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Port new code to all weapons, part 1
[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_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 // weapon load persistence, for weapons that support reloading
10 .float minelayer_load;
11
12 void W_MineLayer_SetAmmoCounter()
13 {
14         // set clip_load to the weapon we have switched to, if the gun uses reloading
15         if(!autocvar_g_balance_minelayer_reload_ammo)
16                 self.clip_load = 0; // also keeps crosshair ammo from displaying
17         else
18         {
19                 self.clip_load = self.minelayer_load;
20                 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
21         }
22 }
23
24 void W_MineLayer_Reload()
25 {
26         self.reload_ammo_player = ammo_fuel;
27         self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
28         self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
29         self.reload_time = autocvar_g_balance_minelayer_reload_time;
30         self.reload_sound = "weapons/reload.wav";
31
32         W_Reload();
33 }
34
35 void spawnfunc_weapon_minelayer (void)
36 {
37         weapon_defaultspawnfunc(WEP_MINE_LAYER);
38 }
39
40 void W_Mine_Stick ()
41 {
42         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
43
44         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
45
46         entity newmine;
47         newmine = spawn();
48         newmine.classname = self.classname;
49
50         newmine.bot_dodge = self.bot_dodge;
51         newmine.bot_dodgerating = self.bot_dodgerating;
52
53         newmine.owner = self.owner;
54         setsize(newmine, '-4 -4 -4', '4 4 4');
55         setorigin(newmine, self.origin);
56         setmodel(newmine, "models/mine.md3");
57         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
58
59         newmine.takedamage = self.takedamage;
60         newmine.damageforcescale = self.damageforcescale;
61         newmine.health = self.health;
62         newmine.event_damage = self.event_damage;
63         newmine.spawnshieldtime = self.spawnshieldtime;
64
65         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
66         newmine.projectiledeathtype = self.projectiledeathtype;
67
68         newmine.mine_time = self.mine_time;
69
70         newmine.touch = SUB_Null;
71         newmine.think = W_Mine_Think;
72         newmine.nextthink = time;
73         newmine.cnt = self.cnt;
74         newmine.flags = self.flags;
75
76         remove(self);
77         self = newmine;
78 }
79
80 void W_Mine_Explode ()
81 {
82         if(other.takedamage == DAMAGE_AIM)
83                 if(other.classname == "player")
84                         if(IsDifferentTeam(self.owner, other))
85                                 if(IsFlying(other))
86                                         AnnounceTo(self.owner, "airshot");
87
88         self.event_damage = SUB_Null;
89         self.takedamage = DAMAGE_NO;
90
91         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);
92
93         if (self.owner.weapon == WEP_MINE_LAYER)
94         {
95                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
96                 {
97                         self.owner.cnt = WEP_MINE_LAYER;
98                         ATTACK_FINISHED(self.owner) = time;
99                         self.owner.switchweapon = w_getbestweapon(self.owner);
100                 }
101         }
102         remove (self);
103 }
104
105 void W_Mine_DoRemoteExplode ()
106 {
107         self.event_damage = SUB_Null;
108         self.takedamage = DAMAGE_NO;
109
110         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);
111
112         if (self.owner.weapon == WEP_MINE_LAYER)
113         {
114                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
115                 {
116                         self.owner.cnt = WEP_MINE_LAYER;
117                         ATTACK_FINISHED(self.owner) = time;
118                         self.owner.switchweapon = w_getbestweapon(self.owner);
119                 }
120         }
121         remove (self);
122 }
123
124 void W_Mine_RemoteExplode ()
125 {
126         if(self.owner.deadflag == DEAD_NO)
127                 if((self.spawnshieldtime >= 0)
128                         ? (time >= self.spawnshieldtime) // timer
129                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
130                 )
131                 {
132                         W_Mine_DoRemoteExplode();
133                 }
134 }
135
136 void W_Mine_ProximityExplode ()
137 {
138         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
139         if(autocvar_g_balance_minelayer_protection)
140         {
141                 entity head;
142                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
143                 while(head)
144                 {
145                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
146                                 return;
147                         head = head.chain;
148                 }
149         }
150
151         self.mine_time = 0;
152         W_Mine_Explode();
153 }
154
155 void W_Mine_Think (void)
156 {
157         entity head;
158
159         self.nextthink = time;
160         if (time > self.cnt)
161         {
162                 other = world;
163                 self.projectiledeathtype |= HITTYPE_BOUNCE;
164                 W_Mine_Explode();
165                 return;
166         }
167
168         // a player's mines shall explode if he disconnects or dies
169         // TODO: Do this on team change too
170         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
171         {
172                 other = world;
173                 self.projectiledeathtype |= HITTYPE_BOUNCE;
174                 W_Mine_Explode();
175                 return;
176         }
177
178         // set the mine for detonation when a foe gets close enough
179         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
180         while(head)
181         {
182                 if(head.classname == "player" && head.deadflag == DEAD_NO)
183                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
184                 if(!self.mine_time)
185                 {
186                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
187                         self.mine_time = time + autocvar_g_balance_minelayer_time;
188                 }
189                 head = head.chain;
190         }
191
192         // explode if it's time to
193         if(self.mine_time && time >= self.mine_time)
194                 W_Mine_ProximityExplode();
195
196         // remote detonation
197         if (self.owner.weapon == WEP_MINE_LAYER)
198         if (self.owner.deadflag == DEAD_NO)
199         if (self.minelayer_detonate)
200                 W_Mine_RemoteExplode();
201 }
202
203 void W_Mine_Touch (void)
204 {
205         PROJECTILE_TOUCH;
206         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
207                 W_Mine_Stick();
208         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
209                 self.velocity = '0 0 0';
210 }
211
212 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
213 {
214         if (self.health <= 0)
215                 return;
216         self.health = self.health - damage;
217         self.angles = vectoangles(self.velocity);
218         if (self.health <= 0)
219                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
220 }
221
222 void W_Mine_Attack (void)
223 {
224         entity mine;
225         entity flash;
226
227         // scan how many mines we placed, and return if we reached our limit
228         if(autocvar_g_balance_minelayer_limit)
229         {
230                 self.minelayer_mines = 0;
231                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
232                         self.minelayer_mines += 1;
233
234                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
235                 {
236                         // the refire delay keeps this message from being spammed
237                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
238                         play2(self, "weapons/unavailable.wav");
239                         return;
240                 }
241         }
242
243         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
244         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
245         {
246                 if(autocvar_g_balance_minelayer_reload_ammo)
247                 {
248                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
249                         self.minelayer_load = self.clip_load;
250                 }
251                 else
252                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
253         }
254
255         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
256         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
257
258         mine = WarpZone_RefSys_SpawnSameRefSys(self);
259         mine.owner = self;
260         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
261                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
262         else
263                 mine.spawnshieldtime = -1;
264         mine.classname = "mine";
265         mine.bot_dodge = TRUE;
266         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
267
268         mine.takedamage = DAMAGE_YES;
269         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
270         mine.health = autocvar_g_balance_minelayer_health;
271         mine.event_damage = W_Mine_Damage;
272
273         mine.movetype = MOVETYPE_TOSS;
274         PROJECTILE_MAKETRIGGER(mine);
275         mine.projectiledeathtype = WEP_MINE_LAYER;
276         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
277
278         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
279         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
280         mine.angles = vectoangles (mine.velocity);
281
282         mine.touch = W_Mine_Touch;
283         mine.think = W_Mine_Think;
284         mine.nextthink = time;
285         mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
286         mine.flags = FL_PROJECTILE;
287
288         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
289
290         // muzzle flash for 1st person view
291         flash = spawn ();
292         setmodel (flash, "models/flash.md3"); // precision set below
293         SUB_SetFade (flash, time, 0.1);
294         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
295         W_AttachToShotorg(flash, '5 0 0');
296
297         // common properties
298
299         other = mine; MUTATOR_CALLHOOK(EditProjectile);
300 }
301
302 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
303
304 float w_minelayer(float req)
305 {
306         entity mine;
307         float minfound;
308         float ammo_amount;
309
310         if (req == WR_AIM)
311         {
312                 // aim and decide to fire if appropriate
313                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
314                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
315                 {
316                         // decide whether to detonate mines
317                         entity targetlist, targ;
318                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
319                         float selfdamage, teamdamage, enemydamage;
320                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
321                         coredamage = autocvar_g_balance_minelayer_damage;
322                         edgeradius = autocvar_g_balance_minelayer_radius;
323                         recipricoledgeradius = 1 / edgeradius;
324                         selfdamage = 0;
325                         teamdamage = 0;
326                         enemydamage = 0;
327                         targetlist = findchainfloat(bot_attack, TRUE);
328                         mine = find(world, classname, "mine");
329                         while (mine)
330                         {
331                                 if (mine.owner != self)
332                                 {
333                                         mine = find(mine, classname, "mine");
334                                         continue;
335                                 }
336                                 targ = targetlist;
337                                 while (targ)
338                                 {
339                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
340                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
341                                         // count potential damage according to type of target
342                                         if (targ == self)
343                                                 selfdamage = selfdamage + d;
344                                         else if (targ.team == self.team && teams_matter)
345                                                 teamdamage = teamdamage + d;
346                                         else if (bot_shouldattack(targ))
347                                                 enemydamage = enemydamage + d;
348                                         targ = targ.chain;
349                                 }
350                                 mine = find(mine, classname, "mine");
351                         }
352                         float desirabledamage;
353                         desirabledamage = enemydamage;
354                         if (time > self.invincible_finished && time > self.spawnshieldtime)
355                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
356                         if (teams_matter && self.team)
357                                 desirabledamage = desirabledamage - teamdamage;
358
359                         mine = find(world, classname, "mine");
360                         while (mine)
361                         {
362                                 if (mine.owner != self)
363                                 {
364                                         mine = find(mine, classname, "mine");
365                                         continue;
366                                 }
367                                 makevectors(mine.v_angle);
368                                 targ = targetlist;
369                                 if (skill > 9) // normal players only do this for the target they are tracking
370                                 {
371                                         targ = targetlist;
372                                         while (targ)
373                                         {
374                                                 if (
375                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
376                                                         && desirabledamage > 0.1*coredamage
377                                                 )self.BUTTON_ATCK2 = TRUE;
378                                                 targ = targ.chain;
379                                         }
380                                 }else{
381                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
382                                         //As the distance gets larger, a correct detonation gets near imposible
383                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
384                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
385                                                 if(self.enemy.classname == "player")
386                                                         if(desirabledamage >= 0.1*coredamage)
387                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
388                                                                         self.BUTTON_ATCK2 = TRUE;
389                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
390                                 }
391
392                                 mine = find(mine, classname, "mine");
393                         }
394                         // if we would be doing at X percent of the core damage, detonate it
395                         // but don't fire a new shot at the same time!
396                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
397                                 self.BUTTON_ATCK2 = TRUE;
398                         if ((skill > 6.5) && (selfdamage > self.health))
399                                 self.BUTTON_ATCK2 = FALSE;
400                         //if(self.BUTTON_ATCK2 == TRUE)
401                         //      dprint(ftos(desirabledamage),"\n");
402                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
403                 }
404         }
405         else if (req == WR_THINK)
406         {
407                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
408                         W_MineLayer_Reload();
409                 else if (self.BUTTON_ATCK)
410                 {
411                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
412                         {
413                                 W_Mine_Attack();
414                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
415                         }
416                 }
417
418                 else if (self.BUTTON_ATCK2)
419                 {
420                         minfound = 0;
421                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
422                         {
423                                 if(!mine.minelayer_detonate)
424                                 {
425                                         mine.minelayer_detonate = TRUE;
426                                         minfound = 1;
427                                 }
428                         }
429                         if(minfound)
430                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
431                 }
432         }
433         else if (req == WR_PRECACHE)
434         {
435                 precache_model ("models/flash.md3");
436                 precache_model ("models/mine.md3");
437                 precache_model ("models/weapons/g_minelayer.md3");
438                 precache_model ("models/weapons/v_minelayer.md3");
439                 precache_model ("models/weapons/h_minelayer.iqm");
440                 precache_sound ("weapons/mine_det.wav");
441                 precache_sound ("weapons/mine_fire.wav");
442                 precache_sound ("weapons/mine_stick.wav");
443                 precache_sound ("weapons/mine_trigger.wav");
444                 precache_sound ("weapons/reload.wav");
445         }
446         else if (req == WR_SETUP)
447         {
448                 weapon_setup(WEP_MINE_LAYER);
449                 W_MineLayer_SetAmmoCounter();
450         }
451         else if (req == WR_CHECKAMMO1)
452         {
453                 // don't switch while placing a mine
454                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
455                 {
456                         if(autocvar_g_balance_minelayer_reload_ammo)
457                         {
458                                 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.minelayer_load < autocvar_g_balance_minelayer_ammo)
459                                         ammo_amount = TRUE;
460                         }
461                         else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
462                                 ammo_amount = TRUE;
463                         return !ammo_amount;
464                 }
465         }
466         else if (req == WR_CHECKAMMO2)
467         {
468                 return FALSE;
469         }
470         else if (req == WR_RESETPLAYER)
471         {
472                 // all weapons must be fully loaded when we spawn
473                 self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
474         }
475         else if (req == WR_RELOAD)
476         {
477                 W_MineLayer_Reload();
478         }
479         return TRUE;
480 };
481 #endif
482 #ifdef CSQC
483 float w_minelayer(float req)
484 {
485         if(req == WR_IMPACTEFFECT)
486         {
487                 vector org2;
488                 org2 = w_org + w_backoff * 12;
489                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
490                 if(!w_issilent)
491                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
492         }
493         else if(req == WR_PRECACHE)
494         {
495                 precache_sound("weapons/mine_exp.wav");
496         }
497         else if (req == WR_SUICIDEMESSAGE)
498                 w_deathtypestring = _("%s exploded");
499         else if (req == WR_KILLMESSAGE)
500         {
501                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
502                         w_deathtypestring = _("%s got too close to %s's mine");
503                 else if(w_deathtype & HITTYPE_SPLASH)
504                         w_deathtypestring = _("%s almost dodged %s's mine");
505                 else
506                         w_deathtypestring = _("%s stepped on %s's mine");
507         }
508         return TRUE;
509 }
510 #endif
511 #endif