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Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
3 #else
4 #ifdef SVQC
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
7 .float mine_time;
8
9 // weapon load persistence, for weapons that support reloading
10 .float minelayer_load;
11
12 void W_MineLayer_SetAmmoCounter()
13 {
14         // set clip_load to the weapon we have switched to, if the gun uses reloading
15         if(!autocvar_g_balance_minelayer_reload_ammo)
16                 self.clip_load = 0; // also keeps crosshair ammo from displaying
17         else
18         {
19                 self.clip_load = self.minelayer_load;
20                 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
21         }
22 }
23
24 void W_MineLayer_ReloadedAndReady()
25 {
26         float t;
27
28         // now do the ammo transfer
29         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
30         while(self.clip_load < autocvar_g_balance_minelayer_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
31         {
32                 self.clip_load += 1;
33                 self.ammo_rockets -= 1;
34         }
35         self.minelayer_load = self.clip_load;
36
37         t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
38         ATTACK_FINISHED(self) = t;
39         w_ready();
40 }
41
42 void W_MineLayer_Reload()
43 {
44         // return if reloading is disabled for this weapon
45         if(!autocvar_g_balance_minelayer_reload_ammo)
46                 return;
47
48         if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_minelayer_ammo))
49                 return;
50
51         float t;
52
53         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
54
55         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
56         ATTACK_FINISHED(self) = t;
57
58         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
59
60         self.old_clip_load = self.clip_load;
61         self.clip_load = -1;
62 }
63
64 void spawnfunc_weapon_minelayer (void)
65 {
66         weapon_defaultspawnfunc(WEP_MINE_LAYER);
67 }
68
69 void W_Mine_Stick ()
70 {
71         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
72
73         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
74
75         entity newmine;
76         newmine = spawn();
77         newmine.classname = self.classname;
78
79         newmine.bot_dodge = self.bot_dodge;
80         newmine.bot_dodgerating = self.bot_dodgerating;
81
82         newmine.owner = self.owner;
83         setsize(newmine, '-4 -4 -4', '4 4 4');
84         setorigin(newmine, self.origin);
85         setmodel(newmine, "models/mine.md3");
86         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
87
88         newmine.takedamage = self.takedamage;
89         newmine.damageforcescale = self.damageforcescale;
90         newmine.health = self.health;
91         newmine.event_damage = self.event_damage;
92         newmine.spawnshieldtime = self.spawnshieldtime;
93
94         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
95         newmine.projectiledeathtype = self.projectiledeathtype;
96
97         newmine.mine_time = self.mine_time;
98
99         newmine.touch = SUB_Null;
100         newmine.think = W_Mine_Think;
101         newmine.nextthink = time;
102         newmine.cnt = self.cnt;
103         newmine.flags = self.flags;
104
105         remove(self);
106         self = newmine;
107 }
108
109 void W_Mine_Explode ()
110 {
111         if(other.takedamage == DAMAGE_AIM)
112                 if(other.classname == "player")
113                         if(IsDifferentTeam(self.owner, other))
114                                 if(IsFlying(other))
115                                         AnnounceTo(self.owner, "airshot");
116
117         self.event_damage = SUB_Null;
118         self.takedamage = DAMAGE_NO;
119
120         RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
121
122         if (self.owner.weapon == WEP_MINE_LAYER)
123         {
124                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
125                 {
126                         self.owner.cnt = WEP_MINE_LAYER;
127                         ATTACK_FINISHED(self.owner) = time;
128                         self.owner.switchweapon = w_getbestweapon(self.owner);
129                 }
130         }
131         remove (self);
132 }
133
134 void W_Mine_DoRemoteExplode ()
135 {
136         self.event_damage = SUB_Null;
137         self.takedamage = DAMAGE_NO;
138
139         RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
140
141         if (self.owner.weapon == WEP_MINE_LAYER)
142         {
143                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
144                 {
145                         self.owner.cnt = WEP_MINE_LAYER;
146                         ATTACK_FINISHED(self.owner) = time;
147                         self.owner.switchweapon = w_getbestweapon(self.owner);
148                 }
149         }
150         remove (self);
151 }
152
153 void W_Mine_RemoteExplode ()
154 {
155         if(self.owner.deadflag == DEAD_NO)
156                 if((self.spawnshieldtime >= 0)
157                         ? (time >= self.spawnshieldtime) // timer
158                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
159                 )
160                 {
161                         W_Mine_DoRemoteExplode();
162                 }
163 }
164
165 void W_Mine_ProximityExplode ()
166 {
167         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
168         if(autocvar_g_balance_minelayer_protection)
169         {
170                 entity head;
171                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
172                 while(head)
173                 {
174                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
175                                 return;
176                         head = head.chain;
177                 }
178         }
179
180         self.mine_time = 0;
181         W_Mine_Explode();
182 }
183
184 void W_Mine_Think (void)
185 {
186         entity head;
187
188         self.nextthink = time;
189         if (time > self.cnt)
190         {
191                 other = world;
192                 self.projectiledeathtype |= HITTYPE_BOUNCE;
193                 W_Mine_Explode();
194                 return;
195         }
196
197         // a player's mines shall explode if he disconnects or dies
198         // TODO: Do this on team change too
199         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
200         {
201                 other = world;
202                 self.projectiledeathtype |= HITTYPE_BOUNCE;
203                 W_Mine_Explode();
204                 return;
205         }
206
207         // set the mine for detonation when a foe gets close enough
208         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
209         while(head)
210         {
211                 if(head.classname == "player" && head.deadflag == DEAD_NO)
212                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
213                 if(!self.mine_time)
214                 {
215                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
216                         self.mine_time = time + autocvar_g_balance_minelayer_time;
217                 }
218                 head = head.chain;
219         }
220
221         // explode if it's time to
222         if(self.mine_time && time >= self.mine_time)
223                 W_Mine_ProximityExplode();
224
225         // remote detonation
226         if (self.owner.weapon == WEP_MINE_LAYER)
227         if (self.owner.deadflag == DEAD_NO)
228         if (self.minelayer_detonate)
229                 W_Mine_RemoteExplode();
230 }
231
232 void W_Mine_Touch (void)
233 {
234         PROJECTILE_TOUCH;
235         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
236                 W_Mine_Stick();
237         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
238                 self.velocity = '0 0 0';
239 }
240
241 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
242 {
243         if (self.health <= 0)
244                 return;
245         self.health = self.health - damage;
246         self.angles = vectoangles(self.velocity);
247         if (self.health <= 0)
248                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
249 }
250
251 void W_Mine_Attack (void)
252 {
253         entity mine;
254         entity flash;
255
256         // scan how many mines we placed, and return if we reached our limit
257         if(autocvar_g_balance_minelayer_limit)
258         {
259                 self.minelayer_mines = 0;
260                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
261                         self.minelayer_mines += 1;
262
263                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
264                 {
265                         // the refire delay keeps this message from being spammed
266                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
267                         play2(self, "weapons/unavailable.wav");
268                         return;
269                 }
270         }
271
272         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
273         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
274         {
275                 if(autocvar_g_balance_minelayer_reload_ammo)
276                 {
277                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
278                         self.minelayer_load = self.clip_load;
279                 }
280                 else
281                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
282         }
283
284         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
285         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
286
287         mine = WarpZone_RefSys_SpawnSameRefSys(self);
288         mine.owner = self;
289         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
290                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
291         else
292                 mine.spawnshieldtime = -1;
293         mine.classname = "mine";
294         mine.bot_dodge = TRUE;
295         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
296
297         mine.takedamage = DAMAGE_YES;
298         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
299         mine.health = autocvar_g_balance_minelayer_health;
300         mine.event_damage = W_Mine_Damage;
301
302         mine.movetype = MOVETYPE_TOSS;
303         PROJECTILE_MAKETRIGGER(mine);
304         mine.projectiledeathtype = WEP_MINE_LAYER;
305         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
306
307         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
308         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
309         mine.angles = vectoangles (mine.velocity);
310
311         mine.touch = W_Mine_Touch;
312         mine.think = W_Mine_Think;
313         mine.nextthink = time;
314         mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
315         mine.flags = FL_PROJECTILE;
316
317         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
318
319         // muzzle flash for 1st person view
320         flash = spawn ();
321         setmodel (flash, "models/flash.md3"); // precision set below
322         SUB_SetFade (flash, time, 0.1);
323         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
324         W_AttachToShotorg(flash, '5 0 0');
325
326         // common properties
327
328         other = mine; MUTATOR_CALLHOOK(EditProjectile);
329 }
330
331 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
332
333 float w_minelayer(float req)
334 {
335         entity mine;
336         float minfound;
337         float ammo_amount;
338
339         if (req == WR_AIM)
340         {
341                 // aim and decide to fire if appropriate
342                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
343                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
344                 {
345                         // decide whether to detonate mines
346                         entity targetlist, targ;
347                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
348                         float selfdamage, teamdamage, enemydamage;
349                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
350                         coredamage = autocvar_g_balance_minelayer_damage;
351                         edgeradius = autocvar_g_balance_minelayer_radius;
352                         recipricoledgeradius = 1 / edgeradius;
353                         selfdamage = 0;
354                         teamdamage = 0;
355                         enemydamage = 0;
356                         targetlist = findchainfloat(bot_attack, TRUE);
357                         mine = find(world, classname, "mine");
358                         while (mine)
359                         {
360                                 if (mine.owner != self)
361                                 {
362                                         mine = find(mine, classname, "mine");
363                                         continue;
364                                 }
365                                 targ = targetlist;
366                                 while (targ)
367                                 {
368                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
369                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
370                                         // count potential damage according to type of target
371                                         if (targ == self)
372                                                 selfdamage = selfdamage + d;
373                                         else if (targ.team == self.team && teams_matter)
374                                                 teamdamage = teamdamage + d;
375                                         else if (bot_shouldattack(targ))
376                                                 enemydamage = enemydamage + d;
377                                         targ = targ.chain;
378                                 }
379                                 mine = find(mine, classname, "mine");
380                         }
381                         float desirabledamage;
382                         desirabledamage = enemydamage;
383                         if (time > self.invincible_finished && time > self.spawnshieldtime)
384                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
385                         if (teams_matter && self.team)
386                                 desirabledamage = desirabledamage - teamdamage;
387
388                         mine = find(world, classname, "mine");
389                         while (mine)
390                         {
391                                 if (mine.owner != self)
392                                 {
393                                         mine = find(mine, classname, "mine");
394                                         continue;
395                                 }
396                                 makevectors(mine.v_angle);
397                                 targ = targetlist;
398                                 if (skill > 9) // normal players only do this for the target they are tracking
399                                 {
400                                         targ = targetlist;
401                                         while (targ)
402                                         {
403                                                 if (
404                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
405                                                         && desirabledamage > 0.1*coredamage
406                                                 )self.BUTTON_ATCK2 = TRUE;
407                                                 targ = targ.chain;
408                                         }
409                                 }else{
410                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
411                                         //As the distance gets larger, a correct detonation gets near imposible
412                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
413                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
414                                                 if(self.enemy.classname == "player")
415                                                         if(desirabledamage >= 0.1*coredamage)
416                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
417                                                                         self.BUTTON_ATCK2 = TRUE;
418                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
419                                 }
420
421                                 mine = find(mine, classname, "mine");
422                         }
423                         // if we would be doing at X percent of the core damage, detonate it
424                         // but don't fire a new shot at the same time!
425                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
426                                 self.BUTTON_ATCK2 = TRUE;
427                         if ((skill > 6.5) && (selfdamage > self.health))
428                                 self.BUTTON_ATCK2 = FALSE;
429                         //if(self.BUTTON_ATCK2 == TRUE)
430                         //      dprint(ftos(desirabledamage),"\n");
431                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
432                 }
433         }
434         else if (req == WR_THINK)
435         {
436                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
437                         W_MineLayer_Reload();
438                 else if (self.BUTTON_ATCK)
439                 {
440                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
441                         {
442                                 W_Mine_Attack();
443                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
444                         }
445                 }
446
447                 else if (self.BUTTON_ATCK2)
448                 {
449                         minfound = 0;
450                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
451                         {
452                                 if(!mine.minelayer_detonate)
453                                 {
454                                         mine.minelayer_detonate = TRUE;
455                                         minfound = 1;
456                                 }
457                         }
458                         if(minfound)
459                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
460                 }
461         }
462         else if (req == WR_PRECACHE)
463         {
464                 precache_model ("models/flash.md3");
465                 precache_model ("models/mine.md3");
466                 precache_model ("models/weapons/g_minelayer.md3");
467                 precache_model ("models/weapons/v_minelayer.md3");
468                 precache_model ("models/weapons/h_minelayer.iqm");
469                 precache_sound ("weapons/mine_det.wav");
470                 precache_sound ("weapons/mine_fire.wav");
471                 precache_sound ("weapons/mine_stick.wav");
472                 precache_sound ("weapons/mine_trigger.wav");
473                 precache_sound ("weapons/reload.wav");
474         }
475         else if (req == WR_SETUP)
476         {
477                 weapon_setup(WEP_MINE_LAYER);
478                 W_MineLayer_SetAmmoCounter();
479         }
480         else if (req == WR_CHECKAMMO1)
481         {
482                 // don't switch while placing a mine
483                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
484                 {
485                         if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
486                                 ammo_amount = FALSE;
487                         if(autocvar_g_balance_electro_reload_ammo && self.minelayer_load < autocvar_g_balance_minelayer_ammo)
488                                 ammo_amount = FALSE;
489                 }
490                 return ammo_amount;
491         }
492         else if (req == WR_CHECKAMMO2)
493         {
494                 return FALSE;
495         }
496         else if (req == WR_RESETPLAYER)
497         {
498                 // all weapons must be fully loaded when we spawn
499                 self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
500         }
501         else if (req == WR_RELOAD)
502         {
503                 W_MineLayer_Reload();
504         }
505         return TRUE;
506 };
507 #endif
508 #ifdef CSQC
509 float w_minelayer(float req)
510 {
511         if(req == WR_IMPACTEFFECT)
512         {
513                 vector org2;
514                 org2 = w_org + w_backoff * 12;
515                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
516                 if(!w_issilent)
517                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
518         }
519         else if(req == WR_PRECACHE)
520         {
521                 precache_sound("weapons/mine_exp.wav");
522         }
523         else if (req == WR_SUICIDEMESSAGE)
524                 w_deathtypestring = _("%s exploded");
525         else if (req == WR_KILLMESSAGE)
526         {
527                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
528                         w_deathtypestring = _("%s got too close to %s's mine");
529                 else if(w_deathtype & HITTYPE_SPLASH)
530                         w_deathtypestring = _("%s almost dodged %s's mine");
531                 else
532                         w_deathtypestring = _("%s stepped on %s's mine");
533         }
534         return TRUE;
535 }
536 #endif
537 #endif