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