2 CLASS(Devastator, Weapon)
3 /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(Devastator, impulse, int, 9)
5 /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
10 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
12 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
13 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
15 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
16 /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
18 REGISTER_WEAPON(DEVASTATOR, NEW(Devastator));
20 #define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
21 #define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, ammo) \
23 w_cvar(id, sn, NONE, animtime) \
24 w_cvar(id, sn, NONE, damage) \
25 w_cvar(id, sn, NONE, damageforcescale) \
26 w_cvar(id, sn, NONE, detonatedelay) \
27 w_cvar(id, sn, NONE, edgedamage) \
28 w_cvar(id, sn, NONE, force) \
29 w_cvar(id, sn, NONE, guidedelay) \
30 w_cvar(id, sn, NONE, guidegoal) \
31 w_cvar(id, sn, NONE, guiderate) \
32 w_cvar(id, sn, NONE, guideratedelay) \
33 w_cvar(id, sn, NONE, guidestop) \
34 w_cvar(id, sn, NONE, health) \
35 w_cvar(id, sn, NONE, lifetime) \
36 w_cvar(id, sn, NONE, radius) \
37 w_cvar(id, sn, NONE, refire) \
38 w_cvar(id, sn, NONE, remote_damage) \
39 w_cvar(id, sn, NONE, remote_edgedamage) \
40 w_cvar(id, sn, NONE, remote_force) \
41 w_cvar(id, sn, NONE, remote_jump_damage) \
42 w_cvar(id, sn, NONE, remote_jump_radius) \
43 w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
44 w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
45 w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
46 w_cvar(id, sn, NONE, remote_radius) \
47 w_cvar(id, sn, NONE, speed) \
48 w_cvar(id, sn, NONE, speedaccel) \
49 w_cvar(id, sn, NONE, speedstart) \
50 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
51 w_prop(id, sn, float, reloading_time, reload_time) \
52 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
53 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
54 w_prop(id, sn, string, weaponreplace, weaponreplace) \
55 w_prop(id, sn, float, weaponstart, weaponstart) \
56 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
57 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
60 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
62 .float rl_detonate_later;
67 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
68 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
72 void W_Devastator_Unregister(void)
74 if(self.realowner && self.realowner.lastrocket == self)
76 self.realowner.lastrocket = world;
77 // self.realowner.rl_release = 1;
81 void W_Devastator_Explode(void)
83 W_Devastator_Unregister();
85 if(other.takedamage == DAMAGE_AIM)
87 if(DIFF_TEAM(self.realowner, other))
88 if(other.deadflag == DEAD_NO)
90 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
92 self.event_damage = func_null;
93 self.takedamage = DAMAGE_NO;
98 WEP_CVAR(devastator, damage),
99 WEP_CVAR(devastator, edgedamage),
100 WEP_CVAR(devastator, radius),
103 WEP_CVAR(devastator, force),
104 self.projectiledeathtype,
108 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
110 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
111 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
113 self.realowner.cnt = WEP_DEVASTATOR.m_id;
114 int slot = 0; // TODO: unhardcode
115 ATTACK_FINISHED(self.realowner, slot) = time;
116 self.realowner.switchweapon = w_getbestweapon(self.realowner);
122 void W_Devastator_DoRemoteExplode(int slot)
124 W_Devastator_Unregister();
126 self.event_damage = func_null;
127 self.takedamage = DAMAGE_NO;
129 float handled_as_rocketjump = false;
131 entity head = WarpZone_FindRadius(
133 WEP_CVAR(devastator, remote_jump_radius),
139 if(head.takedamage && (head == self.realowner))
141 float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
142 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
144 // we handled this as a rocketjump :)
145 handled_as_rocketjump = true;
148 head.velocity_x *= 0.9;
149 head.velocity_y *= 0.9;
150 head.velocity_z = bound(
151 WEP_CVAR(devastator, remote_jump_velocity_z_min),
152 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
153 WEP_CVAR(devastator, remote_jump_velocity_z_max)
160 WEP_CVAR(devastator, remote_jump_damage),
161 WEP_CVAR(devastator, remote_jump_damage),
162 WEP_CVAR(devastator, remote_jump_radius),
166 self.projectiledeathtype | HITTYPE_BOUNCE,
178 WEP_CVAR(devastator, remote_damage),
179 WEP_CVAR(devastator, remote_edgedamage),
180 WEP_CVAR(devastator, remote_radius),
181 (handled_as_rocketjump ? head : world),
183 WEP_CVAR(devastator, remote_force),
184 self.projectiledeathtype | HITTYPE_BOUNCE,
188 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
190 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
191 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
193 self.realowner.cnt = WEP_DEVASTATOR.m_id;
194 ATTACK_FINISHED(self.realowner, slot) = time;
195 self.realowner.switchweapon = w_getbestweapon(self.realowner);
201 void W_Devastator_RemoteExplode(int slot)
203 if(self.realowner.deadflag == DEAD_NO)
204 if(self.realowner.lastrocket)
206 if((self.spawnshieldtime >= 0)
207 ? (time >= self.spawnshieldtime) // timer
208 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
211 W_Devastator_DoRemoteExplode(slot);
216 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
218 if(thisdir * goaldir > maxturn_cos)
220 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
221 return thisdir; // refuse to guide (better than letting a numerical error happen)
225 // g = normalize(thisdir + goaldir * X)
226 // thisdir * g = maxturn
228 // gg = thisdir + goaldir * X
229 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
231 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
232 f = thisdir * goaldir;
233 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
234 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
235 m2 = maxturn_cos * maxturn_cos;
236 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
237 return normalize(thisdir + goaldir * v.y); // the larger solution!
239 // assume thisdir == -goaldir:
241 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
242 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
243 // x^2 - 2 * x + 1 = 0
246 // normalize(thisdir + goaldir)
249 void W_Devastator_Think(void)
251 vector desireddir, olddir, newdir, desiredorigin, goal;
253 self.nextthink = time;
257 self.projectiledeathtype |= HITTYPE_BOUNCE;
258 W_Devastator_Explode();
263 makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
264 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
266 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
268 // laser guided, or remote detonation
269 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
271 if(self == self.realowner.lastrocket)
272 if(!self.realowner.rl_release)
273 if(!self.BUTTON_ATCK2)
274 if(WEP_CVAR(devastator, guiderate))
275 if(time > self.pushltime)
276 if(self.realowner.deadflag == DEAD_NO)
278 f = WEP_CVAR(devastator, guideratedelay);
280 f = bound(0, (time - self.pushltime) / f, 1);
284 velspeed = vlen(self.velocity);
286 makevectors(self.realowner.v_angle);
287 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
288 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
289 olddir = normalize(self.velocity);
291 // now it gets tricky... we want to move like some curve to approximate the target direction
292 // but we are limiting the rate at which we can turn!
293 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
294 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
296 self.velocity = newdir * velspeed;
297 self.angles = vectoangles(self.velocity);
301 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
302 // TODO add a better sound here
303 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
308 int slot = 0; // TODO: unhardcode
309 if(self.rl_detonate_later)
310 W_Devastator_RemoteExplode(slot);
313 if(self.csqcprojectile_clientanimate == 0)
314 UpdateCSQCProjectile(self);
317 void W_Devastator_Touch(void)
319 if(WarpZone_Projectile_Touch())
322 W_Devastator_Unregister();
325 W_Devastator_Unregister();
326 W_Devastator_Explode();
329 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
334 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
335 return; // g_projectiles_damage says to halt
337 self.health = self.health - damage;
338 self.angles = vectoangles(self.velocity);
341 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
344 void W_Devastator_Attack(Weapon thiswep)
349 W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
351 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
352 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
354 missile = WarpZone_RefSys_SpawnSameRefSys(self);
355 missile.owner = missile.realowner = self;
356 self.lastrocket = missile;
357 if(WEP_CVAR(devastator, detonatedelay) >= 0)
358 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
360 missile.spawnshieldtime = -1;
361 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
362 missile.classname = "rocket";
363 missile.bot_dodge = true;
364 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
366 missile.takedamage = DAMAGE_YES;
367 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
368 missile.health = WEP_CVAR(devastator, health);
369 missile.event_damage = W_Devastator_Damage;
370 missile.damagedbycontents = true;
372 missile.movetype = MOVETYPE_FLY;
373 PROJECTILE_MAKETRIGGER(missile);
374 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
375 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
377 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
378 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
379 missile.angles = vectoangles(missile.velocity);
381 missile.touch = W_Devastator_Touch;
382 missile.think = W_Devastator_Think;
383 missile.nextthink = time;
384 missile.cnt = time + WEP_CVAR(devastator, lifetime);
385 missile.flags = FL_PROJECTILE;
386 missile.missile_flags = MIF_SPLASH;
388 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
390 // muzzle flash for 1st person view
392 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
393 SUB_SetFade(flash, time, 0.1);
394 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
395 W_AttachToShotorg(self, flash, '5 0 0');
398 MUTATOR_CALLHOOK(EditProjectile, self, missile);
402 METHOD(Devastator, wr_aim, void(entity thiswep))
404 // aim and decide to fire if appropriate
405 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
406 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
408 // decide whether to detonate rockets
409 entity missile, targetlist, targ;
410 targetlist = findchainfloat(bot_attack, true);
411 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
416 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
418 self.BUTTON_ATCK2 = true;
425 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
429 METHOD(Devastator, wr_aim, void(entity thiswep))
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;
525 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, int slot, int fire))
527 if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
528 Weapon w = get_weaponinfo(actor.weapon);
533 if(actor.rl_release || WEP_CVAR(devastator, guidestop))
534 if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(devastator, refire)))
536 W_Devastator_Attack(thiswep);
537 weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
538 actor.rl_release = 0;
542 actor.rl_release = 1;
545 if(actor.switchweapon == WEP_DEVASTATOR.m_id)
548 bool rockfound = false;
549 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
551 if(!rock.rl_detonate_later)
553 rock.rl_detonate_later = true;
558 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
562 METHOD(Devastator, wr_init, void(entity thiswep))
564 DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
566 METHOD(Devastator, wr_setup, void(entity thiswep))
570 METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
573 // don't switch while guiding a missile
574 if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_DEVASTATOR.m_id)
577 if(WEP_CVAR(devastator, reload_ammo))
579 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
582 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
588 if(self.rl_release == 0)
590 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
595 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
596 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
597 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"));
601 float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
602 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
606 METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
610 METHOD(Devastator, wr_config, void(entity thiswep))
612 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
614 METHOD(Devastator, wr_resetplayer, void(entity thiswep))
616 self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
619 METHOD(Devastator, wr_reload, void(entity thiswep))
621 W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
623 METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
625 return WEAPON_DEVASTATOR_SUICIDE;
627 METHOD(Devastator, wr_killmessage, int(entity thiswep))
629 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
630 return WEAPON_DEVASTATOR_MURDER_SPLASH;
632 return WEAPON_DEVASTATOR_MURDER_DIRECT;
638 METHOD(Devastator, wr_impacteffect, void(entity thiswep))
641 org2 = w_org + w_backoff * 12;
642 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
644 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);