]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_minelayer.qc
Merge branch 'master' into mirceakitsune/weapon_mine_layer
[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, mine_time;
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 who are close 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(IsDifferentTeam(head, self.owner)) // don't detonate for team mates
102                 if(!self.mine_time)
103                 {
104                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
105                         self.mine_time = time + cvar("g_balance_minelayer_time");
106                 }
107                 head = head.chain;
108         }
109
110         // explode if it's time
111         if(self.mine_time && time >= self.mine_time)
112         {
113                 self.mine_time = 0;
114                 W_Mine_Explode();
115         }
116
117         // remote detonation
118         if (self.owner.weapon == WEP_MINE_LAYER)
119         if (self.owner.deadflag == DEAD_NO)
120         if (self.minelayer_detonate)
121                 W_Mine_RemoteExplode();
122
123         if(self.csqcprojectile_clientanimate == 0)
124                 UpdateCSQCProjectile(self);
125 }
126
127 void W_Mine_Touch (void)
128 {
129         PROJECTILE_TOUCH;
130         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
131         self.movetype = MOVETYPE_NONE; // lock the mine in place
132         // TODO: make sure this doesn't cause the mine to get stuck in the air if it falls over a moving entity
133 }
134
135 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
136 {
137         if (self.health <= 0)
138                 return;
139         self.health = self.health - damage;
140         self.angles = vectoangles(self.velocity);
141         if (self.health <= 0)
142                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
143 }
144
145 void W_Mine_Attack (void)
146 {
147         local entity mine;
148         local entity flash;
149
150         // scan how many mines we placed, and return if we reached our limit
151         if(cvar("g_balance_minelayer_limit"))
152         {
153                 entity mine;
154                 self.mine_number = 0;
155                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
156                         self.mine_number += 1;
157
158                 if(self.mine_number >= cvar("g_balance_minelayer_limit"))
159                 {
160                         // the refire delay keeps this message from being spammed
161                         sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
162                         play2(self, "weapons/unavailable.wav");
163                         return;
164                 }
165         }
166
167         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
168                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
169
170         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
171         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
172
173         mine = WarpZone_RefSys_SpawnSameRefSys(self);
174         mine.owner = self;
175         self.lastmine = mine;
176         if(cvar("g_balance_minelayer_detonatedelay") >= 0)
177                 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
178         else
179                 mine.spawnshieldtime = -1;
180         mine.classname = "mine";
181         mine.bot_dodge = TRUE;
182         mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
183
184         mine.takedamage = DAMAGE_YES;
185         mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
186         mine.health = cvar("g_balance_minelayer_health");
187         mine.event_damage = W_Mine_Damage;
188
189         mine.movetype = MOVETYPE_TOSS;
190         PROJECTILE_MAKETRIGGER(mine);
191         mine.projectiledeathtype = WEP_MINE_LAYER;
192         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
193
194         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
195         W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
196         mine.angles = vectoangles (mine.velocity);
197
198         mine.touch = W_Mine_Touch;
199         mine.think = W_Mine_Think;
200         mine.nextthink = time;
201         mine.cnt = time + cvar("g_balance_minelayer_lifetime");
202         mine.flags = FL_PROJECTILE;
203
204         CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
205
206         // muzzle flash for 1st person view
207         flash = spawn ();
208         setmodel (flash, "models/flash.md3"); // precision set below
209         SUB_SetFade (flash, time, 0.1);
210         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
211         W_AttachToShotorg(flash, '5 0 0');
212
213         // common properties
214 }
215
216 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
217
218 float w_minelayer(float req)
219 {
220         entity mine;
221         float minfound;
222         if (req == WR_AIM)
223         {
224                 // aim and decide to fire if appropriate
225                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
226                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
227                 {
228                         // decide whether to detonate mines
229                         local entity mine, targetlist, targ;
230                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
231                         local float selfdamage, teamdamage, enemydamage;
232                         edgedamage = cvar("g_balance_minelayer_edgedamage");
233                         coredamage = cvar("g_balance_minelayer_damage");
234                         edgeradius = cvar("g_balance_minelayer_radius");
235                         recipricoledgeradius = 1 / edgeradius;
236                         selfdamage = 0;
237                         teamdamage = 0;
238                         enemydamage = 0;
239                         targetlist = findchainfloat(bot_attack, TRUE);
240                         mine = find(world, classname, "mine");
241                         while (mine)
242                         {
243                                 if (mine.owner != self)
244                                 {
245                                         mine = find(mine, classname, "mine");
246                                         continue;
247                                 }
248                                 targ = targetlist;
249                                 while (targ)
250                                 {
251                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
252                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
253                                         // count potential damage according to type of target
254                                         if (targ == self)
255                                                 selfdamage = selfdamage + d;
256                                         else if (targ.team == self.team && teams_matter)
257                                                 teamdamage = teamdamage + d;
258                                         else if (bot_shouldattack(targ))
259                                                 enemydamage = enemydamage + d;
260                                         targ = targ.chain;
261                                 }
262                                 mine = find(mine, classname, "mine");
263                         }
264                         local float desirabledamage;
265                         desirabledamage = enemydamage;
266                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
267                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
268                         if (self.team && teamplay != 1)
269                                 desirabledamage = desirabledamage - teamdamage;
270
271                         mine = find(world, classname, "mine");
272                         while (mine)
273                         {
274                                 if (mine.owner != self)
275                                 {
276                                         mine = find(mine, classname, "mine");
277                                         continue;
278                                 }
279                                 makevectors(mine.v_angle);
280                                 targ = targetlist;
281                                 if (skill > 9) // normal players only do this for the target they are tracking
282                                 {
283                                         targ = targetlist;
284                                         while (targ)
285                                         {
286                                                 if (
287                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
288                                                         && desirabledamage > 0.1*coredamage
289                                                 )self.BUTTON_ATCK2 = TRUE;
290                                                 targ = targ.chain;
291                                         }
292                                 }else{
293                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
294                                         //As the distance gets larger, a correct detonation gets near imposible
295                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
296                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
297                                                 if(self.enemy.classname == "player")
298                                                         if(desirabledamage >= 0.1*coredamage)
299                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
300                                                                         self.BUTTON_ATCK2 = TRUE;
301                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
302                                 }
303
304                                 mine = find(mine, classname, "mine");
305                         }
306                         // if we would be doing at X percent of the core damage, detonate it
307                         // but don't fire a new shot at the same time!
308                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
309                                 self.BUTTON_ATCK2 = TRUE;
310                         if ((skill > 6.5) && (selfdamage > self.health))
311                                 self.BUTTON_ATCK2 = FALSE;
312                         //if(self.BUTTON_ATCK2 == TRUE)
313                         //      dprint(ftos(desirabledamage),"\n");
314                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
315                 }
316         }
317         else if (req == WR_THINK)
318         {
319                 if (self.BUTTON_ATCK)
320                 {
321                         if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
322                         {
323                                 W_Mine_Attack();
324                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
325                         }
326                 }
327
328                 if (self.BUTTON_ATCK2)
329                 {
330                         minfound = 0;
331                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
332                         {
333                                 if(!mine.minelayer_detonate)
334                                 {
335                                         mine.minelayer_detonate = TRUE;
336                                         minfound = 1;
337                                 }
338                         }
339                         if(minfound)
340                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
341                 }
342         }
343         else if (req == WR_PRECACHE)
344         {
345                 precache_model ("models/flash.md3");
346                 precache_model ("models/weapons/g_minelayer.md3");
347                 precache_model ("models/weapons/v_minelayer.md3");
348                 precache_model ("models/weapons/h_minelayer.iqm");
349                 precache_sound ("weapons/mine_det.wav");
350                 precache_sound ("weapons/mine_fire.wav");
351                 precache_sound ("weapons/mine_stick.wav");
352                 precache_sound ("weapons/mine_trigger.wav");
353         }
354         else if (req == WR_SETUP)
355         {
356                 weapon_setup(WEP_MINE_LAYER);
357         }
358         else if (req == WR_CHECKAMMO1)
359         {
360                 // don't switch while placing a mine
361                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
362                         && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
363                         return FALSE;
364         }
365         else if (req == WR_CHECKAMMO2)
366                 return FALSE;
367         return TRUE;
368 };
369 #endif
370 #ifdef CSQC
371 float w_minelayer(float req)
372 {
373         if(req == WR_IMPACTEFFECT)
374         {
375                 vector org2;
376                 org2 = w_org + w_backoff * 12;
377                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
378                 if(!w_issilent)
379                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
380         }
381         else if(req == WR_PRECACHE)
382         {
383                 precache_sound("weapons/mine_exp.wav");
384         }
385         else if (req == WR_SUICIDEMESSAGE)
386                 w_deathtypestring = "%s exploded";
387         else if (req == WR_KILLMESSAGE)
388         {
389                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
390                         w_deathtypestring = "%s got too close to %s's mine";
391                 else if(w_deathtype & HITTYPE_SPLASH)
392                         w_deathtypestring = "%s almost dodged %s's mine";
393                 else
394                         w_deathtypestring = "%s stepped on %s's mine";
395         }
396         return TRUE;
397 }
398 #endif
399 #endif