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_PROP(weapon, reloading_ammo, reload_ammo) \
39 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
40 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
41 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
44 DEVASTATOR_SETTINGS(devastator)
46 .float rl_detonate_later;
50 void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
51 void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
53 void W_Devastator_Unregister()
55 if(self.realowner && self.realowner.lastrocket == self)
57 self.realowner.lastrocket = world;
58 // self.realowner.rl_release = 1;
62 void W_Devastator_Explode()
64 W_Devastator_Unregister();
66 if(other.takedamage == DAMAGE_AIM)
68 if(IsDifferentTeam(self.realowner, other))
69 if(other.deadflag == DEAD_NO)
71 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
73 self.event_damage = func_null;
74 self.takedamage = DAMAGE_NO;
76 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);
78 if (self.realowner.weapon == WEP_DEVASTATOR)
80 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
82 self.realowner.cnt = WEP_DEVASTATOR;
83 ATTACK_FINISHED(self.realowner) = time;
84 self.realowner.switchweapon = w_getbestweapon(self.realowner);
90 void W_Devastator_DoRemoteExplode()
92 W_Devastator_Unregister();
94 self.event_damage = func_null;
95 self.takedamage = DAMAGE_NO;
97 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);
99 if (self.realowner.weapon == WEP_DEVASTATOR)
101 if(self.realowner.ammo_rockets < WEP_CVAR(devastator, ammo))
103 self.realowner.cnt = WEP_DEVASTATOR;
104 ATTACK_FINISHED(self.realowner) = time;
105 self.realowner.switchweapon = w_getbestweapon(self.realowner);
111 void W_Devastator_RemoteExplode()
113 if(self.realowner.deadflag == DEAD_NO)
114 if(self.realowner.lastrocket)
116 if((self.spawnshieldtime >= 0)
117 ? (time >= self.spawnshieldtime) // timer
118 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
121 W_Devastator_DoRemoteExplode();
126 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
128 if(thisdir * goaldir > maxturn_cos)
130 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
131 return thisdir; // refuse to guide (better than letting a numerical error happen)
135 // g = normalize(thisdir + goaldir * X)
136 // thisdir * g = maxturn
138 // gg = thisdir + goaldir * X
139 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
141 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
142 f = thisdir * goaldir;
143 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
144 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
145 m2 = maxturn_cos * maxturn_cos;
146 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
147 return normalize(thisdir + goaldir * v_y); // the larger solution!
149 // assume thisdir == -goaldir:
151 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
152 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
153 // x^2 - 2 * x + 1 = 0
156 // normalize(thisdir + goaldir)
159 void W_Devastator_Think (void)
161 vector desireddir, olddir, newdir, desiredorigin, goal;
163 float cosminang, cosmaxang, cosang;
166 self.nextthink = time;
170 self.projectiledeathtype |= HITTYPE_BOUNCE;
171 W_Devastator_Explode ();
176 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
177 velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
179 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
181 // laser guided, or remote detonation
182 if (self.realowner.weapon == WEP_DEVASTATOR)
184 if(self == self.realowner.lastrocket)
185 if not(self.realowner.rl_release)
186 if not(self.BUTTON_ATCK2)
187 if(WEP_CVAR(devastator, guiderate))
188 if(time > self.pushltime)
189 if(self.realowner.deadflag == DEAD_NO)
191 f = WEP_CVAR(devastator, guideratedelay);
193 f = bound(0, (time - self.pushltime) / f, 1);
197 velspeed = vlen(self.velocity);
199 makevectors(self.realowner.v_angle);
200 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
201 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
202 olddir = normalize(self.velocity);
204 // now it gets tricky... we want to move like some curve to approximate the target direction
205 // but we are limiting the rate at which we can turn!
206 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
207 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
209 self.velocity = newdir * velspeed;
210 self.angles = vectoangles(self.velocity);
214 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
215 // TODO add a better sound here
216 sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
221 if(self.rl_detonate_later)
222 W_Devastator_RemoteExplode();
225 if(self.csqcprojectile_clientanimate == 0)
226 UpdateCSQCProjectile(self);
229 void W_Devastator_Touch (void)
231 if(WarpZone_Projectile_Touch())
234 W_Devastator_Unregister();
237 W_Devastator_Unregister();
238 W_Devastator_Explode ();
241 void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
243 if (self.health <= 0)
246 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
247 return; // g_projectiles_damage says to halt
249 self.health = self.health - damage;
250 self.angles = vectoangles(self.velocity);
252 if (self.health <= 0)
253 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
256 void W_Devastator_Attack (void)
261 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo));
263 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
264 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
266 missile = WarpZone_RefSys_SpawnSameRefSys(self);
267 missile.owner = missile.realowner = self;
268 self.lastrocket = missile;
269 if(WEP_CVAR(devastator, detonatedelay) >= 0)
270 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
272 missile.spawnshieldtime = -1;
273 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
274 missile.classname = "rocket";
275 missile.bot_dodge = TRUE;
276 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
278 missile.takedamage = DAMAGE_YES;
279 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
280 missile.health = WEP_CVAR(devastator, health);
281 missile.event_damage = W_Devastator_Damage;
282 missile.damagedbycontents = TRUE;
284 missile.movetype = MOVETYPE_FLY;
285 PROJECTILE_MAKETRIGGER(missile);
286 missile.projectiledeathtype = WEP_DEVASTATOR;
287 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
289 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
290 W_SetupProjectileVelocity(missile, WEP_CVAR(devastator, speedstart), 0);
291 missile.angles = vectoangles (missile.velocity);
293 missile.touch = W_Devastator_Touch;
294 missile.think = W_Devastator_Think;
295 missile.nextthink = time;
296 missile.cnt = time + WEP_CVAR(devastator, lifetime);
297 missile.flags = FL_PROJECTILE;
298 missile.missile_flags = MIF_SPLASH;
300 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
302 // muzzle flash for 1st person view
304 setmodel (flash, "models/flash.md3"); // precision set below
305 SUB_SetFade (flash, time, 0.1);
306 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
307 W_AttachToShotorg(flash, '5 0 0');
310 other = missile; MUTATOR_CALLHOOK(EditProjectile);
313 float W_Devastator(float req)
320 case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
322 // aim and decide to fire if appropriate
323 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
324 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
326 // decide whether to detonate rockets
327 entity missile, targetlist, targ;
328 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
329 float selfdamage, teamdamage, enemydamage;
330 edgedamage = WEP_CVAR(devastator, edgedamage);
331 coredamage = WEP_CVAR(devastator, damage);
332 edgeradius = WEP_CVAR(devastator, radius);
333 recipricoledgeradius = 1 / edgeradius;
337 targetlist = findchainfloat(bot_attack, TRUE);
338 missile = find(world, classname, "rocket");
341 if (missile.realowner != self)
343 missile = find(missile, classname, "rocket");
349 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
350 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
351 // count potential damage according to type of target
353 selfdamage = selfdamage + d;
354 else if (targ.team == self.team && teamplay)
355 teamdamage = teamdamage + d;
356 else if (bot_shouldattack(targ))
357 enemydamage = enemydamage + d;
360 missile = find(missile, classname, "rocket");
362 float desirabledamage;
363 desirabledamage = enemydamage;
364 if (time > self.invincible_finished && time > self.spawnshieldtime)
365 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
366 if (teamplay && self.team)
367 desirabledamage = desirabledamage - teamdamage;
369 missile = find(world, classname, "rocket");
372 if (missile.realowner != self)
374 missile = find(missile, classname, "rocket");
377 makevectors(missile.v_angle);
379 if (skill > 9) // normal players only do this for the target they are tracking
385 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
386 && desirabledamage > 0.1*coredamage
387 )self.BUTTON_ATCK2 = TRUE;
391 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
392 //As the distance gets larger, a correct detonation gets near imposible
393 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
394 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
395 if(IS_PLAYER(self.enemy))
396 if(desirabledamage >= 0.1*coredamage)
397 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
398 self.BUTTON_ATCK2 = TRUE;
399 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
402 missile = find(missile, classname, "rocket");
404 // if we would be doing at X percent of the core damage, detonate it
405 // but don't fire a new shot at the same time!
406 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
407 self.BUTTON_ATCK2 = TRUE;
408 if ((skill > 6.5) && (selfdamage > self.health))
409 self.BUTTON_ATCK2 = FALSE;
410 //if(self.BUTTON_ATCK2 == TRUE)
411 // dprint(ftos(desirabledamage),"\n");
412 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
419 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
420 WEP_ACTION(self.weapon, WR_RELOAD);
423 if (self.BUTTON_ATCK)
425 if(self.rl_release || WEP_CVAR(devastator, guidestop))
426 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
428 W_Devastator_Attack();
429 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
436 if (self.BUTTON_ATCK2)
439 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
441 if(!rock.rl_detonate_later)
443 rock.rl_detonate_later = TRUE;
448 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
456 if(autocvar_sv_precacheweapons)
458 precache_model("models/flash.md3");
459 precache_model("models/weapons/g_rl.md3");
460 precache_model("models/weapons/v_rl.md3");
461 precache_model("models/weapons/h_rl.iqm");
462 precache_sound("weapons/rocket_det.wav");
463 precache_sound("weapons/rocket_fire.wav");
464 precache_sound("weapons/rocket_mode.wav");
466 WEP_SET_PROPS(DEVASTATOR_SETTINGS(devastator), WEP_DEVASTATOR)
471 self.current_ammo = ammo_rockets;
477 // don't switch while guiding a missile
478 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
481 if(WEP_CVAR(devastator, reload_ammo))
483 if(self.ammo_rockets < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
486 else if(self.ammo_rockets < WEP_CVAR(devastator, ammo))
499 WEP_CONFIG_SETTINGS(DEVASTATOR_SETTINGS(devastator))
509 W_Reload(WEP_CVAR(devastator, ammo), WEP_CVAR(devastator, reload_ammo), WEP_CVAR(devastator, reload_time), "weapons/reload.wav");
512 case WR_SUICIDEMESSAGE:
514 return WEAPON_ROCKETLAUNCHER_SUICIDE;
518 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
519 return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
521 return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
528 float W_Devastator(float req)
532 case WR_IMPACTEFFECT:
535 org2 = w_org + w_backoff * 12;
536 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
538 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
544 precache_sound("weapons/rocket_impact.wav");