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