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