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"))
5 void W_Mine_Think (void);
6 .float minelayer_detonate, mine_explodeanyway;
9 void spawnfunc_weapon_minelayer (void)
11 weapon_defaultspawnfunc(WEP_MINE_LAYER);
16 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
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
22 newmine.classname = self.classname;
24 newmine.bot_dodge = self.bot_dodge;
25 newmine.bot_dodgerating = self.bot_dodgerating;
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
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;
39 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
40 newmine.projectiledeathtype = self.projectiledeathtype;
42 newmine.mine_time = self.mine_time;
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;
54 void W_Mine_Explode ()
56 if(other.takedamage == DAMAGE_AIM)
57 if(other.classname == "player")
58 if(IsDifferentTeam(self.owner, other))
60 AnnounceTo(self.owner, "airshot");
62 self.event_damage = SUB_Null;
63 self.takedamage = DAMAGE_NO;
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);
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)
70 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
72 self.owner.cnt = WEP_MINE_LAYER;
73 ATTACK_FINISHED(self.owner) = time;
74 self.owner.switchweapon = w_getbestweapon(self.owner);
77 self.owner.minelayer_mines -= 1;
81 void W_Mine_DoRemoteExplode ()
83 self.event_damage = SUB_Null;
84 self.takedamage = DAMAGE_NO;
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);
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)
91 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
93 self.owner.cnt = WEP_MINE_LAYER;
94 ATTACK_FINISHED(self.owner) = time;
95 self.owner.switchweapon = w_getbestweapon(self.owner);
98 self.owner.minelayer_mines -= 1;
102 void W_Mine_RemoteExplode ()
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
110 W_Mine_DoRemoteExplode();
114 void W_Mine_ProximityExplode ()
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)
120 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
123 if(head == self.owner || !IsDifferentTeam(head, self.owner))
133 float W_Mine_Count(entity e)
137 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
143 void W_Mine_Think (void)
147 self.nextthink = time;
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))
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.
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)
164 self.projectiledeathtype |= HITTYPE_BOUNCE;
169 // set the mine for detonation when a foe gets close enough
170 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
173 if(head.classname == "player" && head.deadflag == DEAD_NO)
174 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
177 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
178 self.mine_time = time + autocvar_g_balance_minelayer_time;
183 // explode if it's time to
184 if(self.mine_time && time >= self.mine_time)
186 W_Mine_ProximityExplode();
191 if (self.owner.weapon == WEP_MINE_LAYER)
192 if (self.owner.deadflag == DEAD_NO)
193 if (self.minelayer_detonate)
194 W_Mine_RemoteExplode();
197 void W_Mine_Touch (void)
200 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
202 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
203 self.velocity = '0 0 0';
206 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
208 if (self.health <= 0)
210 self.health = self.health - damage;
211 self.angles = vectoangles(self.velocity);
212 if (self.health <= 0)
213 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
216 void W_Mine_Attack (void)
221 // scan how many mines we placed, and return if we reached our limit
222 if(autocvar_g_balance_minelayer_limit)
225 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
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");
234 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
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);
239 mine = WarpZone_RefSys_SpawnSameRefSys(self);
241 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
242 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
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
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;
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
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);
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;
269 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
271 // muzzle flash for 1st person view
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');
280 other = mine; MUTATOR_CALLHOOK(EditProjectile);
282 self.minelayer_mines = W_Mine_Count(self);
285 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
287 float W_PlacedMines(float detonate)
292 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
296 if(!mine.minelayer_detonate)
298 mine.minelayer_detonate = TRUE;
308 float w_minelayer(float req)
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!
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;
330 targetlist = findchainfloat(bot_attack, TRUE);
331 mine = find(world, classname, "mine");
334 if (mine.owner != self)
336 mine = find(mine, classname, "mine");
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
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;
353 mine = find(mine, classname, "mine");
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;
362 mine = find(world, classname, "mine");
365 if (mine.owner != self)
367 mine = find(mine, classname, "mine");
370 makevectors(mine.v_angle);
372 if (skill > 9) // normal players only do this for the target they are tracking
378 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
379 && desirabledamage > 0.1*coredamage
380 )self.BUTTON_ATCK2 = TRUE;
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");
395 mine = find(mine, classname, "mine");
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;
408 else if (req == WR_THINK)
410 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
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);
416 else if (self.BUTTON_ATCK)
418 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
421 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
425 if (self.BUTTON_ATCK2)
427 if(W_PlacedMines(TRUE))
428 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
431 else if (req == WR_PRECACHE)
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
444 else if (req == WR_SETUP)
446 weapon_setup(WEP_MINE_LAYER);
447 self.current_ammo = ammo_rockets;
449 else if (req == WR_CHECKAMMO1)
451 // don't switch while placing a mine
452 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
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;
459 else if (req == WR_CHECKAMMO2)
461 if (W_PlacedMines(FALSE))
466 else if (req == WR_RELOAD)
468 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
474 float w_minelayer(float req)
476 if(req == WR_IMPACTEFFECT)
479 org2 = w_org + w_backoff * 12;
480 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
482 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
484 else if(req == WR_PRECACHE)
486 precache_sound("weapons/mine_exp.wav");
488 else if (req == WR_SUICIDEMESSAGE)
489 w_deathtypestring = _("%s exploded");
490 else if (req == WR_KILLMESSAGE)
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");
497 w_deathtypestring = _("%s stepped on %s's mine");