]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_minelayer.qc
eliminate CHAN_PROJECTILE now
[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_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 (entity to)
15 {
16         spamsound (self, CH_SHOTS_SINGLE, "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         newmine.realowner = self.realowner;
29         setsize(newmine, '-4 -4 -4', '4 4 4');
30         setorigin(newmine, self.origin);
31         setmodel(newmine, "models/mine.md3");
32         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
33
34         newmine.oldvelocity = self.velocity;
35
36         newmine.takedamage = self.takedamage;
37         newmine.damageforcescale = self.damageforcescale;
38         newmine.health = self.health;
39         newmine.event_damage = self.event_damage;
40         newmine.spawnshieldtime = self.spawnshieldtime;
41
42         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
43         newmine.projectiledeathtype = self.projectiledeathtype;
44
45         newmine.mine_time = self.mine_time;
46
47         newmine.touch = SUB_Null;
48         newmine.think = W_Mine_Think;
49         newmine.nextthink = time;
50         newmine.cnt = self.cnt;
51         newmine.flags = self.flags;
52
53         remove(self);
54         self = newmine;
55
56         if(to)
57                 SetMovetypeFollow(self, to);
58 }
59
60 void W_Mine_Explode ()
61 {
62         if(other.takedamage == DAMAGE_AIM)
63                 if(other.classname == "player")
64                         if(IsDifferentTeam(self.realowner, other))
65                                 if(other.deadflag == DEAD_NO)
66                                         if(IsFlying(other))
67                                                 AnnounceTo(self.realowner, "airshot");
68
69         self.event_damage = SUB_Null;
70         self.takedamage = DAMAGE_NO;
71
72         RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
73
74         if (self.realowner.weapon == WEP_MINE_LAYER)
75         {
76                 entity oldself;
77                 oldself = self;
78                 self = self.realowner;
79                 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
80                 {
81                         self.cnt = WEP_MINE_LAYER;
82                         ATTACK_FINISHED(self) = time;
83                         self.switchweapon = w_getbestweapon(self);
84                 }
85                 self = oldself;
86         }
87         self.realowner.minelayer_mines -= 1;
88         remove (self);
89 }
90
91 void W_Mine_DoRemoteExplode ()
92 {
93         self.event_damage = SUB_Null;
94         self.takedamage = DAMAGE_NO;
95
96         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
97                 self.velocity = self.oldvelocity;
98
99         RadiusDamage (self, self.realowner, 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);
100
101         if (self.realowner.weapon == WEP_MINE_LAYER)
102         {
103                 entity oldself;
104                 oldself = self;
105                 self = self.realowner;
106                 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
107                 {
108                         self.cnt = WEP_MINE_LAYER;
109                         ATTACK_FINISHED(self) = time;
110                         self.switchweapon = w_getbestweapon(self);
111                 }
112                 self = oldself;
113         }
114         self.realowner.minelayer_mines -= 1;
115         remove (self);
116 }
117
118 void W_Mine_RemoteExplode ()
119 {
120         if(self.realowner.deadflag == DEAD_NO)
121                 if((self.spawnshieldtime >= 0)
122                         ? (time >= self.spawnshieldtime) // timer
123                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
124                 )
125                 {
126                         W_Mine_DoRemoteExplode();
127                 }
128 }
129
130 void W_Mine_ProximityExplode ()
131 {
132         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
133         if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
134         {
135                 entity head;
136                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
137                 while(head)
138                 {
139                         if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
140                                 return;
141                         head = head.chain;
142                 }
143         }
144
145         self.mine_time = 0;
146         W_Mine_Explode();
147 }
148
149 float W_Mine_Count(entity e)
150 {
151         float minecount;
152         entity mine;
153         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
154                 minecount += 1;
155                 
156         return minecount;
157 }
158
159 void W_Mine_Think (void)
160 {
161         entity head;
162
163         self.nextthink = time;
164
165         if(self.movetype == MOVETYPE_FOLLOW)
166         {
167                 if(LostMovetypeFollow(self))
168                 {
169                         UnsetMovetypeFollow(self);
170                         self.movetype = MOVETYPE_NONE;
171                 }
172         }
173         
174         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
175         // TODO: replace this mine_trigger.wav sound with a real countdown
176         if ((time > self.cnt) && (!self.mine_time))
177         {
178                 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
179                         spamsound (self, CH_SHOTS_SINGLE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
180                 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
181                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
182         }
183
184         // a player's mines shall explode if he disconnects or dies
185         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
186         if(self.realowner.classname != "player" || self.realowner.deadflag != DEAD_NO)
187         {
188                 other = world;
189                 self.projectiledeathtype |= HITTYPE_BOUNCE;
190                 W_Mine_Explode();
191                 return;
192         }
193
194         // set the mine for detonation when a foe gets close enough
195         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
196         while(head)
197         {
198                 if(head.classname == "player" && head.deadflag == DEAD_NO)
199                 if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
200                 if(!self.mine_time)
201                 {
202                         spamsound (self, CH_SHOTS_SINGLE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
203                         self.mine_time = time + autocvar_g_balance_minelayer_time;
204                 }
205                 head = head.chain;
206         }
207
208         // explode if it's time to
209         if(self.mine_time && time >= self.mine_time)
210         {
211                 W_Mine_ProximityExplode();
212                 return;
213         }
214
215         // remote detonation
216         if (self.realowner.weapon == WEP_MINE_LAYER)
217         if (self.realowner.deadflag == DEAD_NO)
218         if (self.minelayer_detonate)
219                 W_Mine_RemoteExplode();
220 }
221
222 void W_Mine_Touch (void)
223 {
224         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
225                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
226
227         PROJECTILE_TOUCH;
228
229         if(other && other.classname == "player" && other.deadflag == DEAD_NO)
230         {
231                 // hit a player
232                 // don't stick
233         }
234         else
235         {
236                 W_Mine_Stick(other);
237         }
238 }
239
240 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
241 {
242         if (self.health <= 0)
243                 return;
244         self.health = self.health - damage;
245         self.angles = vectoangles(self.velocity);
246         if (self.health <= 0)
247                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
248 }
249
250 void W_Mine_Attack (void)
251 {
252         entity mine;
253         entity flash;
254
255         // scan how many mines we placed, and return if we reached our limit
256         if(autocvar_g_balance_minelayer_limit)
257         {
258         
259                 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
260                 {
261                         // the refire delay keeps this message from being spammed
262                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
263                         play2(self, "weapons/unavailable.wav");
264                         return;
265                 }
266         }
267
268         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
269
270         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
271         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
272
273         mine = WarpZone_RefSys_SpawnSameRefSys(self);
274         mine.owner = mine.realowner = self;
275         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
276                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
277         else
278                 mine.spawnshieldtime = -1;
279         mine.classname = "mine";
280         mine.bot_dodge = TRUE;
281         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
282
283         mine.takedamage = DAMAGE_YES;
284         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
285         mine.health = autocvar_g_balance_minelayer_health;
286         mine.event_damage = W_Mine_Damage;
287
288         mine.movetype = MOVETYPE_TOSS;
289         PROJECTILE_MAKETRIGGER(mine);
290         mine.projectiledeathtype = WEP_MINE_LAYER;
291         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
292
293         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
294         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
295         mine.angles = vectoangles (mine.velocity);
296
297         mine.touch = W_Mine_Touch;
298         mine.think = W_Mine_Think;
299         mine.nextthink = time;
300         mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
301         mine.flags = FL_PROJECTILE;
302
303         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
304
305         // muzzle flash for 1st person view
306         flash = spawn ();
307         setmodel (flash, "models/flash.md3"); // precision set below
308         SUB_SetFade (flash, time, 0.1);
309         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
310         W_AttachToShotorg(flash, '5 0 0');
311
312         // common properties
313
314         other = mine; MUTATOR_CALLHOOK(EditProjectile);
315         
316         self.minelayer_mines = W_Mine_Count(self);
317 }
318
319 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
320
321 float W_PlacedMines(float detonate)
322 {
323         entity mine;
324         float minfound;
325
326         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
327         {
328                 if(detonate)
329                 {
330                         if(!mine.minelayer_detonate)
331                         {
332                                 mine.minelayer_detonate = TRUE;
333                                 minfound = 1;
334                         }
335                 }
336                 else
337                         minfound = 1;
338         }
339         return minfound;
340 }
341
342 float w_minelayer(float req)
343 {
344         entity mine;
345         float ammo_amount;
346
347         if (req == WR_AIM)
348         {
349                 // aim and decide to fire if appropriate
350                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
351                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
352                 {
353                         // decide whether to detonate mines
354                         entity targetlist, targ;
355                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
356                         float selfdamage, teamdamage, enemydamage;
357                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
358                         coredamage = autocvar_g_balance_minelayer_damage;
359                         edgeradius = autocvar_g_balance_minelayer_radius;
360                         recipricoledgeradius = 1 / edgeradius;
361                         selfdamage = 0;
362                         teamdamage = 0;
363                         enemydamage = 0;
364                         targetlist = findchainfloat(bot_attack, TRUE);
365                         mine = find(world, classname, "mine");
366                         while (mine)
367                         {
368                                 if (mine.realowner != self)
369                                 {
370                                         mine = find(mine, classname, "mine");
371                                         continue;
372                                 }
373                                 targ = targetlist;
374                                 while (targ)
375                                 {
376                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
377                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
378                                         // count potential damage according to type of target
379                                         if (targ == self)
380                                                 selfdamage = selfdamage + d;
381                                         else if (targ.team == self.team && teamplay)
382                                                 teamdamage = teamdamage + d;
383                                         else if (bot_shouldattack(targ))
384                                                 enemydamage = enemydamage + d;
385                                         targ = targ.chain;
386                                 }
387                                 mine = find(mine, classname, "mine");
388                         }
389                         float desirabledamage;
390                         desirabledamage = enemydamage;
391                         if (time > self.invincible_finished && time > self.spawnshieldtime)
392                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
393                         if (teamplay && self.team)
394                                 desirabledamage = desirabledamage - teamdamage;
395
396                         mine = find(world, classname, "mine");
397                         while (mine)
398                         {
399                                 if (mine.realowner != self)
400                                 {
401                                         mine = find(mine, classname, "mine");
402                                         continue;
403                                 }
404                                 makevectors(mine.v_angle);
405                                 targ = targetlist;
406                                 if (skill > 9) // normal players only do this for the target they are tracking
407                                 {
408                                         targ = targetlist;
409                                         while (targ)
410                                         {
411                                                 if (
412                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
413                                                         && desirabledamage > 0.1*coredamage
414                                                 )self.BUTTON_ATCK2 = TRUE;
415                                                 targ = targ.chain;
416                                         }
417                                 }else{
418                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
419                                         //As the distance gets larger, a correct detonation gets near imposible
420                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
421                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
422                                                 if(self.enemy.classname == "player")
423                                                         if(desirabledamage >= 0.1*coredamage)
424                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
425                                                                         self.BUTTON_ATCK2 = TRUE;
426                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
427                                 }
428
429                                 mine = find(mine, classname, "mine");
430                         }
431                         // if we would be doing at X percent of the core damage, detonate it
432                         // but don't fire a new shot at the same time!
433                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
434                                 self.BUTTON_ATCK2 = TRUE;
435                         if ((skill > 6.5) && (selfdamage > self.health))
436                                 self.BUTTON_ATCK2 = FALSE;
437                         //if(self.BUTTON_ATCK2 == TRUE)
438                         //      dprint(ftos(desirabledamage),"\n");
439                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
440                 }
441         }
442         else if (req == WR_THINK)
443         {
444                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
445                 {
446                         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
447                         if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
448                                 weapon_action(self.weapon, WR_RELOAD);
449                 }
450                 else if (self.BUTTON_ATCK)
451                 {
452                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
453                         {
454                                 W_Mine_Attack();
455                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
456                         }
457                 }
458
459                 if (self.BUTTON_ATCK2)
460                 {
461                         if(W_PlacedMines(TRUE))
462                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
463                 }
464         }
465         else if (req == WR_PRECACHE)
466         {
467                 precache_model ("models/flash.md3");
468                 precache_model ("models/mine.md3");
469                 precache_model ("models/weapons/g_minelayer.md3");
470                 precache_model ("models/weapons/v_minelayer.md3");
471                 precache_model ("models/weapons/h_minelayer.iqm");
472                 precache_sound ("weapons/mine_det.wav");
473                 precache_sound ("weapons/mine_fire.wav");
474                 precache_sound ("weapons/mine_stick.wav");
475                 precache_sound ("weapons/mine_trigger.wav");
476                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
477         }
478         else if (req == WR_SETUP)
479         {
480                 weapon_setup(WEP_MINE_LAYER);
481                 self.current_ammo = ammo_rockets;
482         }
483         else if (req == WR_CHECKAMMO1)
484         {
485                 // don't switch while placing a mine
486                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
487                 {
488                         ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
489                         ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo;
490                         return ammo_amount;
491                 }
492         }
493         else if (req == WR_CHECKAMMO2)
494         {
495                 if (W_PlacedMines(FALSE))
496                         return TRUE;
497                 else
498                         return FALSE;
499         }
500         else if (req == WR_RELOAD)
501         {
502                 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
503         }
504         return TRUE;
505 };
506 #endif
507 #ifdef CSQC
508 float w_minelayer(float req)
509 {
510         if(req == WR_IMPACTEFFECT)
511         {
512                 vector org2;
513                 org2 = w_org + w_backoff * 12;
514                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
515                 if(!w_issilent)
516                         sound(self, CH_SHOTS_SINGLE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
517         }
518         else if(req == WR_PRECACHE)
519         {
520                 precache_sound("weapons/mine_exp.wav");
521         }
522         else if (req == WR_SUICIDEMESSAGE)
523                 w_deathtypestring = _("%s exploded");
524         else if (req == WR_KILLMESSAGE)
525         {
526                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
527                         w_deathtypestring = _("%s got too close to %s's mine");
528                 else if(w_deathtype & HITTYPE_SPLASH)
529                         w_deathtypestring = _("%s almost dodged %s's mine");
530                 else
531                         w_deathtypestring = _("%s stepped on %s's mine");
532         }
533         return TRUE;
534 }
535 #endif
536 #endif