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