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