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Mine limit. Players my only plant 4 mines at a time by default
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
3 #else
4 #ifdef SVQC
5 .float minelayer_detonate;
6 .float mine_number;
7
8 void spawnfunc_weapon_minelayer (void)
9 {
10         weapon_defaultspawnfunc(WEP_MINE_LAYER);
11 }
12
13 void W_Mine_Unregister()
14 {
15         if(self.owner && self.owner.lastmine == self)
16                 self.owner.lastmine = world;
17 }
18
19 void W_Mine_Explode ()
20 {
21         W_Mine_Unregister();
22
23         if(other.takedamage == DAMAGE_AIM)
24                 if(other.classname == "player")
25                         if(IsDifferentTeam(self.owner, other))
26                                 if(IsFlying(other))
27                                         AnnounceTo(self.owner, "airshot");
28
29         self.event_damage = SUB_Null;
30         self.takedamage = DAMAGE_NO;
31
32         RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
33
34         if (self.owner.weapon == WEP_MINE_LAYER)
35         {
36                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
37                 {
38                         self.owner.cnt = WEP_MINE_LAYER;
39                         ATTACK_FINISHED(self.owner) = time;
40                         self.owner.switchweapon = w_getbestweapon(self.owner);
41                 }
42         }
43         remove (self);
44 }
45
46 void W_Mine_DoRemoteExplode ()
47 {
48         W_Mine_Unregister();
49
50         self.event_damage = SUB_Null;
51         self.takedamage = DAMAGE_NO;
52
53         RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
54
55         if (self.owner.weapon == WEP_MINE_LAYER)
56         {
57                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
58                 {
59                         self.owner.cnt = WEP_MINE_LAYER;
60                         ATTACK_FINISHED(self.owner) = time;
61                         self.owner.switchweapon = w_getbestweapon(self.owner);
62                 }
63         }
64         remove (self);
65 }
66
67 void W_Mine_RemoteExplode()
68 {
69         if(self.owner.deadflag == DEAD_NO)
70         if(self.owner.lastmine)
71         {
72                 if((self.spawnshieldtime >= 0)
73                         ? (time >= self.spawnshieldtime) // timer
74                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
75                 )
76                 {
77                         W_Mine_DoRemoteExplode();
78                 }
79         }
80 }
81
82 void W_Mine_Think (void)
83 {
84         self.nextthink = time;
85         if (time > self.cnt)
86         {
87                 other = world;
88                 self.projectiledeathtype |= HITTYPE_BOUNCE;
89                 W_Mine_Explode ();
90                 return;
91         }
92
93         // detect players around the mine and explode if the player should detonate it
94         entity head;
95         head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
96
97         while(head)
98         {
99                 if(head.classname == "player" && head.deadflag == DEAD_NO)
100                 if(head != self.owner)
101                 if not(teams_matter && head.team == self.owner.team) // don't detonate for team mates
102                 {
103                         W_Mine_Unregister();
104                         W_Mine_Explode();
105                 }
106                 head = head.chain;
107         }
108
109         // remote detonation
110         if (self.owner.weapon == WEP_MINE_LAYER)
111         if (self.owner.deadflag == DEAD_NO)
112         if (self.minelayer_detonate)
113                 W_Mine_RemoteExplode();
114
115         if(self.csqcprojectile_clientanimate == 0)
116                 UpdateCSQCProjectile(self);
117 }
118
119 void W_Mine_Touch (void)
120 {
121         PROJECTILE_TOUCH;
122         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
123         self.movetype = MOVETYPE_NONE; // lock the mine in place
124         // TODO: make sure this doesn't cause the mine to get stuck in the air if it falls over a team mate (doesn't explode) and the team mate leaves
125 }
126
127 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
128 {
129         if (self.health <= 0)
130                 return;
131         self.health = self.health - damage;
132         self.angles = vectoangles(self.velocity);
133         if (self.health <= 0)
134                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
135 }
136
137 void W_Mine_Attack (void)
138 {
139         local entity mine;
140         local entity flash;
141
142         // scan how many mines we placed, and return if we reached our limit
143         if(cvar("g_balance_minelayer_limit"))
144         {
145                 entity min;
146                 self.mine_number = 0;
147                 for(min = world; (min = find(min, classname, "mine")); )
148                         if(min.owner == self)
149                                 self.mine_number += 1;
150
151                 if(self.mine_number >= cvar("g_balance_minelayer_limit"))
152                         return;
153         }
154
155         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
156                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
157
158         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
159         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
160
161         mine = WarpZone_RefSys_SpawnSameRefSys(self);
162         mine.owner = self;
163         self.lastmine = mine;
164         if(cvar("g_balance_minelayer_detonatedelay") >= 0)
165                 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
166         else
167                 mine.spawnshieldtime = -1;
168         mine.classname = "mine";
169         mine.bot_dodge = TRUE;
170         mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
171
172         mine.takedamage = DAMAGE_YES;
173         mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
174         mine.health = cvar("g_balance_minelayer_health");
175         mine.event_damage = W_Mine_Damage;
176
177         mine.movetype = MOVETYPE_TOSS;
178         PROJECTILE_MAKETRIGGER(mine);
179         mine.projectiledeathtype = WEP_MINE_LAYER;
180         setsize (mine, '-6 -6 -6', '6 6 6'); // give it some size so it can be shot
181
182         setorigin (mine, w_shotorg - v_forward * 6); // move it back so it hits the wall at the right point
183         W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
184         mine.angles = vectoangles (mine.velocity);
185
186         mine.touch = W_Mine_Touch;
187         mine.think = W_Mine_Think;
188         mine.nextthink = time;
189         mine.cnt = time + cvar("g_balance_minelayer_lifetime");
190         mine.flags = FL_PROJECTILE;
191
192         CSQCProjectile(mine, FALSE, PROJECTILE_MINE, FALSE);
193
194         // muzzle flash for 1st person view
195         flash = spawn ();
196         setmodel (flash, "models/flash.md3"); // precision set below
197         SUB_SetFade (flash, time, 0.1);
198         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
199         W_AttachToShotorg(flash, '5 0 0');
200
201         // common properties
202 }
203
204 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
205
206 float w_minelayer(float req)
207 {
208         entity min;
209         float minfound;
210         if (req == WR_AIM)
211         {
212                 // aim and decide to fire if appropriate
213                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
214                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
215                 {
216                         // decide whether to detonate mines
217                         local entity mine, targetlist, targ;
218                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
219                         local float selfdamage, teamdamage, enemydamage;
220                         edgedamage = cvar("g_balance_minelayer_edgedamage");
221                         coredamage = cvar("g_balance_minelayer_damage");
222                         edgeradius = cvar("g_balance_minelayer_radius");
223                         recipricoledgeradius = 1 / edgeradius;
224                         selfdamage = 0;
225                         teamdamage = 0;
226                         enemydamage = 0;
227                         targetlist = findchainfloat(bot_attack, TRUE);
228                         mine = find(world, classname, "mine");
229                         while (mine)
230                         {
231                                 if (mine.owner != self)
232                                 {
233                                         mine = find(mine, classname, "mine");
234                                         continue;
235                                 }
236                                 targ = targetlist;
237                                 while (targ)
238                                 {
239                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
240                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
241                                         // count potential damage according to type of target
242                                         if (targ == self)
243                                                 selfdamage = selfdamage + d;
244                                         else if (targ.team == self.team && teams_matter)
245                                                 teamdamage = teamdamage + d;
246                                         else if (bot_shouldattack(targ))
247                                                 enemydamage = enemydamage + d;
248                                         targ = targ.chain;
249                                 }
250                                 mine = find(mine, classname, "mine");
251                         }
252                         local float desirabledamage;
253                         desirabledamage = enemydamage;
254                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
255                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
256                         if (self.team && teamplay != 1)
257                                 desirabledamage = desirabledamage - teamdamage;
258
259                         mine = find(world, classname, "mine");
260                         while (mine)
261                         {
262                                 if (mine.owner != self)
263                                 {
264                                         mine = find(mine, classname, "mine");
265                                         continue;
266                                 }
267                                 makevectors(mine.v_angle);
268                                 targ = targetlist;
269                                 if (skill > 9) // normal players only do this for the target they are tracking
270                                 {
271                                         targ = targetlist;
272                                         while (targ)
273                                         {
274                                                 if (
275                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
276                                                         && desirabledamage > 0.1*coredamage
277                                                 )self.BUTTON_ATCK2 = TRUE;
278                                                 targ = targ.chain;
279                                         }
280                                 }else{
281                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
282                                         //As the distance gets larger, a correct detonation gets near imposible
283                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
284                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
285                                                 if(self.enemy.classname == "player")
286                                                         if(desirabledamage >= 0.1*coredamage)
287                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
288                                                                         self.BUTTON_ATCK2 = TRUE;
289                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
290                                 }
291
292                                 mine = find(mine, classname, "mine");
293                         }
294                         // if we would be doing at X percent of the core damage, detonate it
295                         // but don't fire a new shot at the same time!
296                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
297                                 self.BUTTON_ATCK2 = TRUE;
298                         if ((skill > 6.5) && (selfdamage > self.health))
299                                 self.BUTTON_ATCK2 = FALSE;
300                         //if(self.BUTTON_ATCK2 == TRUE)
301                         //      dprint(ftos(desirabledamage),"\n");
302                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
303                 }
304         }
305         else if (req == WR_THINK)
306         {
307                 if (self.BUTTON_ATCK)
308                 {
309                         if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
310                         {
311                                 W_Mine_Attack();
312                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
313                         }
314                 }
315
316                 if (self.BUTTON_ATCK2)
317                 {
318                         minfound = 0;
319                         for(min = world; (min = find(min, classname, "mine")); ) if(min.owner == self)
320                         {
321                                 if(!min.minelayer_detonate)
322                                 {
323                                         min.minelayer_detonate = TRUE;
324                                         minfound = 1;
325                                 }
326                         }
327                         if(minfound)
328                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
329                 }
330         }
331         else if (req == WR_PRECACHE)
332         {
333                 precache_model ("models/flash.md3");
334                 precache_model ("models/weapons/g_minelayer.md3");
335                 precache_model ("models/weapons/v_minelayer.md3");
336                 precache_model ("models/weapons/h_minelayer.iqm");
337                 precache_sound ("weapons/mine_det.wav");
338                 precache_sound ("weapons/mine_fire.wav");
339                 precache_sound ("weapons/mine_stick.wav");
340         }
341         else if (req == WR_SETUP)
342         {
343                 weapon_setup(WEP_MINE_LAYER);
344         }
345         else if (req == WR_CHECKAMMO1)
346         {
347                 // don't switch while placing a mine
348                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
349                         && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
350                         return FALSE;
351         }
352         else if (req == WR_CHECKAMMO2)
353                 return FALSE;
354         return TRUE;
355 };
356 #endif
357 #ifdef CSQC
358 float w_minelayer(float req)
359 {
360         if(req == WR_IMPACTEFFECT)
361         {
362                 vector org2;
363                 org2 = w_org + w_backoff * 12;
364                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
365                 if(!w_issilent)
366                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
367         }
368         else if(req == WR_PRECACHE)
369         {
370                 precache_sound("weapons/rocket_impact.wav");
371         }
372         else if (req == WR_SUICIDEMESSAGE)
373                 w_deathtypestring = "%s exploded";
374         else if (req == WR_KILLMESSAGE)
375         {
376                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
377                         w_deathtypestring = "%s got too close to %s's mine";
378                 else if(w_deathtype & HITTYPE_SPLASH)
379                         w_deathtypestring = "%s almost dodged %s's mine";
380                 else
381                         w_deathtypestring = "%s ate %s's mine";
382         }
383         return TRUE;
384 }
385 #endif
386 #endif