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