1 #include "devastator.qh"
7 void W_Devastator_Unregister(entity this)
9 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
11 .entity weaponentity = weaponentities[slot];
12 if(this.realowner.(weaponentity).lastrocket == this)
13 this.realowner.(weaponentity).lastrocket = NULL;
17 void W_Devastator_Explode(entity this, entity directhitentity)
19 W_Devastator_Unregister(this);
21 if(directhitentity.takedamage == DAMAGE_AIM)
22 if(IS_PLAYER(directhitentity))
23 if(DIFF_TEAM(this.realowner, directhitentity))
24 if(!IS_DEAD(directhitentity))
25 if(IsFlying(directhitentity))
26 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
28 this.event_damage = func_null;
29 this.takedamage = DAMAGE_NO;
34 WEP_CVAR(devastator, damage),
35 WEP_CVAR(devastator, edgedamage),
36 WEP_CVAR(devastator, radius),
39 WEP_CVAR(devastator, force),
40 this.projectiledeathtype,
41 this.weaponentity_fld,
45 Weapon thiswep = WEP_DEVASTATOR;
46 .entity weaponentity = this.weaponentity_fld;
47 if(this.realowner.(weaponentity).m_weapon == thiswep)
49 if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
50 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
52 this.realowner.cnt = WEP_DEVASTATOR.m_id;
53 int slot = weaponslot(weaponentity);
54 ATTACK_FINISHED(this.realowner, slot) = time;
55 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
61 void W_Devastator_Explode_think(entity this)
63 W_Devastator_Explode(this, NULL);
66 void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
68 W_Devastator_Unregister(this);
70 this.event_damage = func_null;
71 this.takedamage = DAMAGE_NO;
73 bool handled_as_rocketjump = false;
76 if(WEP_CVAR(devastator, remote_jump_radius))
78 head = WarpZone_FindRadius(
80 WEP_CVAR(devastator, remote_jump_radius),
86 if(head.takedamage && (head == this.realowner))
88 if(vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(devastator, remote_jump_radius)))
90 // we handled this as a rocketjump :)
91 handled_as_rocketjump = true;
94 if(WEP_CVAR(devastator, remote_jump_velocity_z_add))
96 head.velocity_x *= 0.9;
97 head.velocity_y *= 0.9;
98 head.velocity_z = bound(
99 WEP_CVAR(devastator, remote_jump_velocity_z_min),
100 head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
101 WEP_CVAR(devastator, remote_jump_velocity_z_max)
109 WEP_CVAR(devastator, remote_jump_damage),
110 WEP_CVAR(devastator, remote_jump_damage),
111 WEP_CVAR(devastator, remote_jump_radius),
114 (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
115 this.projectiledeathtype | HITTYPE_BOUNCE,
116 this.weaponentity_fld,
129 WEP_CVAR(devastator, remote_damage),
130 WEP_CVAR(devastator, remote_edgedamage),
131 WEP_CVAR(devastator, remote_radius),
132 (handled_as_rocketjump ? head : NULL),
134 WEP_CVAR(devastator, remote_force),
135 this.projectiledeathtype | HITTYPE_BOUNCE,
136 this.weaponentity_fld,
140 Weapon thiswep = WEP_DEVASTATOR;
141 if(this.realowner.(weaponentity).m_weapon == thiswep)
143 if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
144 if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
146 this.realowner.cnt = WEP_DEVASTATOR.m_id;
147 int slot = weaponslot(weaponentity);
148 ATTACK_FINISHED(this.realowner, slot) = time;
149 this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
155 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
157 if(!IS_DEAD(this.realowner))
158 if(this.realowner.(weaponentity).lastrocket)
160 if((this.spawnshieldtime >= 0)
161 ? (time >= this.spawnshieldtime) // timer
162 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
165 W_Devastator_DoRemoteExplode(this, weaponentity);
170 vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
172 if(thisdir * goaldir > maxturn_cos)
174 if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
175 return thisdir; // refuse to guide (better than letting a numerical error happen)
179 // g = normalize(thisdir + goaldir * X)
180 // thisdir * g = maxturn
182 // gg = thisdir + goaldir * X
183 // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
185 // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
186 f = thisdir * goaldir;
187 // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
188 // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
189 m2 = maxturn_cos * maxturn_cos;
190 v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
191 return normalize(thisdir + goaldir * v.y); // the larger solution!
193 // assume thisdir == -goaldir:
195 // v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
196 // (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
197 // x^2 - 2 * x + 1 = 0
200 // normalize(thisdir + goaldir)
203 void W_Devastator_Think(entity this)
205 vector desireddir, olddir, newdir, desiredorigin, goal;
207 this.nextthink = time;
210 this.projectiledeathtype |= HITTYPE_BOUNCE;
211 W_Devastator_Explode(this, NULL);
216 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
217 velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
219 this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
221 // laser guided, or remote detonation
222 .entity weaponentity = this.weaponentity_fld;
223 if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
225 if(this == this.realowner.(weaponentity).lastrocket)
226 if(!this.realowner.(weaponentity).rl_release)
227 if(!PHYS_INPUT_BUTTON_ATCK2(this))
228 if(WEP_CVAR(devastator, guiderate))
229 if(time > this.pushltime)
230 if(!IS_DEAD(this.realowner))
232 f = WEP_CVAR(devastator, guideratedelay);
234 f = bound(0, (time - this.pushltime) / f, 1);
238 velspeed = vlen(this.velocity);
240 makevectors(this.realowner.v_angle);
241 desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
242 desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
243 olddir = normalize(this.velocity);
245 // now it gets tricky... we want to move like some curve to approximate the target direction
246 // but we are limiting the rate at which we can turn!
247 goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
248 newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
250 this.velocity = newdir * velspeed;
251 this.angles = vectoangles(this.velocity);
255 Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
256 // TODO add a better sound here
257 sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
262 if(this.rl_detonate_later)
263 W_Devastator_RemoteExplode(this, weaponentity);
266 if(this.csqcprojectile_clientanimate == 0)
267 UpdateCSQCProjectile(this);
270 void W_Devastator_Touch(entity this, entity toucher)
272 if(WarpZone_Projectile_Touch(this, toucher))
275 W_Devastator_Unregister(this);
278 W_Devastator_Unregister(this);
279 W_Devastator_Explode(this, toucher);
282 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
287 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
288 return; // g_projectiles_damage says to halt
290 this.health = this.health - damage;
291 this.angles = vectoangles(this.velocity);
294 W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
297 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
299 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
301 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), WEP_DEVASTATOR.m_id);
302 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
304 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
305 missile.weaponentity_fld = weaponentity;
306 missile.owner = missile.realowner = actor;
307 actor.(weaponentity).lastrocket = missile;
308 if(WEP_CVAR(devastator, detonatedelay) >= 0)
309 missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
311 missile.spawnshieldtime = -1;
312 missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
313 missile.classname = "rocket";
314 missile.bot_dodge = true;
315 missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
317 missile.takedamage = DAMAGE_YES;
318 missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
319 missile.health = WEP_CVAR(devastator, health);
320 missile.event_damage = W_Devastator_Damage;
321 missile.damagedbycontents = true;
322 IL_PUSH(g_damagedbycontents, missile);
324 set_movetype(missile, MOVETYPE_FLY);
325 PROJECTILE_MAKETRIGGER(missile);
326 missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
327 setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
329 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
330 W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
331 missile.angles = vectoangles(missile.velocity);
333 settouch(missile, W_Devastator_Touch);
334 setthink(missile, W_Devastator_Think);
335 missile.nextthink = time;
336 missile.cnt = time + WEP_CVAR(devastator, lifetime);
337 missile.flags = FL_PROJECTILE;
338 IL_PUSH(g_projectiles, missile);
339 IL_PUSH(g_bot_dodge, missile);
340 missile.missile_flags = MIF_SPLASH;
342 CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
344 // muzzle flash for 1st person view
345 entity flash = spawn();
346 setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
347 SUB_SetFade(flash, time, 0.1);
348 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
349 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
352 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
355 METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
357 // aim and decide to fire if appropriate
358 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
359 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
361 // decide whether to detonate rockets
362 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
363 float selfdamage, teamdamage, enemydamage;
364 edgedamage = WEP_CVAR(devastator, edgedamage);
365 coredamage = WEP_CVAR(devastator, damage);
366 edgeradius = WEP_CVAR(devastator, radius);
367 recipricoledgeradius = 1 / edgeradius;
371 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
374 IL_EACH(g_bot_targets, it.bot_attack,
376 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
377 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
378 // count potential damage according to type of target
380 selfdamage = selfdamage + d;
381 else if(SAME_TEAM(it, actor))
382 teamdamage = teamdamage + d;
383 else if(bot_shouldattack(actor, it))
384 enemydamage = enemydamage + d;
387 float desirabledamage;
388 desirabledamage = enemydamage;
389 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
390 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
391 if(teamplay && actor.team)
392 desirabledamage = desirabledamage - teamdamage;
394 makevectors(actor.v_angle);
395 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
397 if(skill > 9) // normal players only do this for the target they are tracking
400 IL_EACH(g_bot_targets, it.bot_attack,
402 if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
403 && desirabledamage > 0.1 * coredamage
404 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
409 //As the distance gets larger, a correct detonation gets near imposible
410 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
411 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
412 && IS_PLAYER(actor.enemy)
413 && (desirabledamage >= 0.1 * coredamage)
416 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
417 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
418 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
422 // if we would be doing at X percent of the core damage, detonate it
423 // but don't fire a new shot at the same time!
424 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
425 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
426 if((skill > 6.5) && (selfdamage > actor.health))
427 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
428 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
429 // dprint(ftos(desirabledamage),"\n");
430 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
434 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
436 if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
437 thiswep.wr_reload(thiswep, actor, weaponentity);
441 if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
442 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
444 W_Devastator_Attack(thiswep, actor, weaponentity);
445 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
446 actor.(weaponentity).rl_release = 0;
450 actor.(weaponentity).rl_release = 1;
453 if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
455 bool rockfound = false;
456 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
458 if(!it.rl_detonate_later)
460 it.rl_detonate_later = true;
465 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
469 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
471 actor.(weaponentity).rl_release = 1;
473 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
476 // don't switch while guiding a missile
477 if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
480 if(WEP_CVAR(devastator, reload_ammo))
482 if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
485 else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
491 if(actor.rl_release == 0)
493 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
498 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
499 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
500 LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
504 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
505 ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
509 METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
513 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
515 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
517 .entity weaponentity = weaponentities[slot];
518 actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
519 actor.(weaponentity).rl_release = 0;
522 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
524 W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
526 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
528 return WEAPON_DEVASTATOR_SUICIDE;
530 METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
532 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
533 return WEAPON_DEVASTATOR_MURDER_SPLASH;
535 return WEAPON_DEVASTATOR_MURDER_DIRECT;
541 METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
544 org2 = w_org + w_backoff * 12;
545 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
547 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);