1 #include "devastator.qh"
3 CLASS(Devastator, Weapon)
4 /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(Devastator, impulse, int, 9);
6 /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
9 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
11 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
13 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
14 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
15 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
16 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
17 /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, NONE) \
22 P(class, prefix, animtime, float, NONE) \
23 P(class, prefix, damageforcescale, float, NONE) \
24 P(class, prefix, damage, float, NONE) \
25 P(class, prefix, detonatedelay, float, NONE) \
26 P(class, prefix, edgedamage, float, NONE) \
27 P(class, prefix, force, float, NONE) \
28 P(class, prefix, guidedelay, float, NONE) \
29 P(class, prefix, guidegoal, float, NONE) \
30 P(class, prefix, guideratedelay, float, NONE) \
31 P(class, prefix, guiderate, float, NONE) \
32 P(class, prefix, guidestop, float, NONE) \
33 P(class, prefix, health, float, NONE) \
34 P(class, prefix, lifetime, float, NONE) \
35 P(class, prefix, radius, float, NONE) \
36 P(class, prefix, refire, float, NONE) \
37 P(class, prefix, reload_ammo, float, NONE) \
38 P(class, prefix, reload_time, float, NONE) \
39 P(class, prefix, remote_damage, float, NONE) \
40 P(class, prefix, remote_edgedamage, float, NONE) \
41 P(class, prefix, remote_force, float, NONE) \
42 P(class, prefix, remote_jump_damage, float, NONE) \
43 P(class, prefix, remote_jump_radius, float, NONE) \
44 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
45 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
46 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
47 P(class, prefix, remote_radius, float, NONE) \
48 P(class, prefix, speedaccel, float, NONE) \
49 P(class, prefix, speedstart, float, NONE) \
50 P(class, prefix, speed, float, NONE) \
51 P(class, prefix, switchdelay_drop, float, NONE) \
52 P(class, prefix, switchdelay_raise, float, NONE) \
53 P(class, prefix, weaponreplace, string,NONE) \
54 P(class, prefix, weaponstartoverride, float, NONE) \
55 P(class, prefix, weaponstart, float, NONE) \
56 P(class, prefix, weaponthrowable, float, NONE) \
58 W_PROPS(X, Devastator, devastator)
62 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
65 .float rl_release[MAX_WEAPONSLOTS];
66 .float rl_detonate_later;
71 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
72 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
76 void W_Devastator_Unregister(entity this)
78 if(this.realowner && this.realowner.lastrocket == this)
80 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
82 .entity weaponentity = weaponentities[slot];
83 if(this.realowner.(weaponentity).lastrocket == this)
84 this.realowner.(weaponentity).lastrocket = NULL;
86 // this.realowner.rl_release = 1;
90 void W_Devastator_Explode(entity this, entity directhitentity)
92 W_Devastator_Unregister(this);
94 if(directhitentity.takedamage == DAMAGE_AIM)
95 if(IS_PLAYER(directhitentity))
96 if(DIFF_TEAM(this.realowner, directhitentity))
97 if(!IS_DEAD(directhitentity))
98 if(IsFlying(directhitentity))
99 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
101 this.event_damage = func_null;
102 this.takedamage = DAMAGE_NO;
107 WEP_CVAR(devastator, damage),
108 WEP_CVAR(devastator, edgedamage),
109 WEP_CVAR(devastator, radius),
112 WEP_CVAR(devastator, force),
113 this.projectiledeathtype,
117 Weapon thiswep = WEP_DEVASTATOR;
118 if(PS(this.realowner).m_weapon == thiswep)
120 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
121 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
123 this.realowner.cnt = WEP_DEVASTATOR.m_id;
124 int slot = 0; // TODO: unhardcode
125 ATTACK_FINISHED(this.realowner, slot) = time;
126 PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
132 void W_Devastator_Explode_think(entity this)
134 W_Devastator_Explode(this, NULL);
137 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
139 W_Devastator_Unregister(this);
141 this.event_damage = func_null;
142 this.takedamage = DAMAGE_NO;
144 float handled_as_rocketjump = false;
146 entity head = WarpZone_FindRadius(
148 WEP_CVAR(devastator, remote_jump_radius),
154 if(head.takedamage && (head == this.realowner))
156 float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
157 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
159 // we handled this as a rocketjump :)
160 handled_as_rocketjump = true;
163 head.velocity_x *= 0.9;
164 head.velocity_y *= 0.9;
165 head.velocity_z = bound(
166 WEP_CVAR(devastator, remote_jump_velocity_z_min),
167 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
168 WEP_CVAR(devastator, remote_jump_velocity_z_max)
175 WEP_CVAR(devastator, remote_jump_damage),
176 WEP_CVAR(devastator, remote_jump_damage),
177 WEP_CVAR(devastator, remote_jump_radius),
181 this.projectiledeathtype | HITTYPE_BOUNCE,
193 WEP_CVAR(devastator, remote_damage),
194 WEP_CVAR(devastator, remote_edgedamage),
195 WEP_CVAR(devastator, remote_radius),
196 (handled_as_rocketjump ? head : NULL),
198 WEP_CVAR(devastator, remote_force),
199 this.projectiledeathtype | HITTYPE_BOUNCE,
203 Weapon thiswep = WEP_DEVASTATOR;
204 if(PS(this.realowner).m_weapon == thiswep)
206 if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
207 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
209 this.realowner.cnt = WEP_DEVASTATOR.m_id;
210 int slot = weaponslot(weaponentity);
211 ATTACK_FINISHED(this.realowner, slot) = time;
212 PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
218 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
220 if(!IS_DEAD(this.realowner))
221 if(this.realowner.(weaponentity).lastrocket)
223 if((this.spawnshieldtime >= 0)
224 ? (time >= this.spawnshieldtime) // timer
225 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
228 W_Devastator_DoRemoteExplode(this, weaponentity);
233 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
235 if(thisdir * goaldir > maxturn_cos)
237 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
238 return thisdir; // refuse to guide (better than letting a numerical error happen)
242 // g = normalize(thisdir + goaldir * X)
243 // thisdir * g = maxturn
245 // gg = thisdir + goaldir * X
246 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
248 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
249 f = thisdir * goaldir;
250 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
251 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
252 m2 = maxturn_cos * maxturn_cos;
253 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
254 return normalize(thisdir + goaldir * v.y); // the larger solution!
256 // assume thisdir == -goaldir:
258 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
259 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
260 // x^2 - 2 * x + 1 = 0
263 // normalize(thisdir + goaldir)
266 void W_Devastator_Think(entity this)
268 vector desireddir, olddir, newdir, desiredorigin, goal;
270 this.nextthink = time;
273 this.projectiledeathtype |= HITTYPE_BOUNCE;
274 W_Devastator_Explode(this, NULL);
279 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
280 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
282 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
284 // laser guided, or remote detonation
285 if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
287 .entity weaponentity = this.weaponentity_fld;
288 int slot = weaponslot(weaponentity);
290 if(this == this.realowner.(weaponentity).lastrocket)
291 if(!this.realowner.rl_release[slot])
292 if(!PHYS_INPUT_BUTTON_ATCK2(this))
293 if(WEP_CVAR(devastator, guiderate))
294 if(time > this.pushltime)
295 if(!IS_DEAD(this.realowner))
297 f = WEP_CVAR(devastator, guideratedelay);
299 f = bound(0, (time - this.pushltime) / f, 1);
303 velspeed = vlen(this.velocity);
305 makevectors(this.realowner.v_angle);
306 desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
307 desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
308 olddir = normalize(this.velocity);
310 // now it gets tricky... we want to move like some curve to approximate the target direction
311 // but we are limiting the rate at which we can turn!
312 goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
313 newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
315 this.velocity = newdir * velspeed;
316 this.angles = vectoangles(this.velocity);
320 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
321 // TODO add a better sound here
322 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
327 if(this.rl_detonate_later)
328 W_Devastator_RemoteExplode(this, weaponentity);
331 if(this.csqcprojectile_clientanimate == 0)
332 UpdateCSQCProjectile(this);
335 void W_Devastator_Touch(entity this, entity toucher)
337 if(WarpZone_Projectile_Touch(this, toucher))
340 W_Devastator_Unregister(this);
343 W_Devastator_Unregister(this);
344 W_Devastator_Explode(this, toucher);
347 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
352 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
353 return; // g_projectiles_damage says to halt
355 this.health = this.health - damage;
356 this.angles = vectoangles(this.velocity);
359 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
362 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
364 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
366 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
367 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
369 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
370 missile.weaponentity_fld = weaponentity;
371 missile.owner = missile.realowner = actor;
372 actor.(weaponentity).lastrocket = missile;
373 if(WEP_CVAR(devastator, detonatedelay) >= 0)
374 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
376 missile.spawnshieldtime = -1;
377 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
378 missile.classname = "rocket";
379 missile.bot_dodge = true;
380 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
382 missile.takedamage = DAMAGE_YES;
383 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
384 missile.health = WEP_CVAR(devastator, health);
385 missile.event_damage = W_Devastator_Damage;
386 missile.damagedbycontents = true;
388 set_movetype(missile, MOVETYPE_FLY);
389 PROJECTILE_MAKETRIGGER(missile);
390 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
391 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
393 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
394 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
395 missile.angles = vectoangles(missile.velocity);
397 settouch(missile, W_Devastator_Touch);
398 setthink(missile, W_Devastator_Think);
399 missile.nextthink = time;
400 missile.cnt = time + WEP_CVAR(devastator, lifetime);
401 missile.flags = FL_PROJECTILE;
402 IL_PUSH(g_projectiles, missile);
403 IL_PUSH(g_bot_dodge, missile);
404 missile.missile_flags = MIF_SPLASH;
406 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
408 // muzzle flash for 1st person view
409 entity flash = spawn();
410 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
411 SUB_SetFade(flash, time, 0.1);
412 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
413 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
416 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
419 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
421 // aim and decide to fire if appropriate
422 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
423 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
425 // decide whether to detonate rockets
426 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
427 float selfdamage, teamdamage, enemydamage;
428 edgedamage = WEP_CVAR(devastator, edgedamage);
429 coredamage = WEP_CVAR(devastator, damage);
430 edgeradius = WEP_CVAR(devastator, radius);
431 recipricoledgeradius = 1 / edgeradius;
435 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
438 IL_EACH(g_bot_targets, it.bot_attack,
440 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
441 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
442 // count potential damage according to type of target
444 selfdamage = selfdamage + d;
445 else if(SAME_TEAM(it, actor))
446 teamdamage = teamdamage + d;
447 else if(bot_shouldattack(actor, it))
448 enemydamage = enemydamage + d;
451 float desirabledamage;
452 desirabledamage = enemydamage;
453 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
454 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
455 if(teamplay && actor.team)
456 desirabledamage = desirabledamage - teamdamage;
458 makevectors(actor.v_angle);
459 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
461 if(skill > 9) // normal players only do this for the target they are tracking
464 IL_EACH(g_bot_targets, it.bot_attack,
466 if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
467 && desirabledamage > 0.1 * coredamage
468 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
473 //As the distance gets larger, a correct detonation gets near imposible
474 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
475 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
476 && IS_PLAYER(actor.enemy)
477 && (desirabledamage >= 0.1 * coredamage)
480 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
481 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
482 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
486 // if we would be doing at X percent of the core damage, detonate it
487 // but don't fire a new shot at the same time!
488 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
489 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
490 if((skill > 6.5) && (selfdamage > actor.health))
491 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
492 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
493 // dprint(ftos(desirabledamage),"\n");
494 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
498 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
500 if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
501 thiswep.wr_reload(thiswep, actor, weaponentity);
503 int slot = weaponslot(weaponentity);
506 if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
507 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
509 W_Devastator_Attack(thiswep, actor, weaponentity);
510 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
511 actor.rl_release[slot] = 0;
515 actor.rl_release[slot] = 1;
518 if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
520 bool rockfound = false;
521 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
523 if(!it.rl_detonate_later)
525 it.rl_detonate_later = true;
530 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
534 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
536 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
537 actor.rl_release[slot] = 1;
539 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
542 // don't switch while guiding a missile
543 if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
546 if(WEP_CVAR(devastator, reload_ammo))
548 if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
551 else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
557 if(actor.rl_release == 0)
559 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
564 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
565 ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
566 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
570 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
571 ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
575 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
579 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
581 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
583 .entity weaponentity = weaponentities[slot];
584 actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
585 actor.rl_release[slot] = 0;
588 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
590 W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
592 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
594 return WEAPON_DEVASTATOR_SUICIDE;
596 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
598 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
599 return WEAPON_DEVASTATOR_MURDER_SPLASH;
601 return WEAPON_DEVASTATOR_MURDER_DIRECT;
607 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
610 org2 = w_org + w_backoff * 12;
611 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
613 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);