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Make it so that minelayer shows up in g_weaponarena "most" -- fix the comments in...
[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_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)
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                 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
140                 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
141         }
142
143         // a player's mines shall explode if he disconnects or dies
144         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
145         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
146         {
147                 other = world;
148                 self.projectiledeathtype |= HITTYPE_BOUNCE;
149                 W_Mine_Explode();
150                 return;
151         }
152
153         // set the mine for detonation when a foe gets close enough
154         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
155         while(head)
156         {
157                 if(head.classname == "player" && head.deadflag == DEAD_NO)
158                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
159                 if(!self.mine_time)
160                 {
161                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
162                         self.mine_time = time + autocvar_g_balance_minelayer_time;
163                 }
164                 head = head.chain;
165         }
166
167         // explode if it's time to
168         if(self.mine_time && time >= self.mine_time)
169         {
170                 W_Mine_ProximityExplode();
171                 return;
172         }
173
174         // remote detonation
175         if (self.owner.weapon == WEP_MINE_LAYER)
176         if (self.owner.deadflag == DEAD_NO)
177         if (self.minelayer_detonate)
178                 W_Mine_RemoteExplode();
179 }
180
181 void W_Mine_Touch (void)
182 {
183         PROJECTILE_TOUCH;
184         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
185                 W_Mine_Stick();
186         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
187                 self.velocity = '0 0 0';
188 }
189
190 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
191 {
192         if (self.health <= 0)
193                 return;
194         self.health = self.health - damage;
195         self.angles = vectoangles(self.velocity);
196         if (self.health <= 0)
197                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
198 }
199
200 void W_Mine_Attack (void)
201 {
202         entity mine;
203         entity flash;
204
205         // scan how many mines we placed, and return if we reached our limit
206         if(autocvar_g_balance_minelayer_limit)
207         {
208                 self.minelayer_mines = 0;
209                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
210                         self.minelayer_mines += 1;
211
212                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
213                 {
214                         // the refire delay keeps this message from being spammed
215                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
216                         play2(self, "weapons/unavailable.wav");
217                         return;
218                 }
219         }
220
221         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
222                 self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo;
223
224         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
225         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
226
227         mine = WarpZone_RefSys_SpawnSameRefSys(self);
228         mine.owner = self;
229         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
230                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
231         else
232                 mine.spawnshieldtime = -1;
233         mine.classname = "mine";
234         mine.bot_dodge = TRUE;
235         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
236
237         mine.takedamage = DAMAGE_YES;
238         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
239         mine.health = autocvar_g_balance_minelayer_health;
240         mine.event_damage = W_Mine_Damage;
241
242         mine.movetype = MOVETYPE_TOSS;
243         PROJECTILE_MAKETRIGGER(mine);
244         mine.projectiledeathtype = WEP_MINE_LAYER;
245         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
246
247         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
248         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
249         mine.angles = vectoangles (mine.velocity);
250
251         mine.touch = W_Mine_Touch;
252         mine.think = W_Mine_Think;
253         mine.nextthink = time;
254         mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
255         mine.flags = FL_PROJECTILE;
256
257         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
258
259         // muzzle flash for 1st person view
260         flash = spawn ();
261         setmodel (flash, "models/flash.md3"); // precision set below
262         SUB_SetFade (flash, time, 0.1);
263         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
264         W_AttachToShotorg(flash, '5 0 0');
265
266         // common properties
267
268         other = mine; MUTATOR_CALLHOOK(EditProjectile);
269 }
270
271 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
272
273 float w_minelayer(float req)
274 {
275         entity mine;
276         float minfound;
277         if (req == WR_AIM)
278         {
279                 // aim and decide to fire if appropriate
280                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
281                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
282                 {
283                         // decide whether to detonate mines
284                         entity targetlist, targ;
285                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
286                         float selfdamage, teamdamage, enemydamage;
287                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
288                         coredamage = autocvar_g_balance_minelayer_damage;
289                         edgeradius = autocvar_g_balance_minelayer_radius;
290                         recipricoledgeradius = 1 / edgeradius;
291                         selfdamage = 0;
292                         teamdamage = 0;
293                         enemydamage = 0;
294                         targetlist = findchainfloat(bot_attack, TRUE);
295                         mine = find(world, classname, "mine");
296                         while (mine)
297                         {
298                                 if (mine.owner != self)
299                                 {
300                                         mine = find(mine, classname, "mine");
301                                         continue;
302                                 }
303                                 targ = targetlist;
304                                 while (targ)
305                                 {
306                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
307                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
308                                         // count potential damage according to type of target
309                                         if (targ == self)
310                                                 selfdamage = selfdamage + d;
311                                         else if (targ.team == self.team && teams_matter)
312                                                 teamdamage = teamdamage + d;
313                                         else if (bot_shouldattack(targ))
314                                                 enemydamage = enemydamage + d;
315                                         targ = targ.chain;
316                                 }
317                                 mine = find(mine, classname, "mine");
318                         }
319                         float desirabledamage;
320                         desirabledamage = enemydamage;
321                         if (time > self.invincible_finished && time > self.spawnshieldtime)
322                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
323                         if (teams_matter && self.team)
324                                 desirabledamage = desirabledamage - teamdamage;
325
326                         mine = find(world, classname, "mine");
327                         while (mine)
328                         {
329                                 if (mine.owner != self)
330                                 {
331                                         mine = find(mine, classname, "mine");
332                                         continue;
333                                 }
334                                 makevectors(mine.v_angle);
335                                 targ = targetlist;
336                                 if (skill > 9) // normal players only do this for the target they are tracking
337                                 {
338                                         targ = targetlist;
339                                         while (targ)
340                                         {
341                                                 if (
342                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
343                                                         && desirabledamage > 0.1*coredamage
344                                                 )self.BUTTON_ATCK2 = TRUE;
345                                                 targ = targ.chain;
346                                         }
347                                 }else{
348                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
349                                         //As the distance gets larger, a correct detonation gets near imposible
350                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
351                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
352                                                 if(self.enemy.classname == "player")
353                                                         if(desirabledamage >= 0.1*coredamage)
354                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
355                                                                         self.BUTTON_ATCK2 = TRUE;
356                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
357                                 }
358
359                                 mine = find(mine, classname, "mine");
360                         }
361                         // if we would be doing at X percent of the core damage, detonate it
362                         // but don't fire a new shot at the same time!
363                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
364                                 self.BUTTON_ATCK2 = TRUE;
365                         if ((skill > 6.5) && (selfdamage > self.health))
366                                 self.BUTTON_ATCK2 = FALSE;
367                         //if(self.BUTTON_ATCK2 == TRUE)
368                         //      dprint(ftos(desirabledamage),"\n");
369                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
370                 }
371         }
372         else if (req == WR_THINK)
373         {
374                 if (self.BUTTON_ATCK)
375                 {
376                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
377                         {
378                                 W_Mine_Attack();
379                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
380                         }
381                 }
382
383                 if (self.BUTTON_ATCK2)
384                 {
385                         minfound = 0;
386                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
387                         {
388                                 if(!mine.minelayer_detonate)
389                                 {
390                                         mine.minelayer_detonate = TRUE;
391                                         minfound = 1;
392                                 }
393                         }
394                         if(minfound)
395                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
396                 }
397         }
398         else if (req == WR_PRECACHE)
399         {
400                 precache_model ("models/flash.md3");
401                 precache_model ("models/mine.md3");
402                 precache_model ("models/weapons/g_minelayer.md3");
403                 precache_model ("models/weapons/v_minelayer.md3");
404                 precache_model ("models/weapons/h_minelayer.iqm");
405                 precache_sound ("weapons/mine_det.wav");
406                 precache_sound ("weapons/mine_fire.wav");
407                 precache_sound ("weapons/mine_stick.wav");
408                 precache_sound ("weapons/mine_trigger.wav");
409         }
410         else if (req == WR_SETUP)
411         {
412                 weapon_setup(WEP_MINE_LAYER);
413         }
414         else if (req == WR_CHECKAMMO1)
415         {
416                 // don't switch while placing a mine
417                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
418                         && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
419                         return FALSE;
420         }
421         else if (req == WR_CHECKAMMO2)
422                 return FALSE;
423         return TRUE;
424 };
425 #endif
426 #ifdef CSQC
427 float w_minelayer(float req)
428 {
429         if(req == WR_IMPACTEFFECT)
430         {
431                 vector org2;
432                 org2 = w_org + w_backoff * 12;
433                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
434                 if(!w_issilent)
435                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
436         }
437         else if(req == WR_PRECACHE)
438         {
439                 precache_sound("weapons/mine_exp.wav");
440         }
441         else if (req == WR_SUICIDEMESSAGE)
442                 w_deathtypestring = _("%s exploded");
443         else if (req == WR_KILLMESSAGE)
444         {
445                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
446                         w_deathtypestring = _("%s got too close to %s's mine");
447                 else if(w_deathtype & HITTYPE_SPLASH)
448                         w_deathtypestring = _("%s almost dodged %s's mine");
449                 else
450                         w_deathtypestring = _("%s stepped on %s's mine");
451         }
452         return TRUE;
453 }
454 #endif
455 #endif