]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_minelayer.qc
Remove the wish_reload system. WR_RELOAD can replace it
[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 void W_MineLayer_SetAmmoCounter()
10 {
11         // set clip_load to the weapon we have switched to, if the gun uses reloading
12         if(!autocvar_g_balance_minelayer_reload_ammo)
13                 self.clip_load = 0; // also keeps crosshair ammo from displaying
14         else
15         {
16                 self.clip_load = self.minelayer_load;
17                 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
18         }
19 }
20
21 void W_MineLayer_ReloadedAndReady()
22 {
23         float t;
24
25         // now do the ammo transfer
26         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
27         while(self.clip_load < autocvar_g_balance_minelayer_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
28         {
29                 self.clip_load += 1;
30                 self.ammo_rockets -= 1;
31         }
32         self.minelayer_load = self.clip_load;
33
34         t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
35         ATTACK_FINISHED(self) = t;
36         w_ready();
37 }
38
39 void W_MineLayer_Reload()
40 {
41         // return if reloading is disabled for this weapon
42         if(!autocvar_g_balance_minelayer_reload_ammo)
43                 return;
44
45         if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_minelayer_ammo))
46                 return;
47
48         float t;
49
50         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
51
52         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
53         ATTACK_FINISHED(self) = t;
54
55         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
56
57         self.old_clip_load = self.clip_load;
58         self.clip_load = -1;
59 }
60
61 void spawnfunc_weapon_minelayer (void)
62 {
63         weapon_defaultspawnfunc(WEP_MINE_LAYER);
64 }
65
66 void W_Mine_Stick ()
67 {
68         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
69
70         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
71
72         entity newmine;
73         newmine = spawn();
74         newmine.classname = self.classname;
75
76         newmine.bot_dodge = self.bot_dodge;
77         newmine.bot_dodgerating = self.bot_dodgerating;
78
79         newmine.owner = self.owner;
80         setsize(newmine, '-4 -4 -4', '4 4 4');
81         setorigin(newmine, self.origin);
82         setmodel(newmine, "models/mine.md3");
83         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
84
85         newmine.takedamage = self.takedamage;
86         newmine.damageforcescale = self.damageforcescale;
87         newmine.health = self.health;
88         newmine.event_damage = self.event_damage;
89         newmine.spawnshieldtime = self.spawnshieldtime;
90
91         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
92         newmine.projectiledeathtype = self.projectiledeathtype;
93
94         newmine.mine_time = self.mine_time;
95
96         newmine.touch = SUB_Null;
97         newmine.think = W_Mine_Think;
98         newmine.nextthink = time;
99         newmine.cnt = self.cnt;
100         newmine.flags = self.flags;
101
102         remove(self);
103         self = newmine;
104 }
105
106 void W_Mine_Explode ()
107 {
108         if(other.takedamage == DAMAGE_AIM)
109                 if(other.classname == "player")
110                         if(IsDifferentTeam(self.owner, other))
111                                 if(IsFlying(other))
112                                         AnnounceTo(self.owner, "airshot");
113
114         self.event_damage = SUB_Null;
115         self.takedamage = DAMAGE_NO;
116
117         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);
118
119         if (self.owner.weapon == WEP_MINE_LAYER)
120         {
121                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
122                 {
123                         self.owner.cnt = WEP_MINE_LAYER;
124                         ATTACK_FINISHED(self.owner) = time;
125                         self.owner.switchweapon = w_getbestweapon(self.owner);
126                 }
127         }
128         remove (self);
129 }
130
131 void W_Mine_DoRemoteExplode ()
132 {
133         self.event_damage = SUB_Null;
134         self.takedamage = DAMAGE_NO;
135
136         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);
137
138         if (self.owner.weapon == WEP_MINE_LAYER)
139         {
140                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
141                 {
142                         self.owner.cnt = WEP_MINE_LAYER;
143                         ATTACK_FINISHED(self.owner) = time;
144                         self.owner.switchweapon = w_getbestweapon(self.owner);
145                 }
146         }
147         remove (self);
148 }
149
150 void W_Mine_RemoteExplode ()
151 {
152         if(self.owner.deadflag == DEAD_NO)
153                 if((self.spawnshieldtime >= 0)
154                         ? (time >= self.spawnshieldtime) // timer
155                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
156                 )
157                 {
158                         W_Mine_DoRemoteExplode();
159                 }
160 }
161
162 void W_Mine_ProximityExplode ()
163 {
164         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
165         if(autocvar_g_balance_minelayer_protection)
166         {
167                 entity head;
168                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
169                 while(head)
170                 {
171                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
172                                 return;
173                         head = head.chain;
174                 }
175         }
176
177         self.mine_time = 0;
178         W_Mine_Explode();
179 }
180
181 void W_Mine_Think (void)
182 {
183         entity head;
184
185         self.nextthink = time;
186         if (time > self.cnt)
187         {
188                 other = world;
189                 self.projectiledeathtype |= HITTYPE_BOUNCE;
190                 W_Mine_Explode();
191                 return;
192         }
193
194         // a player's mines shall explode if he disconnects or dies
195         // TODO: Do this on team change too
196         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
197         {
198                 other = world;
199                 self.projectiledeathtype |= HITTYPE_BOUNCE;
200                 W_Mine_Explode();
201                 return;
202         }
203
204         // set the mine for detonation when a foe gets close enough
205         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
206         while(head)
207         {
208                 if(head.classname == "player" && head.deadflag == DEAD_NO)
209                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
210                 if(!self.mine_time)
211                 {
212                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
213                         self.mine_time = time + autocvar_g_balance_minelayer_time;
214                 }
215                 head = head.chain;
216         }
217
218         // explode if it's time to
219         if(self.mine_time && time >= self.mine_time)
220                 W_Mine_ProximityExplode();
221
222         // remote detonation
223         if (self.owner.weapon == WEP_MINE_LAYER)
224         if (self.owner.deadflag == DEAD_NO)
225         if (self.minelayer_detonate)
226                 W_Mine_RemoteExplode();
227 }
228
229 void W_Mine_Touch (void)
230 {
231         PROJECTILE_TOUCH;
232         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
233                 W_Mine_Stick();
234         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
235                 self.velocity = '0 0 0';
236 }
237
238 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
239 {
240         if (self.health <= 0)
241                 return;
242         self.health = self.health - damage;
243         self.angles = vectoangles(self.velocity);
244         if (self.health <= 0)
245                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
246 }
247
248 void W_Mine_Attack (void)
249 {
250         entity mine;
251         entity flash;
252
253         // scan how many mines we placed, and return if we reached our limit
254         if(autocvar_g_balance_minelayer_limit)
255         {
256                 self.minelayer_mines = 0;
257                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
258                         self.minelayer_mines += 1;
259
260                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
261                 {
262                         // the refire delay keeps this message from being spammed
263                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
264                         play2(self, "weapons/unavailable.wav");
265                         return;
266                 }
267         }
268
269         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
270         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
271         {
272                 if(autocvar_g_balance_minelayer_reload_ammo)
273                 {
274                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
275                         self.minelayer_load = self.clip_load;
276                 }
277                 else
278                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
279         }
280
281         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
282         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
283
284         mine = WarpZone_RefSys_SpawnSameRefSys(self);
285         mine.owner = self;
286         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
287                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
288         else
289                 mine.spawnshieldtime = -1;
290         mine.classname = "mine";
291         mine.bot_dodge = TRUE;
292         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
293
294         mine.takedamage = DAMAGE_YES;
295         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
296         mine.health = autocvar_g_balance_minelayer_health;
297         mine.event_damage = W_Mine_Damage;
298
299         mine.movetype = MOVETYPE_TOSS;
300         PROJECTILE_MAKETRIGGER(mine);
301         mine.projectiledeathtype = WEP_MINE_LAYER;
302         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
303
304         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
305         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
306         mine.angles = vectoangles (mine.velocity);
307
308         mine.touch = W_Mine_Touch;
309         mine.think = W_Mine_Think;
310         mine.nextthink = time;
311         mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
312         mine.flags = FL_PROJECTILE;
313
314         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
315
316         // muzzle flash for 1st person view
317         flash = spawn ();
318         setmodel (flash, "models/flash.md3"); // precision set below
319         SUB_SetFade (flash, time, 0.1);
320         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
321         W_AttachToShotorg(flash, '5 0 0');
322
323         // common properties
324
325         other = mine; MUTATOR_CALLHOOK(EditProjectile);
326 }
327
328 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
329
330 float w_minelayer(float req)
331 {
332         entity mine;
333         float minfound;
334         if (req == WR_AIM)
335         {
336                 // aim and decide to fire if appropriate
337                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
338                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
339                 {
340                         // decide whether to detonate mines
341                         entity targetlist, targ;
342                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
343                         float selfdamage, teamdamage, enemydamage;
344                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
345                         coredamage = autocvar_g_balance_minelayer_damage;
346                         edgeradius = autocvar_g_balance_minelayer_radius;
347                         recipricoledgeradius = 1 / edgeradius;
348                         selfdamage = 0;
349                         teamdamage = 0;
350                         enemydamage = 0;
351                         targetlist = findchainfloat(bot_attack, TRUE);
352                         mine = find(world, classname, "mine");
353                         while (mine)
354                         {
355                                 if (mine.owner != self)
356                                 {
357                                         mine = find(mine, classname, "mine");
358                                         continue;
359                                 }
360                                 targ = targetlist;
361                                 while (targ)
362                                 {
363                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
364                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
365                                         // count potential damage according to type of target
366                                         if (targ == self)
367                                                 selfdamage = selfdamage + d;
368                                         else if (targ.team == self.team && teams_matter)
369                                                 teamdamage = teamdamage + d;
370                                         else if (bot_shouldattack(targ))
371                                                 enemydamage = enemydamage + d;
372                                         targ = targ.chain;
373                                 }
374                                 mine = find(mine, classname, "mine");
375                         }
376                         float desirabledamage;
377                         desirabledamage = enemydamage;
378                         if (time > self.invincible_finished && time > self.spawnshieldtime)
379                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
380                         if (teams_matter && self.team)
381                                 desirabledamage = desirabledamage - teamdamage;
382
383                         mine = find(world, classname, "mine");
384                         while (mine)
385                         {
386                                 if (mine.owner != self)
387                                 {
388                                         mine = find(mine, classname, "mine");
389                                         continue;
390                                 }
391                                 makevectors(mine.v_angle);
392                                 targ = targetlist;
393                                 if (skill > 9) // normal players only do this for the target they are tracking
394                                 {
395                                         targ = targetlist;
396                                         while (targ)
397                                         {
398                                                 if (
399                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
400                                                         && desirabledamage > 0.1*coredamage
401                                                 )self.BUTTON_ATCK2 = TRUE;
402                                                 targ = targ.chain;
403                                         }
404                                 }else{
405                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
406                                         //As the distance gets larger, a correct detonation gets near imposible
407                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
408                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
409                                                 if(self.enemy.classname == "player")
410                                                         if(desirabledamage >= 0.1*coredamage)
411                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
412                                                                         self.BUTTON_ATCK2 = TRUE;
413                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
414                                 }
415
416                                 mine = find(mine, classname, "mine");
417                         }
418                         // if we would be doing at X percent of the core damage, detonate it
419                         // but don't fire a new shot at the same time!
420                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
421                                 self.BUTTON_ATCK2 = TRUE;
422                         if ((skill > 6.5) && (selfdamage > self.health))
423                                 self.BUTTON_ATCK2 = FALSE;
424                         //if(self.BUTTON_ATCK2 == TRUE)
425                         //      dprint(ftos(desirabledamage),"\n");
426                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
427                 }
428         }
429         else if (req == WR_THINK)
430         {
431                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
432                         W_MineLayer_Reload();
433                 else if (self.BUTTON_ATCK)
434                 {
435                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
436                         {
437                                 W_Mine_Attack();
438                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
439                         }
440                 }
441
442                 else if (self.BUTTON_ATCK2)
443                 {
444                         minfound = 0;
445                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
446                         {
447                                 if(!mine.minelayer_detonate)
448                                 {
449                                         mine.minelayer_detonate = TRUE;
450                                         minfound = 1;
451                                 }
452                         }
453                         if(minfound)
454                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
455                 }
456         }
457         else if (req == WR_PRECACHE)
458         {
459                 precache_model ("models/flash.md3");
460                 precache_model ("models/mine.md3");
461                 precache_model ("models/weapons/g_minelayer.md3");
462                 precache_model ("models/weapons/v_minelayer.md3");
463                 precache_model ("models/weapons/h_minelayer.iqm");
464                 precache_sound ("weapons/mine_det.wav");
465                 precache_sound ("weapons/mine_fire.wav");
466                 precache_sound ("weapons/mine_stick.wav");
467                 precache_sound ("weapons/mine_trigger.wav");
468                 precache_sound ("weapons/reload.wav");
469         }
470         else if (req == WR_SETUP)
471         {
472                 weapon_setup(WEP_MINE_LAYER);
473                 W_MineLayer_SetAmmoCounter();
474         }
475         else if (req == WR_CHECKAMMO1)
476         {
477                 // don't switch while placing a mine
478                 if(autocvar_g_balance_electro_reload_ammo)
479                 {
480                         if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
481                                 && self.clip_load < autocvar_g_balance_minelayer_ammo)
482                                 return FALSE;
483                 }
484                 else
485                 {
486                         if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
487                                 && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
488                                 return FALSE;
489                 }
490         }
491         else if (req == WR_CHECKAMMO2)
492         {
493                 return FALSE;
494         }
495         else if (req == WR_RELOAD)
496         {
497                 W_MineLayer_Reload();
498         }
499         else if (req == WR_SWITCHABLE)
500         {
501                 // checks if this weapon can be switched to, when reloading is enabled
502                 // returns true if there's either enough load in the weapon to use it,
503                 // or we have enough ammo to reload the weapon to a usable point
504                 float ammo_amount;
505                 ammo_amount = autocvar_g_balance_minelayer_ammo;
506                 return self.minelayer_load >= ammo_amount || self.ammo_rockets >= ammo_amount;
507         }
508         return TRUE;
509 };
510 #endif
511 #ifdef CSQC
512 float w_minelayer(float req)
513 {
514         if(req == WR_IMPACTEFFECT)
515         {
516                 vector org2;
517                 org2 = w_org + w_backoff * 12;
518                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
519                 if(!w_issilent)
520                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
521         }
522         else if(req == WR_PRECACHE)
523         {
524                 precache_sound("weapons/mine_exp.wav");
525         }
526         else if (req == WR_SUICIDEMESSAGE)
527                 w_deathtypestring = "%s exploded";
528         else if (req == WR_KILLMESSAGE)
529         {
530                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
531                         w_deathtypestring = "%s got too close to %s's mine";
532                 else if(w_deathtype & HITTYPE_SPLASH)
533                         w_deathtypestring = "%s almost dodged %s's mine";
534                 else
535                         w_deathtypestring = "%s stepped on %s's mine";
536         }
537         return TRUE;
538 }
539 #endif
540 #endif