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 0.7",
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 // we handled this as a rocketjump :)
138 handled_as_rocketjump = true;
141 head.velocity_x *= 0.9;
142 head.velocity_y *= 0.9;
143 head.velocity_z = bound(
144 WEP_CVAR(devastator, remote_jump_velocity_z_min),
145 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
146 WEP_CVAR(devastator, remote_jump_velocity_z_max)
153 WEP_CVAR(devastator, remote_jump_damage),
154 WEP_CVAR(devastator, remote_jump_damage),
155 WEP_CVAR(devastator, remote_jump_radius),
159 self.projectiledeathtype | HITTYPE_BOUNCE,
171 WEP_CVAR(devastator, remote_damage),
172 WEP_CVAR(devastator, remote_edgedamage),
173 WEP_CVAR(devastator, remote_radius),
174 (handled_as_rocketjump ? head : world),
176 WEP_CVAR(devastator, remote_force),
177 self.projectiledeathtype | HITTYPE_BOUNCE,
181 if(self.realowner.weapon == WEP_DEVASTATOR)
183 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
185 self.realowner.cnt = WEP_DEVASTATOR;
186 ATTACK_FINISHED(self.realowner) = time;
187 self.realowner.switchweapon = w_getbestweapon(self.realowner);
193 void W_Devastator_RemoteExplode(void)
195 if(self.realowner.deadflag == DEAD_NO)
196 if(self.realowner.lastrocket)
198 if((self.spawnshieldtime >= 0)
199 ? (time >= self.spawnshieldtime) // timer
200 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
203 W_Devastator_DoRemoteExplode();
208 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
210 if(thisdir * goaldir > maxturn_cos)
212 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
213 return thisdir; // refuse to guide (better than letting a numerical error happen)
217 // g = normalize(thisdir + goaldir * X)
218 // thisdir * g = maxturn
220 // gg = thisdir + goaldir * X
221 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
223 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
224 f = thisdir * goaldir;
225 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
226 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
227 m2 = maxturn_cos * maxturn_cos;
228 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
229 return normalize(thisdir + goaldir * v.y); // the larger solution!
231 // assume thisdir == -goaldir:
233 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
234 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
235 // x^2 - 2 * x + 1 = 0
238 // normalize(thisdir + goaldir)
241 void W_Devastator_Think(void)
243 vector desireddir, olddir, newdir, desiredorigin, goal;
245 self.nextthink = time;
249 self.projectiledeathtype |= HITTYPE_BOUNCE;
250 W_Devastator_Explode();
255 makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
256 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
258 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
260 // laser guided, or remote detonation
261 if(self.realowner.weapon == WEP_DEVASTATOR)
263 if(self == self.realowner.lastrocket)
264 if(!self.realowner.rl_release)
265 if(!self.BUTTON_ATCK2)
266 if(WEP_CVAR(devastator, guiderate))
267 if(time > self.pushltime)
268 if(self.realowner.deadflag == DEAD_NO)
270 f = WEP_CVAR(devastator, guideratedelay);
272 f = bound(0, (time - self.pushltime) / f, 1);
276 velspeed = vlen(self.velocity);
278 makevectors(self.realowner.v_angle);
279 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
280 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
281 olddir = normalize(self.velocity);
283 // now it gets tricky... we want to move like some curve to approximate the target direction
284 // but we are limiting the rate at which we can turn!
285 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
286 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
288 self.velocity = newdir * velspeed;
289 self.angles = vectoangles(self.velocity);
293 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
294 // TODO add a better sound here
295 sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
300 if(self.rl_detonate_later)
301 W_Devastator_RemoteExplode();
304 if(self.csqcprojectile_clientanimate == 0)
305 UpdateCSQCProjectile(self);
308 void W_Devastator_Touch(void)
310 if(WarpZone_Projectile_Touch())
313 W_Devastator_Unregister();
316 W_Devastator_Unregister();
317 W_Devastator_Explode();
320 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
325 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
326 return; // g_projectiles_damage says to halt
328 self.health = self.health - damage;
329 self.angles = vectoangles(self.velocity);
332 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
335 void W_Devastator_Attack(void)
340 W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
342 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
343 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
345 missile = WarpZone_RefSys_SpawnSameRefSys(self);
346 missile.owner = missile.realowner = self;
347 self.lastrocket = missile;
348 if(WEP_CVAR(devastator, detonatedelay) >= 0)
349 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
351 missile.spawnshieldtime = -1;
352 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
353 missile.classname = "rocket";
354 missile.bot_dodge = true;
355 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
357 missile.takedamage = DAMAGE_YES;
358 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
359 missile.health = WEP_CVAR(devastator, health);
360 missile.event_damage = W_Devastator_Damage;
361 missile.damagedbycontents = true;
363 missile.movetype = MOVETYPE_FLY;
364 PROJECTILE_MAKETRIGGER(missile);
365 missile.projectiledeathtype = WEP_DEVASTATOR;
366 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
368 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
369 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
370 missile.angles = vectoangles(missile.velocity);
372 missile.touch = W_Devastator_Touch;
373 missile.think = W_Devastator_Think;
374 missile.nextthink = time;
375 missile.cnt = time + WEP_CVAR(devastator, lifetime);
376 missile.flags = FL_PROJECTILE;
377 missile.missile_flags = MIF_SPLASH;
379 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
381 // muzzle flash for 1st person view
383 setmodel(flash, "models/flash.md3"); // precision set below
384 SUB_SetFade(flash, time, 0.1);
385 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
386 W_AttachToShotorg(flash, '5 0 0');
389 other = missile; MUTATOR_CALLHOOK(EditProjectile);
392 float W_Devastator(float req)
402 // aim and decide to fire if appropriate
403 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
404 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
406 // decide whether to detonate rockets
407 entity missile, targetlist, targ;
408 targetlist = findchainfloat(bot_attack, true);
409 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
414 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
416 self.BUTTON_ATCK2 = true;
423 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
431 // aim and decide to fire if appropriate
432 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
433 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
435 // decide whether to detonate rockets
436 entity missile, targetlist, targ;
437 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
438 float selfdamage, teamdamage, enemydamage;
439 edgedamage = WEP_CVAR(devastator, edgedamage);
440 coredamage = WEP_CVAR(devastator, damage);
441 edgeradius = WEP_CVAR(devastator, radius);
442 recipricoledgeradius = 1 / edgeradius;
446 targetlist = findchainfloat(bot_attack, true);
447 missile = find(world, classname, "rocket");
450 if(missile.realowner != self)
452 missile = find(missile, classname, "rocket");
458 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
459 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
460 // count potential damage according to type of target
462 selfdamage = selfdamage + d;
463 else if(targ.team == self.team && teamplay)
464 teamdamage = teamdamage + d;
465 else if(bot_shouldattack(targ))
466 enemydamage = enemydamage + d;
469 missile = find(missile, classname, "rocket");
471 float desirabledamage;
472 desirabledamage = enemydamage;
473 if(time > self.invincible_finished && time > self.spawnshieldtime)
474 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
475 if(teamplay && self.team)
476 desirabledamage = desirabledamage - teamdamage;
478 missile = find(world, classname, "rocket");
481 if(missile.realowner != self)
483 missile = find(missile, classname, "rocket");
486 makevectors(missile.v_angle);
488 if(skill > 9) // normal players only do this for the target they are tracking
494 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
495 && desirabledamage > 0.1*coredamage
496 )self.BUTTON_ATCK2 = true;
500 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
501 //As the distance gets larger, a correct detonation gets near imposible
502 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
503 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
504 if(IS_PLAYER(self.enemy))
505 if(desirabledamage >= 0.1*coredamage)
506 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
507 self.BUTTON_ATCK2 = true;
508 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
511 missile = find(missile, classname, "rocket");
513 // if we would be doing at X percent of the core damage, detonate it
514 // but don't fire a new shot at the same time!
515 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
516 self.BUTTON_ATCK2 = true;
517 if((skill > 6.5) && (selfdamage > self.health))
518 self.BUTTON_ATCK2 = false;
519 //if(self.BUTTON_ATCK2 == true)
520 // dprint(ftos(desirabledamage),"\n");
521 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
529 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
530 WEP_ACTION(self.weapon, WR_RELOAD);
535 if(self.rl_release || WEP_CVAR(devastator, guidestop))
536 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
538 W_Devastator_Attack();
539 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
546 if(self.BUTTON_ATCK2)
547 if(self.switchweapon == WEP_DEVASTATOR)
550 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
552 if(!rock.rl_detonate_later)
554 rock.rl_detonate_later = true;
559 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
567 //if(autocvar_sv_precacheweapons)
569 precache_model("models/flash.md3");
570 precache_model("models/weapons/g_rl.md3");
571 precache_model("models/weapons/v_rl.md3");
572 precache_model("models/weapons/h_rl.iqm");
573 precache_sound("weapons/rocket_det.wav");
574 precache_sound("weapons/rocket_fire.wav");
575 precache_sound("weapons/rocket_mode.wav");
577 DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
588 // don't switch while guiding a missile
589 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
592 if(WEP_CVAR(devastator, reload_ammo))
594 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
597 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
603 if(self.rl_release == 0)
605 printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
610 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
611 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
612 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"));
616 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
617 ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
627 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
637 W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
640 case WR_SUICIDEMESSAGE:
642 return WEAPON_DEVASTATOR_SUICIDE;
646 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
647 return WEAPON_DEVASTATOR_MURDER_SPLASH;
649 return WEAPON_DEVASTATOR_MURDER_DIRECT;
656 float W_Devastator(float req)
660 case WR_IMPACTEFFECT:
663 org2 = w_org + w_backoff * 12;
664 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
666 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
672 precache_sound("weapons/rocket_impact.wav");
677 // no weapon specific image for this weapon