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 /* model */ "minelayer",
11 /* netname */ "minelayer",
12 /* fullname */ _("Mine Layer")
15 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
16 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, NONE, ammo) \
18 w_cvar(id, sn, NONE, animtime) \
19 w_cvar(id, sn, NONE, damage) \
20 w_cvar(id, sn, NONE, damageforcescale) \
21 w_cvar(id, sn, NONE, detonatedelay) \
22 w_cvar(id, sn, NONE, edgedamage) \
23 w_cvar(id, sn, NONE, force) \
24 w_cvar(id, sn, NONE, health) \
25 w_cvar(id, sn, NONE, lifetime) \
26 w_cvar(id, sn, NONE, lifetime_countdown) \
27 w_cvar(id, sn, NONE, limit) \
28 w_cvar(id, sn, NONE, protection) \
29 w_cvar(id, sn, NONE, proximityradius) \
30 w_cvar(id, sn, NONE, radius) \
31 w_cvar(id, sn, NONE, refire) \
32 w_cvar(id, sn, NONE, remote_damage) \
33 w_cvar(id, sn, NONE, remote_edgedamage) \
34 w_cvar(id, sn, NONE, remote_force) \
35 w_cvar(id, sn, NONE, remote_radius) \
36 w_cvar(id, sn, NONE, speed) \
37 w_cvar(id, sn, NONE, time) \
38 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
39 w_prop(id, sn, float, reloading_time, reload_time) \
40 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
41 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
42 w_prop(id, sn, string, weaponreplace, weaponreplace) \
43 w_prop(id, sn, float, weaponstart, weaponstart) \
44 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
47 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
48 void W_Mine_Think (void);
49 .float minelayer_detonate, mine_explodeanyway;
51 .vector mine_orientation;
55 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
57 void W_Mine_Stick (entity to)
59 spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
61 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
65 newmine.classname = self.classname;
67 newmine.bot_dodge = self.bot_dodge;
68 newmine.bot_dodgerating = self.bot_dodgerating;
70 newmine.owner = self.owner;
71 newmine.realowner = self.realowner;
72 setsize(newmine, '-4 -4 -4', '4 4 4');
73 setorigin(newmine, self.origin);
74 setmodel(newmine, "models/mine.md3");
75 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
77 newmine.mine_orientation = -trace_plane_normal;
79 newmine.takedamage = self.takedamage;
80 newmine.damageforcescale = self.damageforcescale;
81 newmine.health = self.health;
82 newmine.event_damage = self.event_damage;
83 newmine.spawnshieldtime = self.spawnshieldtime;
84 newmine.damagedbycontents = TRUE;
86 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
87 newmine.projectiledeathtype = self.projectiledeathtype;
89 newmine.mine_time = self.mine_time;
91 newmine.touch = func_null;
92 newmine.think = W_Mine_Think;
93 newmine.nextthink = time;
94 newmine.cnt = self.cnt;
95 newmine.flags = self.flags;
101 SetMovetypeFollow(self, to);
104 void W_Mine_Explode ()
106 if(other.takedamage == DAMAGE_AIM)
108 if(DIFF_TEAM(self.realowner, other))
109 if(other.deadflag == DEAD_NO)
111 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
113 self.event_damage = func_null;
114 self.takedamage = DAMAGE_NO;
116 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);
118 if (self.realowner.weapon == WEP_MINE_LAYER)
122 self = self.realowner;
123 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
125 self.cnt = WEP_MINE_LAYER;
126 ATTACK_FINISHED(self) = time;
127 self.switchweapon = w_getbestweapon(self);
131 self.realowner.minelayer_mines -= 1;
135 void W_Mine_DoRemoteExplode ()
137 self.event_damage = func_null;
138 self.takedamage = DAMAGE_NO;
140 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
141 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
143 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);
145 if (self.realowner.weapon == WEP_MINE_LAYER)
149 self = self.realowner;
150 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
152 self.cnt = WEP_MINE_LAYER;
153 ATTACK_FINISHED(self) = time;
154 self.switchweapon = w_getbestweapon(self);
158 self.realowner.minelayer_mines -= 1;
162 void W_Mine_RemoteExplode ()
164 if(self.realowner.deadflag == DEAD_NO)
165 if((self.spawnshieldtime >= 0)
166 ? (time >= self.spawnshieldtime) // timer
167 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
170 W_Mine_DoRemoteExplode();
174 void W_Mine_ProximityExplode ()
176 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
177 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
180 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
183 if(head == self.realowner || SAME_TEAM(head, self.realowner))
193 float W_Mine_Count(entity e)
197 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
203 void W_Mine_Think (void)
207 self.nextthink = time;
209 if(self.movetype == MOVETYPE_FOLLOW)
211 if(LostMovetypeFollow(self))
213 UnsetMovetypeFollow(self);
214 self.movetype = MOVETYPE_NONE;
218 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
219 // TODO: replace this mine_trigger.wav sound with a real countdown
220 if ((time > self.cnt) && (!self.mine_time))
222 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
223 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
224 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
225 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
228 // a player's mines shall explode if he disconnects or dies
229 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
230 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
233 self.projectiledeathtype |= HITTYPE_BOUNCE;
238 // set the mine for detonation when a foe gets close enough
239 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
242 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
243 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
246 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
247 self.mine_time = time + WEP_CVAR(minelayer, time);
252 // explode if it's time to
253 if(self.mine_time && time >= self.mine_time)
255 W_Mine_ProximityExplode();
260 if (self.realowner.weapon == WEP_MINE_LAYER)
261 if (self.realowner.deadflag == DEAD_NO)
262 if (self.minelayer_detonate)
263 W_Mine_RemoteExplode();
266 void W_Mine_Touch (void)
268 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
269 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
271 if(WarpZone_Projectile_Touch())
274 self.realowner.minelayer_mines -= 1;
278 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
289 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
291 if (self.health <= 0)
294 float is_from_enemy = (inflictor.realowner != self.realowner);
296 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
297 return; // g_projectiles_damage says to halt
299 self.health = self.health - damage;
300 self.angles = vectoangles(self.velocity);
302 if (self.health <= 0)
303 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
306 void W_Mine_Attack (void)
311 // scan how many mines we placed, and return if we reached our limit
312 if(WEP_CVAR(minelayer, limit))
314 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
316 // the refire delay keeps this message from being spammed
317 sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
318 play2(self, "weapons/unavailable.wav");
323 W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
325 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
326 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
328 mine = WarpZone_RefSys_SpawnSameRefSys(self);
329 mine.owner = mine.realowner = self;
330 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
331 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
333 mine.spawnshieldtime = -1;
334 mine.classname = "mine";
335 mine.bot_dodge = TRUE;
336 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
338 mine.takedamage = DAMAGE_YES;
339 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
340 mine.health = WEP_CVAR(minelayer, health);
341 mine.event_damage = W_Mine_Damage;
342 mine.damagedbycontents = TRUE;
344 mine.movetype = MOVETYPE_TOSS;
345 PROJECTILE_MAKETRIGGER(mine);
346 mine.projectiledeathtype = WEP_MINE_LAYER;
347 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
349 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
350 W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
351 mine.angles = vectoangles (mine.velocity);
353 mine.touch = W_Mine_Touch;
354 mine.think = W_Mine_Think;
355 mine.nextthink = time;
356 mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
357 mine.flags = FL_PROJECTILE;
358 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
360 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
362 // muzzle flash for 1st person view
364 setmodel (flash, "models/flash.md3"); // precision set below
365 SUB_SetFade (flash, time, 0.1);
366 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
367 W_AttachToShotorg(flash, '5 0 0');
371 other = mine; MUTATOR_CALLHOOK(EditProjectile);
373 self.minelayer_mines = W_Mine_Count(self);
376 float W_PlacedMines(float detonate)
381 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
385 if(!mine.minelayer_detonate)
387 mine.minelayer_detonate = TRUE;
397 float w_minelayer(float req)
405 // aim and decide to fire if appropriate
406 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
407 self.BUTTON_ATCK = FALSE;
409 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
410 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
412 // decide whether to detonate mines
413 entity targetlist, targ;
414 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
415 float selfdamage, teamdamage, enemydamage;
416 edgedamage = WEP_CVAR(minelayer, edgedamage);
417 coredamage = WEP_CVAR(minelayer, damage);
418 edgeradius = WEP_CVAR(minelayer, radius);
419 recipricoledgeradius = 1 / edgeradius;
423 targetlist = findchainfloat(bot_attack, TRUE);
424 mine = find(world, classname, "mine");
427 if (mine.realowner != self)
429 mine = find(mine, classname, "mine");
435 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
436 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
437 // count potential damage according to type of target
439 selfdamage = selfdamage + d;
440 else if (targ.team == self.team && teamplay)
441 teamdamage = teamdamage + d;
442 else if (bot_shouldattack(targ))
443 enemydamage = enemydamage + d;
446 mine = find(mine, classname, "mine");
448 float desirabledamage;
449 desirabledamage = enemydamage;
450 if (time > self.invincible_finished && time > self.spawnshieldtime)
451 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
452 if (teamplay && self.team)
453 desirabledamage = desirabledamage - teamdamage;
455 mine = find(world, classname, "mine");
458 if (mine.realowner != self)
460 mine = find(mine, classname, "mine");
463 makevectors(mine.v_angle);
465 if (skill > 9) // normal players only do this for the target they are tracking
471 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
472 && desirabledamage > 0.1*coredamage
473 )self.BUTTON_ATCK2 = TRUE;
477 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
478 //As the distance gets larger, a correct detonation gets near imposible
479 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
480 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
481 if(IS_PLAYER(self.enemy))
482 if(desirabledamage >= 0.1*coredamage)
483 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
484 self.BUTTON_ATCK2 = TRUE;
485 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
488 mine = find(mine, classname, "mine");
490 // if we would be doing at X percent of the core damage, detonate it
491 // but don't fire a new shot at the same time!
492 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
493 self.BUTTON_ATCK2 = TRUE;
494 if ((skill > 6.5) && (selfdamage > self.health))
495 self.BUTTON_ATCK2 = FALSE;
496 //if(self.BUTTON_ATCK2 == TRUE)
497 // dprint(ftos(desirabledamage),"\n");
498 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
505 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
507 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
508 if(!(W_PlacedMines(FALSE) && self.AMMO_VAL(WEP_MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
509 WEP_ACTION(self.weapon, WR_RELOAD);
511 else if (self.BUTTON_ATCK)
513 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
516 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
520 if (self.BUTTON_ATCK2)
522 if(W_PlacedMines(TRUE))
523 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
530 precache_model ("models/flash.md3");
531 precache_model ("models/mine.md3");
532 precache_model ("models/weapons/g_minelayer.md3");
533 precache_model ("models/weapons/v_minelayer.md3");
534 precache_model ("models/weapons/h_minelayer.iqm");
535 precache_sound ("weapons/mine_det.wav");
536 precache_sound ("weapons/mine_fire.wav");
537 precache_sound ("weapons/mine_stick.wav");
538 precache_sound ("weapons/mine_trigger.wav");
539 MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
544 // don't switch while placing a mine
545 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
547 ammo_amount = self.AMMO_VAL(WEP_MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
548 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
555 if (W_PlacedMines(FALSE))
562 MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
567 self.minelayer_mines = 0;
572 W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
575 case WR_SUICIDEMESSAGE:
577 return WEAPON_MINELAYER_SUICIDE;
581 return WEAPON_MINELAYER_MURDER;
588 float w_minelayer(float req)
592 case WR_IMPACTEFFECT:
595 org2 = w_org + w_backoff * 12;
596 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
598 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
604 precache_sound("weapons/mine_exp.wav");