230 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
231 // x^2 - 2 * x + 1 = 0
234 // normalize(thisdir + goaldir)
237 void W_Devastator_Think(void)
239 vector desireddir, olddir, newdir, desiredorigin, goal;
241 self.nextthink = time;
245 self.projectiledeathtype |= HITTYPE_BOUNCE;
246 W_Devastator_Explode();
251 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
252 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
254 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
256 // laser guided, or remote detonation
257 if(self.realowner.weapon == WEP_DEVASTATOR)
259 if(self == self.realowner.lastrocket)
260 if(!self.realowner.rl_release)
261 if(!self.BUTTON_ATCK2)
262 if(WEP_CVAR(devastator, guiderate))
263 if(time > self.pushltime)
264 if(self.realowner.deadflag == DEAD_NO)
266 f = WEP_CVAR(devastator, guideratedelay);
268 f = bound(0, (time - self.pushltime) / f, 1);
272 velspeed = vlen(self.velocity);
274 makevectors(self.realowner.v_angle);
275 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
276 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
277 olddir = normalize(self.velocity);
279 // now it gets tricky... we want to move like some curve to approximate the target direction
280 // but we are limiting the rate at which we can turn!
281 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
282 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
284 self.velocity = newdir * velspeed;
285 self.angles = vectoangles(self.velocity);
289 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
290 // TODO add a better sound here
291 sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
296 if(self.rl_detonate_later)
297 W_Devastator_RemoteExplode();
300 if(self.csqcprojectile_clientanimate == 0)
301 UpdateCSQCProjectile(self);
304 void W_Devastator_Touch(void)
306 if(WarpZone_Projectile_Touch())
309 W_Devastator_Unregister();
312 W_Devastator_Unregister();
313 W_Devastator_Explode();
316 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
321 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
322 return; // g_projectiles_damage says to halt
324 self.health = self.health - damage;
325 self.angles = vectoangles(self.velocity);
328 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
331 void W_Devastator_Attack(void)
336 W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
338 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
339 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
341 missile = WarpZone_RefSys_SpawnSameRefSys(self);
342 missile.owner = missile.realowner = self;
343 self.lastrocket = missile;
344 if(WEP_CVAR(devastator, detonatedelay) >= 0)
345 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
347 missile.spawnshieldtime = -1;
348 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
349 missile.classname = "rocket";
350 missile.bot_dodge = TRUE;
351 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
353 missile.takedamage = DAMAGE_YES;
354 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
355 missile.health = WEP_CVAR(devastator, health);
356 missile.event_damage = W_Devastator_Damage;
357 missile.damagedbycontents = TRUE;
359 missile.movetype = MOVETYPE_FLY;
360 PROJECTILE_MAKETRIGGER(missile);
361 missile.projectiledeathtype = WEP_DEVASTATOR;
362 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
364 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
365 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
366 missile.angles = vectoangles(missile.velocity);
368 missile.touch = W_Devastator_Touch;
369 missile.think = W_Devastator_Think;
370 missile.nextthink = time;
371 missile.cnt = time + WEP_CVAR(devastator, lifetime);
372 missile.flags = FL_PROJECTILE;
373 missile.missile_flags = MIF_SPLASH;
375 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
377 // muzzle flash for 1st person view
379 setmodel(flash, "models/flash.md3"); // precision set below
380 SUB_SetFade(flash, time, 0.1);
381 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
382 W_AttachToShotorg(flash, '5 0 0');
385 other = missile; MUTATOR_CALLHOOK(EditProjectile);
388 float W_Devastator(float req)
398 // aim and decide to fire if appropriate
399 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
400 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
402 // decide whether to detonate rockets
403 entity missile, targetlist, targ;
404 targetlist = findchainfloat(bot_attack, TRUE);
405 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
410 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
412 self.BUTTON_ATCK2 = TRUE;
419 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
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;
525 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
526 WEP_ACTION(self.weapon, WR_RELOAD);
531 if(self.rl_release || WEP_CVAR(devastator, guidestop))
532 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
534 W_Devastator_Attack();
535 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
542 if(self.BUTTON_ATCK2)
545 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
547 if(!rock.rl_detonate_later)
549 rock.rl_detonate_later = TRUE;
554 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
562 if(autocvar_sv_precacheweapons)
564 precache_model("models/flash.md3");
565 precache_model("models/weapons/g_rl.md3");
566 precache_model("models/weapons/v_rl.md3");
567 precache_model("models/weapons/h_rl.iqm");
568 precache_sound("weapons/rocket_det.wav");
569 precache_sound("weapons/rocket_fire.wav");
570 precache_sound("weapons/rocket_mode.wav");
572 DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
583 // don't switch while guiding a missile
584 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
587 if(WEP_CVAR(devastator, reload_ammo))
589 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
592 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
598 if(self.rl_release == 0)
600 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
605 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
606 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
607 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
611 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
612 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
622 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
632 W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
635 case WR_SUICIDEMESSAGE:
637 return WEAPON_DEVASTATOR_SUICIDE;
641 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
642 return WEAPON_DEVASTATOR_MURDER_SPLASH;
644 return WEAPON_DEVASTATOR_MURDER_DIRECT;
651 float W_Devastator(float req)
655 case WR_IMPACTEFFECT:
658 org2 = w_org + w_backoff * 12;
659 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
661 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
667 precache_sound("weapons/rocket_impact.wav");
672 // no weapon specific image for this weapon