#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ MINE_LAYER, /* function */ W_MineLayer, /* ammotype */ ammo_rockets, /* impulse */ 4, /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_HIGH, /* color */ '0.75 1 0', /* modelname */ "minelayer", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairminelayer 0.9", /* wepimg */ "weaponminelayer", /* refname */ "minelayer", /* wepname */ _("Mine Layer") ); #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer) #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, NONE, ammo) \ w_cvar(id, sn, NONE, animtime) \ w_cvar(id, sn, NONE, damage) \ w_cvar(id, sn, NONE, damageforcescale) \ w_cvar(id, sn, NONE, detonatedelay) \ w_cvar(id, sn, NONE, edgedamage) \ w_cvar(id, sn, NONE, force) \ w_cvar(id, sn, NONE, health) \ w_cvar(id, sn, NONE, lifetime) \ w_cvar(id, sn, NONE, lifetime_countdown) \ w_cvar(id, sn, NONE, limit) \ w_cvar(id, sn, NONE, protection) \ w_cvar(id, sn, NONE, proximityradius) \ w_cvar(id, sn, NONE, radius) \ w_cvar(id, sn, NONE, refire) \ w_cvar(id, sn, NONE, remote_damage) \ w_cvar(id, sn, NONE, remote_edgedamage) \ w_cvar(id, sn, NONE, remote_force) \ w_cvar(id, sn, NONE, remote_radius) \ w_cvar(id, sn, NONE, speed) \ w_cvar(id, sn, NONE, time) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) void W_MineLayer_Think(void); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; #endif #else #ifdef SVQC void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); } void W_MineLayer_Stick(entity to) { spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile entity newmine; newmine = spawn(); newmine.classname = self.classname; newmine.bot_dodge = self.bot_dodge; newmine.bot_dodgerating = self.bot_dodgerating; newmine.owner = self.owner; newmine.realowner = self.realowner; setsize(newmine, '-4 -4 -4', '4 4 4'); setorigin(newmine, self.origin); setmodel(newmine, "models/mine.md3"); newmine.angles = vectoangles(-trace_plane_normal); // face against the surface newmine.mine_orientation = -trace_plane_normal; newmine.takedamage = self.takedamage; newmine.damageforcescale = self.damageforcescale; newmine.health = self.health; newmine.event_damage = self.event_damage; newmine.spawnshieldtime = self.spawnshieldtime; newmine.damagedbycontents = TRUE; newmine.movetype = MOVETYPE_NONE; // lock the mine in place newmine.projectiledeathtype = self.projectiledeathtype; newmine.mine_time = self.mine_time; newmine.touch = func_null; newmine.think = W_MineLayer_Think; newmine.nextthink = time; newmine.cnt = self.cnt; newmine.flags = self.flags; remove(self); self = newmine; if(to) SetMovetypeFollow(self, to); } void W_MineLayer_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); self.event_damage = func_null; self.takedamage = DAMAGE_NO; RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; self.switchweapon = w_getbestweapon(self); } self = oldself; } self.realowner.minelayer_mines -= 1; remove(self); } void W_MineLayer_DoRemoteExplode(void) { self.event_damage = func_null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) self.velocity = self.mine_orientation; // particle fx and decals need .velocity RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; self.switchweapon = w_getbestweapon(self); } self = oldself; } self.realowner.minelayer_mines -= 1; remove(self); } void W_MineLayer_RemoteExplode(void) { if(self.realowner.deadflag == DEAD_NO) if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device ) { W_MineLayer_DoRemoteExplode(); } } void W_MineLayer_ProximityExplode(void) { // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0) { entity head; head = findradius(self.origin, WEP_CVAR(minelayer, radius)); while(head) { if(head == self.realowner || SAME_TEAM(head, self.realowner)) return; head = head.chain; } } self.mine_time = 0; W_MineLayer_Explode(); } float W_MineLayer_Count(entity e) { float minecount = 0; entity mine; for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e) minecount += 1; return minecount; } void W_MineLayer_Think(void) { entity head; self.nextthink = time; if(self.movetype == MOVETYPE_FOLLOW) { if(LostMovetypeFollow(self)) { UnsetMovetypeFollow(self); self.movetype = MOVETYPE_NONE; } } // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // TODO: replace this mine_trigger.wav sound with a real countdown if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0)) { if(WEP_CVAR(minelayer, lifetime_countdown) > 0) spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } // a player's mines shall explode if he disconnects or dies // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_MineLayer_Explode(); return; } // set the mine for detonation when a foe gets close enough head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius)); while(head) { if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen) if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + WEP_CVAR(minelayer, time); } head = head.chain; } // explode if it's time to if(self.mine_time && time >= self.mine_time) { W_MineLayer_ProximityExplode(); return; } // remote detonation if(self.realowner.weapon == WEP_MINE_LAYER) if(self.realowner.deadflag == DEAD_NO) if(self.minelayer_detonate) W_MineLayer_RemoteExplode(); } void W_MineLayer_Touch(void) { if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? if(WarpZone_Projectile_Touch()) { if(wasfreed(self)) self.realowner.minelayer_mines -= 1; return; } if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO) { // hit a player // don't stick } else { W_MineLayer_Stick(other); } } void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; float is_from_enemy = (inflictor.realowner != self.realowner); if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); if(self.health <= 0) W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode); } void W_MineLayer_Attack(void) { entity mine; entity flash; // scan how many mines we placed, and return if we reached our limit if(WEP_CVAR(minelayer, limit)) { if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) { // the refire delay keeps this message from being spammed sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") ); play2(self, "weapons/unavailable.wav"); return; } } W_DecreaseAmmo(WEP_CVAR(minelayer, ammo)); W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage)); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); mine.owner = mine.realowner = self; if(WEP_CVAR(minelayer, detonatedelay) >= 0) mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay); else mine.spawnshieldtime = -1; mine.classname = "mine"; mine.bot_dodge = TRUE; mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous mine.takedamage = DAMAGE_YES; mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale); mine.health = WEP_CVAR(minelayer, health); mine.event_damage = W_MineLayer_Damage; mine.damagedbycontents = TRUE; mine.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER; setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0); mine.angles = vectoangles(mine.velocity); mine.touch = W_MineLayer_Touch; mine.think = W_MineLayer_Think; mine.nextthink = time; mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); mine.flags = FL_PROJECTILE; mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; if(mine.cnt > 0) { mine.cnt += time; } CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE); // muzzle flash for 1st person view flash = spawn(); setmodel(flash, "models/flash.md3"); // precision set below SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); // common properties other = mine; MUTATOR_CALLHOOK(EditProjectile); self.minelayer_mines = W_MineLayer_Count(self); } float W_MineLayer_PlacedMines(float detonate) { entity mine; float minfound = 0; for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self) { if(detonate) { if(!mine.minelayer_detonate) { mine.minelayer_detonate = TRUE; minfound = 1; } } else minfound = 1; } return minfound; } float W_MineLayer(float req) { entity mine; float ammo_amount; switch(req) { case WR_AIM: { // aim and decide to fire if appropriate if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) self.BUTTON_ATCK = FALSE; else self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE); if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines entity targetlist, targ; float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; float selfdamage, teamdamage, enemydamage; edgedamage = WEP_CVAR(minelayer, edgedamage); coredamage = WEP_CVAR(minelayer, damage); edgeradius = WEP_CVAR(minelayer, radius); recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); mine = find(world, classname, "mine"); while(mine) { if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } targ = targetlist; while(targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target if(targ == self) selfdamage = selfdamage + d; else if(targ.team == self.team && teamplay) teamdamage = teamdamage + d; else if(bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } mine = find(mine, classname, "mine"); } float desirabledamage; desirabledamage = enemydamage; if(time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; if(teamplay && self.team) desirabledamage = desirabledamage - teamdamage; mine = find(world, classname, "mine"); while(mine) { if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } makevectors(mine.v_angle); targ = targetlist; if(skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; while(targ) { if( (v_forward * normalize(mine.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; targ = targ.chain; } }else{ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); //As the distance gets larger, a correct detonation gets near imposible //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1) if(IS_PLAYER(self.enemy)) if(desirabledamage >= 0.1*coredamage) if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) self.BUTTON_ATCK2 = TRUE; // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); } mine = find(mine, classname, "mine"); } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; if((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } return TRUE; } case WR_THINK: { if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload { // not if we're holding the minelayer without enough ammo, but can detonate existing mines if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) WEP_ACTION(self.weapon, WR_RELOAD); } else if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire))) { W_MineLayer_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready); } } if(self.BUTTON_ATCK2) { if(W_MineLayer_PlacedMines(TRUE)) sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } return TRUE; } case WR_INIT: { precache_model("models/flash.md3"); precache_model("models/mine.md3"); precache_model("models/weapons/g_minelayer.md3"); precache_model("models/weapons/v_minelayer.md3"); precache_model("models/weapons/h_minelayer.iqm"); precache_sound("weapons/mine_det.wav"); precache_sound("weapons/mine_fire.wav"); precache_sound("weapons/mine_stick.wav"); precache_sound("weapons/mine_trigger.wav"); MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { // don't switch while placing a mine if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) { ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo); ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo); return ammo_amount; } return TRUE; } case WR_CHECKAMMO2: { if(W_MineLayer_PlacedMines(FALSE)) return TRUE; else return FALSE; } case WR_CONFIG: { MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_RESETPLAYER: { self.minelayer_mines = 0; return TRUE; } case WR_RELOAD: { W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_MINELAYER_SUICIDE; } case WR_KILLMESSAGE: { return WEAPON_MINELAYER_MURDER; } } return FALSE; } #endif #ifdef CSQC float W_MineLayer(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM); return TRUE; } case WR_INIT: { precache_sound("weapons/mine_exp.wav"); return TRUE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return FALSE; } #endif #endif