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