3 /* WEP_##id */ MINE_LAYER,
4 /* function */ W_MineLayer,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* color */ '0.75 1 0',
10 /* modelname */ "minelayer",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminelayer 0.9",
13 /* refname */ "minelayer",
14 /* wepname */ _("Mine Layer")
17 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
18 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19 w_cvar(id, sn, NONE, ammo) \
20 w_cvar(id, sn, NONE, animtime) \
21 w_cvar(id, sn, NONE, damage) \
22 w_cvar(id, sn, NONE, damageforcescale) \
23 w_cvar(id, sn, NONE, detonatedelay) \
24 w_cvar(id, sn, NONE, edgedamage) \
25 w_cvar(id, sn, NONE, force) \
26 w_cvar(id, sn, NONE, health) \
27 w_cvar(id, sn, NONE, lifetime) \
28 w_cvar(id, sn, NONE, lifetime_countdown) \
29 w_cvar(id, sn, NONE, limit) \
30 w_cvar(id, sn, NONE, protection) \
31 w_cvar(id, sn, NONE, proximityradius) \
32 w_cvar(id, sn, NONE, radius) \
33 w_cvar(id, sn, NONE, refire) \
34 w_cvar(id, sn, NONE, remote_damage) \
35 w_cvar(id, sn, NONE, remote_edgedamage) \
36 w_cvar(id, sn, NONE, remote_force) \
37 w_cvar(id, sn, NONE, remote_radius) \
38 w_cvar(id, sn, NONE, speed) \
39 w_cvar(id, sn, NONE, time) \
40 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
41 w_prop(id, sn, float, reloading_time, reload_time) \
42 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
43 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
44 w_prop(id, sn, string, weaponreplace, weaponreplace) \
45 w_prop(id, sn, float, weaponstart, weaponstart) \
46 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
49 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 void W_MineLayer_Think (void);
51 .float minelayer_detonate, mine_explodeanyway;
53 .vector mine_orientation;
57 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
59 void W_MineLayer_Stick (entity to)
61 spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
63 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
67 newmine.classname = self.classname;
69 newmine.bot_dodge = self.bot_dodge;
70 newmine.bot_dodgerating = self.bot_dodgerating;
72 newmine.owner = self.owner;
73 newmine.realowner = self.realowner;
74 setsize(newmine, '-4 -4 -4', '4 4 4');
75 setorigin(newmine, self.origin);
76 setmodel(newmine, "models/mine.md3");
77 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
79 newmine.mine_orientation = -trace_plane_normal;
81 newmine.takedamage = self.takedamage;
82 newmine.damageforcescale = self.damageforcescale;
83 newmine.health = self.health;
84 newmine.event_damage = self.event_damage;
85 newmine.spawnshieldtime = self.spawnshieldtime;
86 newmine.damagedbycontents = TRUE;
88 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
89 newmine.projectiledeathtype = self.projectiledeathtype;
91 newmine.mine_time = self.mine_time;
93 newmine.touch = func_null;
94 newmine.think = W_MineLayer_Think;
95 newmine.nextthink = time;
96 newmine.cnt = self.cnt;
97 newmine.flags = self.flags;
103 SetMovetypeFollow(self, to);
106 void W_MineLayer_Explode()
108 if(other.takedamage == DAMAGE_AIM)
110 if(DIFF_TEAM(self.realowner, other))
111 if(other.deadflag == DEAD_NO)
113 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
115 self.event_damage = func_null;
116 self.takedamage = DAMAGE_NO;
118 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);
120 if (self.realowner.weapon == WEP_MINE_LAYER)
124 self = self.realowner;
125 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
127 self.cnt = WEP_MINE_LAYER;
128 ATTACK_FINISHED(self) = time;
129 self.switchweapon = w_getbestweapon(self);
133 self.realowner.minelayer_mines -= 1;
137 void W_MineLayer_DoRemoteExplode ()
139 self.event_damage = func_null;
140 self.takedamage = DAMAGE_NO;
142 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
143 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
145 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);
147 if (self.realowner.weapon == WEP_MINE_LAYER)
151 self = self.realowner;
152 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
154 self.cnt = WEP_MINE_LAYER;
155 ATTACK_FINISHED(self) = time;
156 self.switchweapon = w_getbestweapon(self);
160 self.realowner.minelayer_mines -= 1;
164 void W_MineLayer_RemoteExplode ()
166 if(self.realowner.deadflag == DEAD_NO)
167 if((self.spawnshieldtime >= 0)
168 ? (time >= self.spawnshieldtime) // timer
169 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
172 W_MineLayer_DoRemoteExplode();
176 void W_MineLayer_ProximityExplode ()
178 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
179 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
182 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
185 if(head == self.realowner || SAME_TEAM(head, self.realowner))
192 W_MineLayer_Explode();
195 float W_MineLayer_Count(entity e)
199 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
205 void W_MineLayer_Think (void)
209 self.nextthink = time;
211 if(self.movetype == MOVETYPE_FOLLOW)
213 if(LostMovetypeFollow(self))
215 UnsetMovetypeFollow(self);
216 self.movetype = MOVETYPE_NONE;
220 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
221 // TODO: replace this mine_trigger.wav sound with a real countdown
222 if ((time > self.cnt) && (!self.mine_time))
224 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
225 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
226 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
227 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
230 // a player's mines shall explode if he disconnects or dies
231 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
232 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
235 self.projectiledeathtype |= HITTYPE_BOUNCE;
236 W_MineLayer_Explode();
240 // set the mine for detonation when a foe gets close enough
241 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
244 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
245 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
248 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
249 self.mine_time = time + WEP_CVAR(minelayer, time);
254 // explode if it's time to
255 if(self.mine_time && time >= self.mine_time)
257 W_MineLayer_ProximityExplode();
262 if (self.realowner.weapon == WEP_MINE_LAYER)
263 if (self.realowner.deadflag == DEAD_NO)
264 if (self.minelayer_detonate)
265 W_MineLayer_RemoteExplode();
268 void W_MineLayer_Touch (void)
270 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
271 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
273 if(WarpZone_Projectile_Touch())
276 self.realowner.minelayer_mines -= 1;
280 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
287 W_MineLayer_Stick(other);
291 void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
293 if (self.health <= 0)
296 float is_from_enemy = (inflictor.realowner != self.realowner);
298 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
299 return; // g_projectiles_damage says to halt
301 self.health = self.health - damage;
302 self.angles = vectoangles(self.velocity);
304 if (self.health <= 0)
305 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
308 void W_MineLayer_Attack()
313 // scan how many mines we placed, and return if we reached our limit
314 if(WEP_CVAR(minelayer, limit))
316 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
318 // the refire delay keeps this message from being spammed
319 sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
320 play2(self, "weapons/unavailable.wav");
325 W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
327 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
328 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
330 mine = WarpZone_RefSys_SpawnSameRefSys(self);
331 mine.owner = mine.realowner = self;
332 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
333 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
335 mine.spawnshieldtime = -1;
336 mine.classname = "mine";
337 mine.bot_dodge = TRUE;
338 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
340 mine.takedamage = DAMAGE_YES;
341 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
342 mine.health = WEP_CVAR(minelayer, health);
343 mine.event_damage = W_MineLayer_Damage;
344 mine.damagedbycontents = TRUE;
346 mine.movetype = MOVETYPE_TOSS;
347 PROJECTILE_MAKETRIGGER(mine);
348 mine.projectiledeathtype = WEP_MINE_LAYER;
349 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
351 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
352 W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
353 mine.angles = vectoangles (mine.velocity);
355 mine.touch = W_MineLayer_Touch;
356 mine.think = W_MineLayer_Think;
357 mine.nextthink = time;
358 mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
359 mine.flags = FL_PROJECTILE;
360 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
362 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
364 // muzzle flash for 1st person view
366 setmodel (flash, "models/flash.md3"); // precision set below
367 SUB_SetFade (flash, time, 0.1);
368 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
369 W_AttachToShotorg(flash, '5 0 0');
373 other = mine; MUTATOR_CALLHOOK(EditProjectile);
375 self.minelayer_mines = W_MineLayer_Count(self);
378 float W_MineLayer_PlacedMines(float detonate)
383 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
387 if(!mine.minelayer_detonate)
389 mine.minelayer_detonate = TRUE;
399 float W_MineLayer(float req)
407 // aim and decide to fire if appropriate
408 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
409 self.BUTTON_ATCK = FALSE;
411 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
412 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
414 // decide whether to detonate mines
415 entity targetlist, targ;
416 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
417 float selfdamage, teamdamage, enemydamage;
418 edgedamage = WEP_CVAR(minelayer, edgedamage);
419 coredamage = WEP_CVAR(minelayer, damage);
420 edgeradius = WEP_CVAR(minelayer, radius);
421 recipricoledgeradius = 1 / edgeradius;
425 targetlist = findchainfloat(bot_attack, TRUE);
426 mine = find(world, classname, "mine");
429 if (mine.realowner != self)
431 mine = find(mine, classname, "mine");
437 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
438 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
439 // count potential damage according to type of target
441 selfdamage = selfdamage + d;
442 else if (targ.team == self.team && teamplay)
443 teamdamage = teamdamage + d;
444 else if (bot_shouldattack(targ))
445 enemydamage = enemydamage + d;
448 mine = find(mine, classname, "mine");
450 float desirabledamage;
451 desirabledamage = enemydamage;
452 if (time > self.invincible_finished && time > self.spawnshieldtime)
453 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
454 if (teamplay && self.team)
455 desirabledamage = desirabledamage - teamdamage;
457 mine = find(world, classname, "mine");
460 if (mine.realowner != self)
462 mine = find(mine, classname, "mine");
465 makevectors(mine.v_angle);
467 if (skill > 9) // normal players only do this for the target they are tracking
473 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
474 && desirabledamage > 0.1*coredamage
475 )self.BUTTON_ATCK2 = TRUE;
479 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
480 //As the distance gets larger, a correct detonation gets near imposible
481 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
482 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
483 if(IS_PLAYER(self.enemy))
484 if(desirabledamage >= 0.1*coredamage)
485 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
486 self.BUTTON_ATCK2 = TRUE;
487 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
490 mine = find(mine, classname, "mine");
492 // if we would be doing at X percent of the core damage, detonate it
493 // but don't fire a new shot at the same time!
494 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
495 self.BUTTON_ATCK2 = TRUE;
496 if ((skill > 6.5) && (selfdamage > self.health))
497 self.BUTTON_ATCK2 = FALSE;
498 //if(self.BUTTON_ATCK2 == TRUE)
499 // dprint(ftos(desirabledamage),"\n");
500 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
507 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
509 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
510 if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
511 WEP_ACTION(self.weapon, WR_RELOAD);
513 else if (self.BUTTON_ATCK)
515 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
517 W_MineLayer_Attack();
518 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
522 if (self.BUTTON_ATCK2)
524 if(W_MineLayer_PlacedMines(TRUE))
525 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
532 precache_model ("models/flash.md3");
533 precache_model ("models/mine.md3");
534 precache_model ("models/weapons/g_minelayer.md3");
535 precache_model ("models/weapons/v_minelayer.md3");
536 precache_model ("models/weapons/h_minelayer.iqm");
537 precache_sound ("weapons/mine_det.wav");
538 precache_sound ("weapons/mine_fire.wav");
539 precache_sound ("weapons/mine_stick.wav");
540 precache_sound ("weapons/mine_trigger.wav");
541 MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
546 // don't switch while placing a mine
547 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
549 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
550 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
557 if (W_MineLayer_PlacedMines(FALSE))
564 MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
569 self.minelayer_mines = 0;
574 W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
577 case WR_SUICIDEMESSAGE:
579 return WEAPON_MINELAYER_SUICIDE;
583 return WEAPON_MINELAYER_MURDER;
590 float W_MineLayer(float req)
594 case WR_IMPACTEFFECT:
597 org2 = w_org + w_backoff * 12;
598 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
600 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
606 precache_sound("weapons/mine_exp.wav");
611 // no weapon specific image for this weapon