]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_minelayer.qc
Share the final reload code that comes to mind. The reload code is for the most 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 W_MineLayer_Reload()
10 {
11         self.reload_ammo_player = ammo_rockets;
12         self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
13         self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
14         self.reload_time = autocvar_g_balance_minelayer_reload_time;
15         self.reload_sound = "weapons/reload.wav";
16
17         W_Reload();
18 }
19
20 void spawnfunc_weapon_minelayer (void)
21 {
22         weapon_defaultspawnfunc(WEP_MINE_LAYER);
23 }
24
25 void W_Mine_Stick ()
26 {
27         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
28
29         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
30
31         entity newmine;
32         newmine = spawn();
33         newmine.classname = self.classname;
34
35         newmine.bot_dodge = self.bot_dodge;
36         newmine.bot_dodgerating = self.bot_dodgerating;
37
38         newmine.owner = self.owner;
39         setsize(newmine, '-4 -4 -4', '4 4 4');
40         setorigin(newmine, self.origin);
41         setmodel(newmine, "models/mine.md3");
42         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
43
44         newmine.takedamage = self.takedamage;
45         newmine.damageforcescale = self.damageforcescale;
46         newmine.health = self.health;
47         newmine.event_damage = self.event_damage;
48         newmine.spawnshieldtime = self.spawnshieldtime;
49
50         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
51         newmine.projectiledeathtype = self.projectiledeathtype;
52
53         newmine.mine_time = self.mine_time;
54
55         newmine.touch = SUB_Null;
56         newmine.think = W_Mine_Think;
57         newmine.nextthink = time;
58         newmine.cnt = self.cnt;
59         newmine.flags = self.flags;
60
61         remove(self);
62         self = newmine;
63 }
64
65 void W_Mine_Explode ()
66 {
67         if(other.takedamage == DAMAGE_AIM)
68                 if(other.classname == "player")
69                         if(IsDifferentTeam(self.owner, other))
70                                 if(IsFlying(other))
71                                         AnnounceTo(self.owner, "airshot");
72
73         self.event_damage = SUB_Null;
74         self.takedamage = DAMAGE_NO;
75
76         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);
77
78         if (self.owner.weapon == WEP_MINE_LAYER)
79         {
80                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
81                 {
82                         self.owner.cnt = WEP_MINE_LAYER;
83                         ATTACK_FINISHED(self.owner) = time;
84                         self.owner.switchweapon = w_getbestweapon(self.owner);
85                 }
86         }
87         remove (self);
88 }
89
90 void W_Mine_DoRemoteExplode ()
91 {
92         self.event_damage = SUB_Null;
93         self.takedamage = DAMAGE_NO;
94
95         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);
96
97         if (self.owner.weapon == WEP_MINE_LAYER)
98         {
99                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
100                 {
101                         self.owner.cnt = WEP_MINE_LAYER;
102                         ATTACK_FINISHED(self.owner) = time;
103                         self.owner.switchweapon = w_getbestweapon(self.owner);
104                 }
105         }
106         remove (self);
107 }
108
109 void W_Mine_RemoteExplode ()
110 {
111         if(self.owner.deadflag == DEAD_NO)
112                 if((self.spawnshieldtime >= 0)
113                         ? (time >= self.spawnshieldtime) // timer
114                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
115                 )
116                 {
117                         W_Mine_DoRemoteExplode();
118                 }
119 }
120
121 void W_Mine_ProximityExplode ()
122 {
123         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
124         if(autocvar_g_balance_minelayer_protection)
125         {
126                 entity head;
127                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
128                 while(head)
129                 {
130                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
131                                 return;
132                         head = head.chain;
133                 }
134         }
135
136         self.mine_time = 0;
137         W_Mine_Explode();
138 }
139
140 void W_Mine_Think (void)
141 {
142         entity head;
143
144         self.nextthink = time;
145         if (time > self.cnt)
146         {
147                 other = world;
148                 self.projectiledeathtype |= HITTYPE_BOUNCE;
149                 W_Mine_Explode();
150                 return;
151         }
152
153         // a player's mines shall explode if he disconnects or dies
154         // TODO: Do this on team change too
155         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
156         {
157                 other = world;
158                 self.projectiledeathtype |= HITTYPE_BOUNCE;
159                 W_Mine_Explode();
160                 return;
161         }
162
163         // set the mine for detonation when a foe gets close enough
164         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
165         while(head)
166         {
167                 if(head.classname == "player" && head.deadflag == DEAD_NO)
168                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
169                 if(!self.mine_time)
170                 {
171                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
172                         self.mine_time = time + autocvar_g_balance_minelayer_time;
173                 }
174                 head = head.chain;
175         }
176
177         // explode if it's time to
178         if(self.mine_time && time >= self.mine_time)
179                 W_Mine_ProximityExplode();
180
181         // remote detonation
182         if (self.owner.weapon == WEP_MINE_LAYER)
183         if (self.owner.deadflag == DEAD_NO)
184         if (self.minelayer_detonate)
185                 W_Mine_RemoteExplode();
186 }
187
188 void W_Mine_Touch (void)
189 {
190         PROJECTILE_TOUCH;
191         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
192                 W_Mine_Stick();
193         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
194                 self.velocity = '0 0 0';
195 }
196
197 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
198 {
199         if (self.health <= 0)
200                 return;
201         self.health = self.health - damage;
202         self.angles = vectoangles(self.velocity);
203         if (self.health <= 0)
204                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
205 }
206
207 void W_Mine_Attack (void)
208 {
209         entity mine;
210         entity flash;
211
212         // scan how many mines we placed, and return if we reached our limit
213         if(autocvar_g_balance_minelayer_limit)
214         {
215                 self.minelayer_mines = 0;
216                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
217                         self.minelayer_mines += 1;
218
219                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
220                 {
221                         // the refire delay keeps this message from being spammed
222                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
223                         play2(self, "weapons/unavailable.wav");
224                         return;
225                 }
226         }
227
228         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
229         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
230         {
231                 if(autocvar_g_balance_minelayer_reload_ammo)
232                 {
233                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
234                         self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
235                 }
236                 else
237                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
238         }
239
240         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
241         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
242
243         mine = WarpZone_RefSys_SpawnSameRefSys(self);
244         mine.owner = self;
245         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
246                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
247         else
248                 mine.spawnshieldtime = -1;
249         mine.classname = "mine";
250         mine.bot_dodge = TRUE;
251         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
252
253         mine.takedamage = DAMAGE_YES;
254         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
255         mine.health = autocvar_g_balance_minelayer_health;
256         mine.event_damage = W_Mine_Damage;
257
258         mine.movetype = MOVETYPE_TOSS;
259         PROJECTILE_MAKETRIGGER(mine);
260         mine.projectiledeathtype = WEP_MINE_LAYER;
261         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
262
263         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
264         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
265         mine.angles = vectoangles (mine.velocity);
266
267         mine.touch = W_Mine_Touch;
268         mine.think = W_Mine_Think;
269         mine.nextthink = time;
270         mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
271         mine.flags = FL_PROJECTILE;
272
273         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
274
275         // muzzle flash for 1st person view
276         flash = spawn ();
277         setmodel (flash, "models/flash.md3"); // precision set below
278         SUB_SetFade (flash, time, 0.1);
279         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
280         W_AttachToShotorg(flash, '5 0 0');
281
282         // common properties
283
284         other = mine; MUTATOR_CALLHOOK(EditProjectile);
285 }
286
287 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
288
289 float w_minelayer(float req)
290 {
291         entity mine;
292         float minfound;
293         float ammo_amount;
294
295         if (req == WR_AIM)
296         {
297                 // aim and decide to fire if appropriate
298                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
299                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
300                 {
301                         // decide whether to detonate mines
302                         entity targetlist, targ;
303                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
304                         float selfdamage, teamdamage, enemydamage;
305                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
306                         coredamage = autocvar_g_balance_minelayer_damage;
307                         edgeradius = autocvar_g_balance_minelayer_radius;
308                         recipricoledgeradius = 1 / edgeradius;
309                         selfdamage = 0;
310                         teamdamage = 0;
311                         enemydamage = 0;
312                         targetlist = findchainfloat(bot_attack, TRUE);
313                         mine = find(world, classname, "mine");
314                         while (mine)
315                         {
316                                 if (mine.owner != self)
317                                 {
318                                         mine = find(mine, classname, "mine");
319                                         continue;
320                                 }
321                                 targ = targetlist;
322                                 while (targ)
323                                 {
324                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
325                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
326                                         // count potential damage according to type of target
327                                         if (targ == self)
328                                                 selfdamage = selfdamage + d;
329                                         else if (targ.team == self.team && teams_matter)
330                                                 teamdamage = teamdamage + d;
331                                         else if (bot_shouldattack(targ))
332                                                 enemydamage = enemydamage + d;
333                                         targ = targ.chain;
334                                 }
335                                 mine = find(mine, classname, "mine");
336                         }
337                         float desirabledamage;
338                         desirabledamage = enemydamage;
339                         if (time > self.invincible_finished && time > self.spawnshieldtime)
340                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
341                         if (teams_matter && self.team)
342                                 desirabledamage = desirabledamage - teamdamage;
343
344                         mine = find(world, classname, "mine");
345                         while (mine)
346                         {
347                                 if (mine.owner != self)
348                                 {
349                                         mine = find(mine, classname, "mine");
350                                         continue;
351                                 }
352                                 makevectors(mine.v_angle);
353                                 targ = targetlist;
354                                 if (skill > 9) // normal players only do this for the target they are tracking
355                                 {
356                                         targ = targetlist;
357                                         while (targ)
358                                         {
359                                                 if (
360                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
361                                                         && desirabledamage > 0.1*coredamage
362                                                 )self.BUTTON_ATCK2 = TRUE;
363                                                 targ = targ.chain;
364                                         }
365                                 }else{
366                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
367                                         //As the distance gets larger, a correct detonation gets near imposible
368                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
369                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
370                                                 if(self.enemy.classname == "player")
371                                                         if(desirabledamage >= 0.1*coredamage)
372                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
373                                                                         self.BUTTON_ATCK2 = TRUE;
374                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
375                                 }
376
377                                 mine = find(mine, classname, "mine");
378                         }
379                         // if we would be doing at X percent of the core damage, detonate it
380                         // but don't fire a new shot at the same time!
381                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
382                                 self.BUTTON_ATCK2 = TRUE;
383                         if ((skill > 6.5) && (selfdamage > self.health))
384                                 self.BUTTON_ATCK2 = FALSE;
385                         //if(self.BUTTON_ATCK2 == TRUE)
386                         //      dprint(ftos(desirabledamage),"\n");
387                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
388                 }
389         }
390         else if (req == WR_THINK)
391         {
392                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
393                         W_MineLayer_Reload();
394                 else if (self.BUTTON_ATCK)
395                 {
396                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
397                         {
398                                 W_Mine_Attack();
399                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
400                         }
401                 }
402
403                 else if (self.BUTTON_ATCK2)
404                 {
405                         minfound = 0;
406                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
407                         {
408                                 if(!mine.minelayer_detonate)
409                                 {
410                                         mine.minelayer_detonate = TRUE;
411                                         minfound = 1;
412                                 }
413                         }
414                         if(minfound)
415                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
416                 }
417         }
418         else if (req == WR_PRECACHE)
419         {
420                 precache_model ("models/flash.md3");
421                 precache_model ("models/mine.md3");
422                 precache_model ("models/weapons/g_minelayer.md3");
423                 precache_model ("models/weapons/v_minelayer.md3");
424                 precache_model ("models/weapons/h_minelayer.iqm");
425                 precache_sound ("weapons/mine_det.wav");
426                 precache_sound ("weapons/mine_fire.wav");
427                 precache_sound ("weapons/mine_stick.wav");
428                 precache_sound ("weapons/mine_trigger.wav");
429                 precache_sound ("weapons/reload.wav");
430         }
431         else if (req == WR_SETUP)
432         {
433                 weapon_setup(WEP_MINE_LAYER);
434         }
435         else if (req == WR_CHECKAMMO1)
436         {
437                 // don't switch while placing a mine
438                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
439                 {
440                         if(autocvar_g_balance_minelayer_reload_ammo)
441                         {
442                                 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
443                                         ammo_amount = TRUE;
444                         }
445                         else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
446                                 ammo_amount = TRUE;
447                         return !ammo_amount;
448                 }
449         }
450         else if (req == WR_CHECKAMMO2)
451         {
452                 return FALSE;
453         }
454         else if (req == WR_RELOAD)
455         {
456                 W_MineLayer_Reload();
457         }
458         return TRUE;
459 };
460 #endif
461 #ifdef CSQC
462 float w_minelayer(float req)
463 {
464         if(req == WR_IMPACTEFFECT)
465         {
466                 vector org2;
467                 org2 = w_org + w_backoff * 12;
468                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
469                 if(!w_issilent)
470                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
471         }
472         else if(req == WR_PRECACHE)
473         {
474                 precache_sound("weapons/mine_exp.wav");
475         }
476         else if (req == WR_SUICIDEMESSAGE)
477                 w_deathtypestring = _("%s exploded");
478         else if (req == WR_KILLMESSAGE)
479         {
480                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
481                         w_deathtypestring = _("%s got too close to %s's mine");
482                 else if(w_deathtype & HITTYPE_SPLASH)
483                         w_deathtypestring = _("%s almost dodged %s's mine");
484                 else
485                         w_deathtypestring = _("%s stepped on %s's mine");
486         }
487         return TRUE;
488 }
489 #endif
490 #endif