3 /* WEP_##id */ MINE_LAYER,
4 /* function */ w_minelayer,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* model */ "minelayer",
10 /* netname */ "minelayer",
11 /* fullname */ _("Mine Layer")
14 #define MINELAYER_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, ammo) \
16 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, animtime) \
17 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damage) \
18 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damageforcescale) \
19 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, detonatedelay) \
20 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, edgedamage) \
21 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, force) \
22 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, health) \
23 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime) \
24 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime_countdown) \
25 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, limit) \
26 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, protection) \
27 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, proximityradius) \
28 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, radius) \
29 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, refire) \
30 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_damage) \
31 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_edgedamage) \
32 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_force) \
33 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_radius) \
34 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, speed) \
35 w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, time) \
36 w_prop(WEP_MINE_LAYER, minelayer, float, reloading_ammo, reload_ammo) \
37 w_prop(WEP_MINE_LAYER, minelayer, float, reloading_time, reload_time) \
38 w_prop(WEP_MINE_LAYER, minelayer, float, switchdelay_raise, switchdelay_raise) \
39 w_prop(WEP_MINE_LAYER, minelayer, float, switchdelay_drop, switchdelay_drop) \
40 w_prop(WEP_MINE_LAYER, minelayer, string, weaponreplace, weaponreplace) \
41 w_prop(WEP_MINE_LAYER, minelayer, float, weaponstart, weaponstart)
44 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
45 void W_Mine_Think (void);
46 .float minelayer_detonate, mine_explodeanyway;
48 .vector mine_orientation;
52 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
54 void W_Mine_Stick (entity to)
56 spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
58 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
62 newmine.classname = self.classname;
64 newmine.bot_dodge = self.bot_dodge;
65 newmine.bot_dodgerating = self.bot_dodgerating;
67 newmine.owner = self.owner;
68 newmine.realowner = self.realowner;
69 setsize(newmine, '-4 -4 -4', '4 4 4');
70 setorigin(newmine, self.origin);
71 setmodel(newmine, "models/mine.md3");
72 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
74 newmine.mine_orientation = -trace_plane_normal;
76 newmine.takedamage = self.takedamage;
77 newmine.damageforcescale = self.damageforcescale;
78 newmine.health = self.health;
79 newmine.event_damage = self.event_damage;
80 newmine.spawnshieldtime = self.spawnshieldtime;
81 newmine.damagedbycontents = TRUE;
83 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
84 newmine.projectiledeathtype = self.projectiledeathtype;
86 newmine.mine_time = self.mine_time;
88 newmine.touch = func_null;
89 newmine.think = W_Mine_Think;
90 newmine.nextthink = time;
91 newmine.cnt = self.cnt;
92 newmine.flags = self.flags;
98 SetMovetypeFollow(self, to);
101 void W_Mine_Explode ()
103 if(other.takedamage == DAMAGE_AIM)
105 if(DIFF_TEAM(self.realowner, other))
106 if(other.deadflag == DEAD_NO)
108 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
110 self.event_damage = func_null;
111 self.takedamage = DAMAGE_NO;
113 RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
115 if (self.realowner.weapon == WEP_MINE_LAYER)
119 self = self.realowner;
120 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
122 self.cnt = WEP_MINE_LAYER;
123 ATTACK_FINISHED(self) = time;
124 self.switchweapon = w_getbestweapon(self);
128 self.realowner.minelayer_mines -= 1;
132 void W_Mine_DoRemoteExplode ()
134 self.event_damage = func_null;
135 self.takedamage = DAMAGE_NO;
137 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
138 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
140 RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
142 if (self.realowner.weapon == WEP_MINE_LAYER)
146 self = self.realowner;
147 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
149 self.cnt = WEP_MINE_LAYER;
150 ATTACK_FINISHED(self) = time;
151 self.switchweapon = w_getbestweapon(self);
155 self.realowner.minelayer_mines -= 1;
159 void W_Mine_RemoteExplode ()
161 if(self.realowner.deadflag == DEAD_NO)
162 if((self.spawnshieldtime >= 0)
163 ? (time >= self.spawnshieldtime) // timer
164 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
167 W_Mine_DoRemoteExplode();
171 void W_Mine_ProximityExplode ()
173 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
174 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
177 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
180 if(head == self.realowner || SAME_TEAM(head, self.realowner))
190 float W_Mine_Count(entity e)
194 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
200 void W_Mine_Think (void)
204 self.nextthink = time;
206 if(self.movetype == MOVETYPE_FOLLOW)
208 if(LostMovetypeFollow(self))
210 UnsetMovetypeFollow(self);
211 self.movetype = MOVETYPE_NONE;
215 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
216 // TODO: replace this mine_trigger.wav sound with a real countdown
217 if ((time > self.cnt) && (!self.mine_time))
219 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
220 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
221 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
222 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
225 // a player's mines shall explode if he disconnects or dies
226 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
227 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
230 self.projectiledeathtype |= HITTYPE_BOUNCE;
235 // set the mine for detonation when a foe gets close enough
236 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
239 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
240 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
243 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
244 self.mine_time = time + WEP_CVAR(minelayer, time);
249 // explode if it's time to
250 if(self.mine_time && time >= self.mine_time)
252 W_Mine_ProximityExplode();
257 if (self.realowner.weapon == WEP_MINE_LAYER)
258 if (self.realowner.deadflag == DEAD_NO)
259 if (self.minelayer_detonate)
260 W_Mine_RemoteExplode();
263 void W_Mine_Touch (void)
265 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
266 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
268 if(WarpZone_Projectile_Touch())
271 self.realowner.minelayer_mines -= 1;
275 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
286 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
288 if (self.health <= 0)
291 float is_from_enemy = (inflictor.realowner != self.realowner);
293 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
294 return; // g_projectiles_damage says to halt
296 self.health = self.health - damage;
297 self.angles = vectoangles(self.velocity);
299 if (self.health <= 0)
300 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
303 void W_Mine_Attack (void)
308 // scan how many mines we placed, and return if we reached our limit
309 if(WEP_CVAR(minelayer, limit))
311 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
313 // the refire delay keeps this message from being spammed
314 sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
315 play2(self, "weapons/unavailable.wav");
320 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo);
322 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
323 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
325 mine = WarpZone_RefSys_SpawnSameRefSys(self);
326 mine.owner = mine.realowner = self;
327 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
328 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
330 mine.spawnshieldtime = -1;
331 mine.classname = "mine";
332 mine.bot_dodge = TRUE;
333 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
335 mine.takedamage = DAMAGE_YES;
336 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
337 mine.health = WEP_CVAR(minelayer, health);
338 mine.event_damage = W_Mine_Damage;
339 mine.damagedbycontents = TRUE;
341 mine.movetype = MOVETYPE_TOSS;
342 PROJECTILE_MAKETRIGGER(mine);
343 mine.projectiledeathtype = WEP_MINE_LAYER;
344 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
346 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
347 W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
348 mine.angles = vectoangles (mine.velocity);
350 mine.touch = W_Mine_Touch;
351 mine.think = W_Mine_Think;
352 mine.nextthink = time;
353 mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
354 mine.flags = FL_PROJECTILE;
355 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
357 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
359 // muzzle flash for 1st person view
361 setmodel (flash, "models/flash.md3"); // precision set below
362 SUB_SetFade (flash, time, 0.1);
363 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
364 W_AttachToShotorg(flash, '5 0 0');
368 other = mine; MUTATOR_CALLHOOK(EditProjectile);
370 self.minelayer_mines = W_Mine_Count(self);
373 float W_PlacedMines(float detonate)
378 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
382 if(!mine.minelayer_detonate)
384 mine.minelayer_detonate = TRUE;
394 float w_minelayer(float req)
402 // aim and decide to fire if appropriate
403 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
404 self.BUTTON_ATCK = FALSE;
406 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
407 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
409 // decide whether to detonate mines
410 entity targetlist, targ;
411 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
412 float selfdamage, teamdamage, enemydamage;
413 edgedamage = WEP_CVAR(minelayer, edgedamage);
414 coredamage = WEP_CVAR(minelayer, damage);
415 edgeradius = WEP_CVAR(minelayer, radius);
416 recipricoledgeradius = 1 / edgeradius;
420 targetlist = findchainfloat(bot_attack, TRUE);
421 mine = find(world, classname, "mine");
424 if (mine.realowner != self)
426 mine = find(mine, classname, "mine");
432 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
433 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
434 // count potential damage according to type of target
436 selfdamage = selfdamage + d;
437 else if (targ.team == self.team && teamplay)
438 teamdamage = teamdamage + d;
439 else if (bot_shouldattack(targ))
440 enemydamage = enemydamage + d;
443 mine = find(mine, classname, "mine");
445 float desirabledamage;
446 desirabledamage = enemydamage;
447 if (time > self.invincible_finished && time > self.spawnshieldtime)
448 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
449 if (teamplay && self.team)
450 desirabledamage = desirabledamage - teamdamage;
452 mine = find(world, classname, "mine");
455 if (mine.realowner != self)
457 mine = find(mine, classname, "mine");
460 makevectors(mine.v_angle);
462 if (skill > 9) // normal players only do this for the target they are tracking
468 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
469 && desirabledamage > 0.1*coredamage
470 )self.BUTTON_ATCK2 = TRUE;
474 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
475 //As the distance gets larger, a correct detonation gets near imposible
476 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
477 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
478 if(IS_PLAYER(self.enemy))
479 if(desirabledamage >= 0.1*coredamage)
480 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
481 self.BUTTON_ATCK2 = TRUE;
482 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
485 mine = find(mine, classname, "mine");
487 // if we would be doing at X percent of the core damage, detonate it
488 // but don't fire a new shot at the same time!
489 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
490 self.BUTTON_ATCK2 = TRUE;
491 if ((skill > 6.5) && (selfdamage > self.health))
492 self.BUTTON_ATCK2 = FALSE;
493 //if(self.BUTTON_ATCK2 == TRUE)
494 // dprint(ftos(desirabledamage),"\n");
495 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
502 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
504 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
505 if(!(W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo)))
506 WEP_ACTION(self.weapon, WR_RELOAD);
508 else if (self.BUTTON_ATCK)
510 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
513 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
517 if (self.BUTTON_ATCK2)
519 if(W_PlacedMines(TRUE))
520 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
527 precache_model ("models/flash.md3");
528 precache_model ("models/mine.md3");
529 precache_model ("models/weapons/g_minelayer.md3");
530 precache_model ("models/weapons/v_minelayer.md3");
531 precache_model ("models/weapons/h_minelayer.iqm");
532 precache_sound ("weapons/mine_det.wav");
533 precache_sound ("weapons/mine_fire.wav");
534 precache_sound ("weapons/mine_stick.wav");
535 precache_sound ("weapons/mine_trigger.wav");
536 MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
541 self.current_ammo = ammo_rockets;
546 // don't switch while placing a mine
547 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
549 ammo_amount = self.ammo_rockets >= WEP_CVAR(minelayer, ammo);
550 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
557 if (W_PlacedMines(FALSE))
564 MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
569 self.minelayer_mines = 0;
574 W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
577 case WR_SUICIDEMESSAGE:
579 return WEAPON_MINELAYER_SUICIDE;
583 return WEAPON_MINELAYER_MURDER;
590 float w_minelayer(float req)
594 case WR_IMPACTEFFECT:
597 org2 = w_org + w_backoff * 12;
598 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
600 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
606 precache_sound("weapons/mine_exp.wav");