3 /* WEP_##id */ MINE_LAYER,
4 /* function */ w_minelayer,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* model */ "minelayer",
10 /* netname */ "minelayer",
11 /* fullname */ _("Mine Layer")
14 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
15 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16 w_cvar(id, sn, MO_NONE, ammo) \
17 w_cvar(id, sn, MO_NONE, animtime) \
18 w_cvar(id, sn, MO_NONE, damage) \
19 w_cvar(id, sn, MO_NONE, damageforcescale) \
20 w_cvar(id, sn, MO_NONE, detonatedelay) \
21 w_cvar(id, sn, MO_NONE, edgedamage) \
22 w_cvar(id, sn, MO_NONE, force) \
23 w_cvar(id, sn, MO_NONE, health) \
24 w_cvar(id, sn, MO_NONE, lifetime) \
25 w_cvar(id, sn, MO_NONE, lifetime_countdown) \
26 w_cvar(id, sn, MO_NONE, limit) \
27 w_cvar(id, sn, MO_NONE, protection) \
28 w_cvar(id, sn, MO_NONE, proximityradius) \
29 w_cvar(id, sn, MO_NONE, radius) \
30 w_cvar(id, sn, MO_NONE, refire) \
31 w_cvar(id, sn, MO_NONE, remote_damage) \
32 w_cvar(id, sn, MO_NONE, remote_edgedamage) \
33 w_cvar(id, sn, MO_NONE, remote_force) \
34 w_cvar(id, sn, MO_NONE, remote_radius) \
35 w_cvar(id, sn, MO_NONE, speed) \
36 w_cvar(id, sn, MO_NONE, time) \
37 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
38 w_prop(id, sn, float, reloading_time, reload_time) \
39 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
40 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
41 w_prop(id, sn, string, weaponreplace, weaponreplace) \
42 w_prop(id, sn, float, weaponstart, weaponstart) \
43 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
46 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 void W_Mine_Think (void);
48 .float minelayer_detonate, mine_explodeanyway;
50 .vector mine_orientation;
54 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
56 void W_Mine_Stick (entity to)
58 spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
60 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
64 newmine.classname = self.classname;
66 newmine.bot_dodge = self.bot_dodge;
67 newmine.bot_dodgerating = self.bot_dodgerating;
69 newmine.owner = self.owner;
70 newmine.realowner = self.realowner;
71 setsize(newmine, '-4 -4 -4', '4 4 4');
72 setorigin(newmine, self.origin);
73 setmodel(newmine, "models/mine.md3");
74 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
76 newmine.mine_orientation = -trace_plane_normal;
78 newmine.takedamage = self.takedamage;
79 newmine.damageforcescale = self.damageforcescale;
80 newmine.health = self.health;
81 newmine.event_damage = self.event_damage;
82 newmine.spawnshieldtime = self.spawnshieldtime;
83 newmine.damagedbycontents = TRUE;
85 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
86 newmine.projectiledeathtype = self.projectiledeathtype;
88 newmine.mine_time = self.mine_time;
90 newmine.touch = func_null;
91 newmine.think = W_Mine_Think;
92 newmine.nextthink = time;
93 newmine.cnt = self.cnt;
94 newmine.flags = self.flags;
100 SetMovetypeFollow(self, to);
103 void W_Mine_Explode ()
105 if(other.takedamage == DAMAGE_AIM)
107 if(DIFF_TEAM(self.realowner, other))
108 if(other.deadflag == DEAD_NO)
110 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
112 self.event_damage = func_null;
113 self.takedamage = DAMAGE_NO;
115 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);
117 if (self.realowner.weapon == WEP_MINE_LAYER)
121 self = self.realowner;
122 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
124 self.cnt = WEP_MINE_LAYER;
125 ATTACK_FINISHED(self) = time;
126 self.switchweapon = w_getbestweapon(self);
130 self.realowner.minelayer_mines -= 1;
134 void W_Mine_DoRemoteExplode ()
136 self.event_damage = func_null;
137 self.takedamage = DAMAGE_NO;
139 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
140 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
142 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);
144 if (self.realowner.weapon == WEP_MINE_LAYER)
148 self = self.realowner;
149 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
151 self.cnt = WEP_MINE_LAYER;
152 ATTACK_FINISHED(self) = time;
153 self.switchweapon = w_getbestweapon(self);
157 self.realowner.minelayer_mines -= 1;
161 void W_Mine_RemoteExplode ()
163 if(self.realowner.deadflag == DEAD_NO)
164 if((self.spawnshieldtime >= 0)
165 ? (time >= self.spawnshieldtime) // timer
166 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
169 W_Mine_DoRemoteExplode();
173 void W_Mine_ProximityExplode ()
175 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
176 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
179 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
182 if(head == self.realowner || SAME_TEAM(head, self.realowner))
192 float W_Mine_Count(entity e)
196 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
202 void W_Mine_Think (void)
206 self.nextthink = time;
208 if(self.movetype == MOVETYPE_FOLLOW)
210 if(LostMovetypeFollow(self))
212 UnsetMovetypeFollow(self);
213 self.movetype = MOVETYPE_NONE;
217 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
218 // TODO: replace this mine_trigger.wav sound with a real countdown
219 if ((time > self.cnt) && (!self.mine_time))
221 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
222 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
223 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
224 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
227 // a player's mines shall explode if he disconnects or dies
228 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
229 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
232 self.projectiledeathtype |= HITTYPE_BOUNCE;
237 // set the mine for detonation when a foe gets close enough
238 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
241 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
242 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
245 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
246 self.mine_time = time + WEP_CVAR(minelayer, time);
251 // explode if it's time to
252 if(self.mine_time && time >= self.mine_time)
254 W_Mine_ProximityExplode();
259 if (self.realowner.weapon == WEP_MINE_LAYER)
260 if (self.realowner.deadflag == DEAD_NO)
261 if (self.minelayer_detonate)
262 W_Mine_RemoteExplode();
265 void W_Mine_Touch (void)
267 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
268 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
270 if(WarpZone_Projectile_Touch())
273 self.realowner.minelayer_mines -= 1;
277 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
288 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
290 if (self.health <= 0)
293 float is_from_enemy = (inflictor.realowner != self.realowner);
295 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
296 return; // g_projectiles_damage says to halt
298 self.health = self.health - damage;
299 self.angles = vectoangles(self.velocity);
301 if (self.health <= 0)
302 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
305 void W_Mine_Attack (void)
310 // scan how many mines we placed, and return if we reached our limit
311 if(WEP_CVAR(minelayer, limit))
313 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
315 // the refire delay keeps this message from being spammed
316 sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
317 play2(self, "weapons/unavailable.wav");
322 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo);
324 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
325 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
327 mine = WarpZone_RefSys_SpawnSameRefSys(self);
328 mine.owner = mine.realowner = self;
329 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
330 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
332 mine.spawnshieldtime = -1;
333 mine.classname = "mine";
334 mine.bot_dodge = TRUE;
335 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
337 mine.takedamage = DAMAGE_YES;
338 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
339 mine.health = WEP_CVAR(minelayer, health);
340 mine.event_damage = W_Mine_Damage;
341 mine.damagedbycontents = TRUE;
343 mine.movetype = MOVETYPE_TOSS;
344 PROJECTILE_MAKETRIGGER(mine);
345 mine.projectiledeathtype = WEP_MINE_LAYER;
346 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
348 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
349 W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
350 mine.angles = vectoangles (mine.velocity);
352 mine.touch = W_Mine_Touch;
353 mine.think = W_Mine_Think;
354 mine.nextthink = time;
355 mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
356 mine.flags = FL_PROJECTILE;
357 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
359 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
361 // muzzle flash for 1st person view
363 setmodel (flash, "models/flash.md3"); // precision set below
364 SUB_SetFade (flash, time, 0.1);
365 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
366 W_AttachToShotorg(flash, '5 0 0');
370 other = mine; MUTATOR_CALLHOOK(EditProjectile);
372 self.minelayer_mines = W_Mine_Count(self);
375 float W_PlacedMines(float detonate)
380 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
384 if(!mine.minelayer_detonate)
386 mine.minelayer_detonate = TRUE;
396 float w_minelayer(float req)
404 // aim and decide to fire if appropriate
405 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
406 self.BUTTON_ATCK = FALSE;
408 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
409 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
411 // decide whether to detonate mines
412 entity targetlist, targ;
413 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
414 float selfdamage, teamdamage, enemydamage;
415 edgedamage = WEP_CVAR(minelayer, edgedamage);
416 coredamage = WEP_CVAR(minelayer, damage);
417 edgeradius = WEP_CVAR(minelayer, radius);
418 recipricoledgeradius = 1 / edgeradius;
422 targetlist = findchainfloat(bot_attack, TRUE);
423 mine = find(world, classname, "mine");
426 if (mine.realowner != self)
428 mine = find(mine, classname, "mine");
434 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
435 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
436 // count potential damage according to type of target
438 selfdamage = selfdamage + d;
439 else if (targ.team == self.team && teamplay)
440 teamdamage = teamdamage + d;
441 else if (bot_shouldattack(targ))
442 enemydamage = enemydamage + d;
445 mine = find(mine, classname, "mine");
447 float desirabledamage;
448 desirabledamage = enemydamage;
449 if (time > self.invincible_finished && time > self.spawnshieldtime)
450 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
451 if (teamplay && self.team)
452 desirabledamage = desirabledamage - teamdamage;
454 mine = find(world, classname, "mine");
457 if (mine.realowner != self)
459 mine = find(mine, classname, "mine");
462 makevectors(mine.v_angle);
464 if (skill > 9) // normal players only do this for the target they are tracking
470 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
471 && desirabledamage > 0.1*coredamage
472 )self.BUTTON_ATCK2 = TRUE;
476 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
477 //As the distance gets larger, a correct detonation gets near imposible
478 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
479 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
480 if(IS_PLAYER(self.enemy))
481 if(desirabledamage >= 0.1*coredamage)
482 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
483 self.BUTTON_ATCK2 = TRUE;
484 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
487 mine = find(mine, classname, "mine");
489 // if we would be doing at X percent of the core damage, detonate it
490 // but don't fire a new shot at the same time!
491 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
492 self.BUTTON_ATCK2 = TRUE;
493 if ((skill > 6.5) && (selfdamage > self.health))
494 self.BUTTON_ATCK2 = FALSE;
495 //if(self.BUTTON_ATCK2 == TRUE)
496 // dprint(ftos(desirabledamage),"\n");
497 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
504 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
506 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
507 if(!(W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo)))
508 WEP_ACTION(self.weapon, WR_RELOAD);
510 else if (self.BUTTON_ATCK)
512 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
515 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
519 if (self.BUTTON_ATCK2)
521 if(W_PlacedMines(TRUE))
522 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
529 precache_model ("models/flash.md3");
530 precache_model ("models/mine.md3");
531 precache_model ("models/weapons/g_minelayer.md3");
532 precache_model ("models/weapons/v_minelayer.md3");
533 precache_model ("models/weapons/h_minelayer.iqm");
534 precache_sound ("weapons/mine_det.wav");
535 precache_sound ("weapons/mine_fire.wav");
536 precache_sound ("weapons/mine_stick.wav");
537 precache_sound ("weapons/mine_trigger.wav");
538 MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
543 self.current_ammo = ammo_rockets;
548 // don't switch while placing a mine
549 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
551 ammo_amount = self.ammo_rockets >= WEP_CVAR(minelayer, ammo);
552 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
559 if (W_PlacedMines(FALSE))
566 MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
571 self.minelayer_mines = 0;
576 W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
579 case WR_SUICIDEMESSAGE:
581 return WEAPON_MINELAYER_SUICIDE;
585 return WEAPON_MINELAYER_MURDER;
592 float w_minelayer(float req)
596 case WR_IMPACTEFFECT:
599 org2 = w_org + w_backoff * 12;
600 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
602 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
608 precache_sound("weapons/mine_exp.wav");