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;
65 spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
66 spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
68 void W_Devastator_Unregister(void)
70 if(self.realowner && self.realowner.lastrocket == self)
72 self.realowner.lastrocket = world;
73 // self.realowner.rl_release = 1;
77 void W_Devastator_Explode(void)
79 W_Devastator_Unregister();
81 if(other.takedamage == DAMAGE_AIM)
83 if(DIFF_TEAM(self.realowner, other))
84 if(other.deadflag == DEAD_NO)
86 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
88 self.event_damage = func_null;
89 self.takedamage = DAMAGE_NO;
94 WEP_CVAR(devastator, damage),
95 WEP_CVAR(devastator, edgedamage),
96 WEP_CVAR(devastator, radius),
99 WEP_CVAR(devastator, force),
100 self.projectiledeathtype,
104 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
106 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
107 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
109 self.realowner.cnt = WEP_DEVASTATOR.m_id;
110 ATTACK_FINISHED(self.realowner) = time;
111 self.realowner.switchweapon = w_getbestweapon(self.realowner);
117 void W_Devastator_DoRemoteExplode(void)
119 W_Devastator_Unregister();
121 self.event_damage = func_null;
122 self.takedamage = DAMAGE_NO;
124 float handled_as_rocketjump = false;
126 entity head = WarpZone_FindRadius(
128 WEP_CVAR(devastator, remote_jump_radius),
134 if(head.takedamage && (head == self.realowner))
136 float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
137 if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
139 // we handled this as a rocketjump :)
140 handled_as_rocketjump = true;
143 head.velocity_x *= 0.9;
144 head.velocity_y *= 0.9;
145 head.velocity_z = bound(
146 WEP_CVAR(devastator, remote_jump_velocity_z_min),
147 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
148 WEP_CVAR(devastator, remote_jump_velocity_z_max)
155 WEP_CVAR(devastator, remote_jump_damage),
156 WEP_CVAR(devastator, remote_jump_damage),
157 WEP_CVAR(devastator, remote_jump_radius),
161 self.projectiledeathtype | HITTYPE_BOUNCE,
173 WEP_CVAR(devastator, remote_damage),
174 WEP_CVAR(devastator, remote_edgedamage),
175 WEP_CVAR(devastator, remote_radius),
176 (handled_as_rocketjump ? head : world),
178 WEP_CVAR(devastator, remote_force),
179 self.projectiledeathtype | HITTYPE_BOUNCE,
183 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
185 if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
186 if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
188 self.realowner.cnt = WEP_DEVASTATOR.m_id;
189 ATTACK_FINISHED(self.realowner) = time;
190 self.realowner.switchweapon = w_getbestweapon(self.realowner);
196 void W_Devastator_RemoteExplode(void)
198 if(self.realowner.deadflag == DEAD_NO)
199 if(self.realowner.lastrocket)
201 if((self.spawnshieldtime >= 0)
202 ? (time >= self.spawnshieldtime) // timer
203 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
206 W_Devastator_DoRemoteExplode();
211 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
213 if(thisdir * goaldir > maxturn_cos)
215 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
216 return thisdir; // refuse to guide (better than letting a numerical error happen)
220 // g = normalize(thisdir + goaldir * X)
221 // thisdir * g = maxturn
223 // gg = thisdir + goaldir * X
224 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
226 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
227 f = thisdir * goaldir;
228 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
229 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
230 m2 = maxturn_cos * maxturn_cos;
231 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
232 return normalize(thisdir + goaldir * v.y); // the larger solution!
234 // assume thisdir == -goaldir:
236 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
237 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
238 // x^2 - 2 * x + 1 = 0
241 // normalize(thisdir + goaldir)
244 void W_Devastator_Think(void)
246 vector desireddir, olddir, newdir, desiredorigin, goal;
248 self.nextthink = time;
252 self.projectiledeathtype |= HITTYPE_BOUNCE;
253 W_Devastator_Explode();
258 makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
259 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
261 self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
263 // laser guided, or remote detonation
264 if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
266 if(self == self.realowner.lastrocket)
267 if(!self.realowner.rl_release)
268 if(!self.BUTTON_ATCK2)
269 if(WEP_CVAR(devastator, guiderate))
270 if(time > self.pushltime)
271 if(self.realowner.deadflag == DEAD_NO)
273 f = WEP_CVAR(devastator, guideratedelay);
275 f = bound(0, (time - self.pushltime) / f, 1);
279 velspeed = vlen(self.velocity);
281 makevectors(self.realowner.v_angle);
282 desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
283 desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
284 olddir = normalize(self.velocity);
286 // now it gets tricky... we want to move like some curve to approximate the target direction
287 // but we are limiting the rate at which we can turn!
288 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
289 newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
291 self.velocity = newdir * velspeed;
292 self.angles = vectoangles(self.velocity);
296 Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
297 // TODO add a better sound here
298 sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
303 if(self.rl_detonate_later)
304 W_Devastator_RemoteExplode();
307 if(self.csqcprojectile_clientanimate == 0)
308 UpdateCSQCProjectile(self);
311 void W_Devastator_Touch(void)
313 if(WarpZone_Projectile_Touch())
316 W_Devastator_Unregister();
319 W_Devastator_Unregister();
320 W_Devastator_Explode();
323 void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
328 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
329 return; // g_projectiles_damage says to halt
331 self.health = self.health - damage;
332 self.angles = vectoangles(self.velocity);
335 W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
338 void W_Devastator_Attack(void)
343 W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
345 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
346 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
348 missile = WarpZone_RefSys_SpawnSameRefSys(self);
349 missile.owner = missile.realowner = self;
350 self.lastrocket = missile;
351 if(WEP_CVAR(devastator, detonatedelay) >= 0)
352 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
354 missile.spawnshieldtime = -1;
355 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
356 missile.classname = "rocket";
357 missile.bot_dodge = true;
358 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
360 missile.takedamage = DAMAGE_YES;
361 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
362 missile.health = WEP_CVAR(devastator, health);
363 missile.event_damage = W_Devastator_Damage;
364 missile.damagedbycontents = true;
366 missile.movetype = MOVETYPE_FLY;
367 PROJECTILE_MAKETRIGGER(missile);
368 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
369 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
371 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
372 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
373 missile.angles = vectoangles(missile.velocity);
375 missile.touch = W_Devastator_Touch;
376 missile.think = W_Devastator_Think;
377 missile.nextthink = time;
378 missile.cnt = time + WEP_CVAR(devastator, lifetime);
379 missile.flags = FL_PROJECTILE;
380 missile.missile_flags = MIF_SPLASH;
382 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
384 // muzzle flash for 1st person view
386 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
387 SUB_SetFade(flash, time, 0.1);
388 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
389 W_AttachToShotorg(flash, '5 0 0');
392 MUTATOR_CALLHOOK(EditProjectile, self, missile);
395 bool W_Devastator(int req)
405 // aim and decide to fire if appropriate
406 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
407 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
409 // decide whether to detonate rockets
410 entity missile, targetlist, targ;
411 targetlist = findchainfloat(bot_attack, true);
412 for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
417 if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
419 self.BUTTON_ATCK2 = true;
426 if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
434 // aim and decide to fire if appropriate
435 self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
436 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
438 // decide whether to detonate rockets
439 entity missile, targetlist, targ;
440 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
441 float selfdamage, teamdamage, enemydamage;
442 edgedamage = WEP_CVAR(devastator, edgedamage);
443 coredamage = WEP_CVAR(devastator, damage);
444 edgeradius = WEP_CVAR(devastator, radius);
445 recipricoledgeradius = 1 / edgeradius;
449 targetlist = findchainfloat(bot_attack, true);
450 missile = find(world, classname, "rocket");
453 if(missile.realowner != self)
455 missile = find(missile, classname, "rocket");
461 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
462 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
463 // count potential damage according to type of target
465 selfdamage = selfdamage + d;
466 else if(targ.team == self.team && teamplay)
467 teamdamage = teamdamage + d;
468 else if(bot_shouldattack(targ))
469 enemydamage = enemydamage + d;
472 missile = find(missile, classname, "rocket");
474 float desirabledamage;
475 desirabledamage = enemydamage;
476 if(time > self.invincible_finished && time > self.spawnshieldtime)
477 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
478 if(teamplay && self.team)
479 desirabledamage = desirabledamage - teamdamage;
481 missile = find(world, classname, "rocket");
484 if(missile.realowner != self)
486 missile = find(missile, classname, "rocket");
489 makevectors(missile.v_angle);
491 if(skill > 9) // normal players only do this for the target they are tracking
497 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
498 && desirabledamage > 0.1*coredamage
499 )self.BUTTON_ATCK2 = true;
503 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
504 //As the distance gets larger, a correct detonation gets near imposible
505 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
506 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
507 if(IS_PLAYER(self.enemy))
508 if(desirabledamage >= 0.1*coredamage)
509 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
510 self.BUTTON_ATCK2 = true;
511 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
514 missile = find(missile, classname, "rocket");
516 // if we would be doing at X percent of the core damage, detonate it
517 // but don't fire a new shot at the same time!
518 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
519 self.BUTTON_ATCK2 = true;
520 if((skill > 6.5) && (selfdamage > self.health))
521 self.BUTTON_ATCK2 = false;
522 //if(self.BUTTON_ATCK2 == true)
523 // dprint(ftos(desirabledamage),"\n");
524 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
532 if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
533 WEP_ACTION(self.weapon, WR_RELOAD);
538 if(self.rl_release || WEP_CVAR(devastator, guidestop))
539 if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
541 W_Devastator_Attack();
542 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
549 if(self.BUTTON_ATCK2)
550 if(self.switchweapon == WEP_DEVASTATOR.m_id)
553 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
555 if(!rock.rl_detonate_later)
557 rock.rl_detonate_later = true;
562 sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
570 DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
581 // don't switch while guiding a missile
582 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
585 if(WEP_CVAR(devastator, reload_ammo))
587 if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
590 else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
596 if(self.rl_release == 0)
598 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
603 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
604 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
605 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"));
609 ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
610 ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
620 DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
630 W_Reload(WEP_CVAR(devastator, ammo), SND(RELOAD));
633 case WR_SUICIDEMESSAGE:
635 return WEAPON_DEVASTATOR_SUICIDE;
639 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
640 return WEAPON_DEVASTATOR_MURDER_SPLASH;
642 return WEAPON_DEVASTATOR_MURDER_DIRECT;
649 bool W_Devastator(int req)
653 case WR_IMPACTEFFECT:
656 org2 = w_org + w_backoff * 12;
657 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
659 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
669 // no weapon specific image for this weapon