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