1 #include "minelayer.qh"
3 CLASS(MineLayer, Weapon)
4 /* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(MineLayer, impulse, int, 4);
6 /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
9 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
11 /* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
13 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
14 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
15 /* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
16 /* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
17 /* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
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, health, float, NONE) \
29 P(class, prefix, lifetime, float, NONE) \
30 P(class, prefix, lifetime_countdown, float, NONE) \
31 P(class, prefix, limit, float, NONE) \
32 P(class, prefix, protection, float, NONE) \
33 P(class, prefix, proximityradius, float, NONE) \
34 P(class, prefix, radius, float, NONE) \
35 P(class, prefix, refire, float, NONE) \
36 P(class, prefix, reload_ammo, float, NONE) \
37 P(class, prefix, reload_time, float, NONE) \
38 P(class, prefix, remote_damage, float, NONE) \
39 P(class, prefix, remote_edgedamage, float, NONE) \
40 P(class, prefix, remote_force, float, NONE) \
41 P(class, prefix, remote_radius, float, NONE) \
42 P(class, prefix, speed, float, NONE) \
43 P(class, prefix, switchdelay_drop, float, NONE) \
44 P(class, prefix, switchdelay_raise, float, NONE) \
45 P(class, prefix, time, float, NONE) \
46 P(class, prefix, weaponreplace, string, NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, MineLayer, minelayer)
54 REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
57 void W_MineLayer_Think(entity this);
58 .float minelayer_detonate, mine_explodeanyway;
60 .vector mine_orientation;
65 spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
67 void W_MineLayer_Stick(entity this, entity to)
69 spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
71 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
73 entity newmine = spawn();
74 IL_PUSH(g_mines, newmine);
75 newmine.classname = this.classname;
77 newmine.bot_dodge = this.bot_dodge;
78 newmine.bot_dodgerating = this.bot_dodgerating;
80 newmine.owner = this.owner;
81 newmine.realowner = this.realowner;
82 setsize(newmine, '-4 -4 -4', '4 4 4');
83 setorigin(newmine, this.origin);
84 setmodel(newmine, MDL_MINELAYER_MINE);
85 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
87 newmine.mine_orientation = -trace_plane_normal;
89 newmine.takedamage = this.takedamage;
90 newmine.damageforcescale = this.damageforcescale;
91 newmine.health = this.health;
92 newmine.event_damage = this.event_damage;
93 newmine.spawnshieldtime = this.spawnshieldtime;
94 newmine.damagedbycontents = true;
96 set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
97 newmine.projectiledeathtype = this.projectiledeathtype;
99 newmine.mine_time = this.mine_time;
101 settouch(newmine, func_null);
102 setthink(newmine, W_MineLayer_Think);
103 newmine.nextthink = time;
104 newmine.cnt = this.cnt;
105 newmine.flags = this.flags;
106 IL_PUSH(g_projectiles, newmine);
111 SetMovetypeFollow(newmine, to);
114 void W_MineLayer_Explode(entity this, entity directhitentity)
116 if(directhitentity.takedamage == DAMAGE_AIM)
117 if(IS_PLAYER(directhitentity))
118 if(DIFF_TEAM(this.realowner, directhitentity))
119 if(!IS_DEAD(directhitentity))
120 if(IsFlying(directhitentity))
121 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
123 this.event_damage = func_null;
124 this.takedamage = DAMAGE_NO;
126 RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity);
128 if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
130 entity own = this.realowner;
131 Weapon w = WEP_MINE_LAYER;
132 if(!w.wr_checkammo1(w, own))
134 own.cnt = WEP_MINE_LAYER.m_id;
135 .entity weaponentity = this.weaponentity_fld;
136 int slot = weaponslot(weaponentity);
137 ATTACK_FINISHED(own, slot) = time;
138 PS(own).m_switchweapon = w_getbestweapon(own);
141 this.realowner.minelayer_mines -= 1;
145 void W_MineLayer_Explode_think(entity this)
147 W_MineLayer_Explode(this, NULL);
150 void W_MineLayer_DoRemoteExplode(entity this)
152 this.event_damage = func_null;
153 this.takedamage = DAMAGE_NO;
155 if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
156 this.velocity = this.mine_orientation; // particle fx and decals need .velocity
158 RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
160 if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
162 entity own = this.realowner;
163 Weapon w = WEP_MINE_LAYER;
164 if(!w.wr_checkammo1(w, own))
166 own.cnt = WEP_MINE_LAYER.m_id;
167 .entity weaponentity = this.weaponentity_fld;
168 int slot = weaponslot(weaponentity);
169 ATTACK_FINISHED(own, slot) = time;
170 PS(own).m_switchweapon = w_getbestweapon(own);
173 this.realowner.minelayer_mines -= 1;
177 void W_MineLayer_RemoteExplode(entity this)
179 if(!IS_DEAD(this.realowner))
180 if((this.spawnshieldtime >= 0)
181 ? (time >= this.spawnshieldtime) // timer
182 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
185 W_MineLayer_DoRemoteExplode(this);
189 void W_MineLayer_ProximityExplode(entity this)
191 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
192 if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0)
195 head = findradius(this.origin, WEP_CVAR(minelayer, radius));
198 if(head == this.realowner || SAME_TEAM(head, this.realowner))
205 W_MineLayer_Explode(this, NULL);
208 int W_MineLayer_Count(entity e)
211 IL_EACH(g_mines, it.realowner == e,
219 void W_MineLayer_Think(entity this)
223 this.nextthink = time;
225 if(this.move_movetype == MOVETYPE_FOLLOW)
227 if(LostMovetypeFollow(this))
229 UnsetMovetypeFollow(this);
230 set_movetype(this, MOVETYPE_NONE);
234 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
235 // TODO: replace this mine_trigger.wav sound with a real countdown
236 if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
238 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
239 spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
240 this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
241 this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
244 // a player's mines shall explode if he disconnects or dies
245 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
246 if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
248 this.projectiledeathtype |= HITTYPE_BOUNCE;
249 W_MineLayer_Explode(this, NULL);
253 // set the mine for detonation when a foe gets close enough
254 head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
257 if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
258 if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
261 spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
262 this.mine_time = time + WEP_CVAR(minelayer, time);
267 // explode if it's time to
268 if(this.mine_time && time >= this.mine_time)
270 W_MineLayer_ProximityExplode(this);
275 if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
276 if(!IS_DEAD(this.realowner))
277 if(this.minelayer_detonate)
278 W_MineLayer_RemoteExplode(this);
281 void W_MineLayer_Touch(entity this, entity toucher)
283 if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
284 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
286 if(WarpZone_Projectile_Touch(this, toucher))
289 this.realowner.minelayer_mines -= 1;
293 if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher))
300 W_MineLayer_Stick(this, toucher);
304 void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
309 float is_from_enemy = (inflictor.realowner != this.realowner);
311 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
312 return; // g_projectiles_damage says to halt
314 this.health = this.health - damage;
315 this.angles = vectoangles(this.velocity);
318 W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
321 void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
326 // scan how many mines we placed, and return if we reached our limit
327 if(WEP_CVAR(minelayer, limit))
329 if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
331 // the refire delay keeps this message from being spammed
332 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
333 play2(actor, SND(UNAVAILABLE));
338 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo));
340 W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
341 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
343 mine = WarpZone_RefSys_SpawnSameRefSys(actor);
344 mine.weaponentity_fld = weaponentity;
345 IL_PUSH(g_mines, mine);
346 mine.owner = mine.realowner = actor;
347 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
348 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
350 mine.spawnshieldtime = -1;
351 mine.classname = "mine";
352 mine.bot_dodge = true;
353 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
355 mine.takedamage = DAMAGE_YES;
356 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
357 mine.health = WEP_CVAR(minelayer, health);
358 mine.event_damage = W_MineLayer_Damage;
359 mine.damagedbycontents = true;
361 set_movetype(mine, MOVETYPE_TOSS);
362 PROJECTILE_MAKETRIGGER(mine);
363 mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
364 setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
366 setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
367 W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
368 mine.angles = vectoangles(mine.velocity);
370 settouch(mine, W_MineLayer_Touch);
371 setthink(mine, W_MineLayer_Think);
372 mine.nextthink = time;
373 mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
374 mine.flags = FL_PROJECTILE;
375 IL_PUSH(g_projectiles, mine);
376 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
378 if(mine.cnt > 0) { mine.cnt += time; }
380 CSQCProjectile(mine, true, PROJECTILE_MINE, true);
382 // muzzle flash for 1st person view
384 setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
385 SUB_SetFade(flash, time, 0.1);
386 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
387 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
391 MUTATOR_CALLHOOK(EditProjectile, actor, mine);
393 actor.minelayer_mines = W_MineLayer_Count(actor);
396 bool W_MineLayer_PlacedMines(entity this, bool detonate)
398 bool minfound = false;
400 IL_EACH(g_mines, it.realowner == this,
404 if(!it.minelayer_detonate)
406 it.minelayer_detonate = true;
416 METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
418 // aim and decide to fire if appropriate
419 if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
420 PHYS_INPUT_BUTTON_ATCK(actor) = false;
422 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
423 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
425 // decide whether to detonate mines
426 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
427 float selfdamage, teamdamage, enemydamage;
428 edgedamage = WEP_CVAR(minelayer, edgedamage);
429 coredamage = WEP_CVAR(minelayer, damage);
430 edgeradius = WEP_CVAR(minelayer, radius);
431 recipricoledgeradius = 1 / edgeradius;
436 IL_EACH(g_mines, it.realowner == actor,
439 IL_EACH(g_bot_targets, it.bot_attack,
441 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
442 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
443 // count potential damage according to type of target
445 selfdamage = selfdamage + d;
446 else if(SAME_TEAM(it, actor))
447 teamdamage = teamdamage + d;
448 else if(bot_shouldattack(actor, it))
449 enemydamage = enemydamage + d;
453 float desirabledamage;
454 desirabledamage = enemydamage;
455 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
456 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
457 if(teamplay && actor.team)
458 desirabledamage = desirabledamage - teamdamage;
460 makevectors(actor.v_angle);
461 IL_EACH(g_mines, it.realowner == actor,
463 if(skill > 9) // normal players only do this for the target they are tracking
466 IL_EACH(g_bot_targets, it.bot_attack,
468 if((v_forward * normalize(mine.origin - it.origin) < 0.1)
469 && desirabledamage > 0.1 * coredamage
470 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
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(it.origin - actor.enemy.origin) < 0.1)
478 && IS_PLAYER(actor.enemy)
479 && (desirabledamage >= 0.1 * coredamage)
482 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
483 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
484 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
489 // if we would be doing at X percent of the core damage, detonate it
490 // but don't fire a new shot at the same time!
491 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
492 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
493 if((skill > 6.5) && (selfdamage > actor.health))
494 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
495 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
496 // dprint(ftos(desirabledamage),"\n");
497 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
500 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
502 if(autocvar_g_balance_minelayer_reload_ammo && actor.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_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
506 thiswep.wr_reload(thiswep, actor, weaponentity);
511 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
513 W_MineLayer_Attack(thiswep, actor, weaponentity);
514 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
520 if(W_MineLayer_PlacedMines(actor, true))
521 sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
524 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor))
526 //int slot = 0; // TODO: unhardcode
527 // actually do // don't switch while placing a mine
528 //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
530 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
531 ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
536 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor))
538 if(W_MineLayer_PlacedMines(actor, false))
543 METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
545 actor.minelayer_mines = 0;
547 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
549 W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD);
551 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
553 return WEAPON_MINELAYER_SUICIDE;
555 METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
557 return WEAPON_MINELAYER_MURDER;
563 METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
566 org2 = w_org + w_backoff * 12;
567 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
569 sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);