1 #include "minelayer.qh"
3 CLASS(MineLayer, Weapon)
4 /* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(MineLayer, impulse, int, 4);
6 /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
9 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
11 /* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
13 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
14 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
15 /* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
16 /* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
17 /* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, NONE) \
22 P(class, prefix, animtime, float, NONE) \
23 P(class, prefix, damageforcescale, float, NONE) \
24 P(class, prefix, damage, float, NONE) \
25 P(class, prefix, detonatedelay, float, NONE) \
26 P(class, prefix, edgedamage, float, NONE) \
27 P(class, prefix, force, float, NONE) \
28 P(class, prefix, health, float, NONE) \
29 P(class, prefix, lifetime, float, NONE) \
30 P(class, prefix, lifetime_countdown, float, NONE) \
31 P(class, prefix, limit, float, NONE) \
32 P(class, prefix, protection, float, NONE) \
33 P(class, prefix, proximityradius, float, NONE) \
34 P(class, prefix, radius, float, NONE) \
35 P(class, prefix, refire, float, NONE) \
36 P(class, prefix, reload_ammo, float, NONE) \
37 P(class, prefix, reload_time, float, NONE) \
38 P(class, prefix, remote_damage, float, NONE) \
39 P(class, prefix, remote_edgedamage, float, NONE) \
40 P(class, prefix, remote_force, float, NONE) \
41 P(class, prefix, remote_radius, float, NONE) \
42 P(class, prefix, speed, float, NONE) \
43 P(class, prefix, switchdelay_drop, float, NONE) \
44 P(class, prefix, switchdelay_raise, float, NONE) \
45 P(class, prefix, time, float, NONE) \
46 P(class, prefix, weaponreplace, string, NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, MineLayer, minelayer)
54 REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
57 void W_MineLayer_Think(entity this);
58 .float minelayer_detonate, mine_explodeanyway;
60 .vector mine_orientation;
65 spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
67 void W_MineLayer_Stick(entity this, entity to)
69 spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
71 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
73 entity newmine = spawn();
74 IL_PUSH(g_mines, newmine);
75 newmine.weaponentity_fld = this.weaponentity_fld;
76 newmine.classname = this.classname;
78 newmine.bot_dodge = this.bot_dodge;
79 newmine.bot_dodgerating = this.bot_dodgerating;
81 newmine.owner = this.owner;
82 newmine.realowner = this.realowner;
83 setsize(newmine, '-4 -4 -4', '4 4 4');
84 setorigin(newmine, this.origin);
85 setmodel(newmine, MDL_MINELAYER_MINE);
86 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
88 newmine.mine_orientation = -trace_plane_normal;
90 newmine.takedamage = this.takedamage;
91 newmine.damageforcescale = this.damageforcescale;
92 newmine.health = this.health;
93 newmine.event_damage = this.event_damage;
94 newmine.spawnshieldtime = this.spawnshieldtime;
95 newmine.damagedbycontents = true;
97 set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
98 newmine.projectiledeathtype = this.projectiledeathtype;
100 newmine.mine_time = this.mine_time;
102 settouch(newmine, func_null);
103 setthink(newmine, W_MineLayer_Think);
104 newmine.nextthink = time;
105 newmine.cnt = this.cnt;
106 newmine.flags = this.flags;
107 IL_PUSH(g_projectiles, newmine);
108 IL_PUSH(g_bot_dodge, newmine);
113 SetMovetypeFollow(newmine, to);
116 void W_MineLayer_Explode(entity this, entity directhitentity)
118 if(directhitentity.takedamage == DAMAGE_AIM)
119 if(IS_PLAYER(directhitentity))
120 if(DIFF_TEAM(this.realowner, directhitentity))
121 if(!IS_DEAD(directhitentity))
122 if(IsFlying(directhitentity))
123 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
125 this.event_damage = func_null;
126 this.takedamage = DAMAGE_NO;
128 RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity);
130 .entity weaponentity = this.weaponentity_fld;
131 if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
133 entity own = this.realowner;
134 Weapon w = WEP_MINE_LAYER;
135 if(!w.wr_checkammo1(w, own, weaponentity))
137 own.cnt = WEP_MINE_LAYER.m_id;
138 int slot = weaponslot(weaponentity);
139 ATTACK_FINISHED(own, slot) = time;
140 own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
143 this.realowner.minelayer_mines -= 1;
147 void W_MineLayer_Explode_think(entity this)
149 W_MineLayer_Explode(this, NULL);
152 void W_MineLayer_DoRemoteExplode(entity this)
154 this.event_damage = func_null;
155 this.takedamage = DAMAGE_NO;
157 if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
158 this.velocity = this.mine_orientation; // particle fx and decals need .velocity
160 RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
162 .entity weaponentity = this.weaponentity_fld;
163 if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
165 entity own = this.realowner;
166 Weapon w = WEP_MINE_LAYER;
167 if(!w.wr_checkammo1(w, own, weaponentity))
169 own.cnt = WEP_MINE_LAYER.m_id;
170 int slot = weaponslot(weaponentity);
171 ATTACK_FINISHED(own, slot) = time;
172 own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
175 this.realowner.minelayer_mines -= 1;
179 void W_MineLayer_RemoteExplode(entity this)
181 if(!IS_DEAD(this.realowner))
182 if((this.spawnshieldtime >= 0)
183 ? (time >= this.spawnshieldtime) // timer
184 : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
187 W_MineLayer_DoRemoteExplode(this);
191 void W_MineLayer_ProximityExplode(entity this)
193 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
194 if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0)
197 head = findradius(this.origin, WEP_CVAR(minelayer, radius));
200 if(head == this.realowner || SAME_TEAM(head, this.realowner))
207 W_MineLayer_Explode(this, NULL);
210 int W_MineLayer_Count(entity e)
213 IL_EACH(g_mines, it.realowner == e,
221 void W_MineLayer_Think(entity this)
225 this.nextthink = time;
227 if(this.move_movetype == MOVETYPE_FOLLOW)
229 if(LostMovetypeFollow(this))
231 UnsetMovetypeFollow(this);
232 set_movetype(this, MOVETYPE_NONE);
236 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
237 // TODO: replace this mine_trigger.wav sound with a real countdown
238 if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
240 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
241 spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
242 this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
243 this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
246 // a player's mines shall explode if he disconnects or dies
247 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
248 if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
250 this.projectiledeathtype |= HITTYPE_BOUNCE;
251 W_MineLayer_Explode(this, NULL);
255 // set the mine for detonation when a foe gets close enough
256 head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
259 if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
260 if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
263 spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
264 this.mine_time = time + WEP_CVAR(minelayer, time);
269 // explode if it's time to
270 if(this.mine_time && time >= this.mine_time)
272 W_MineLayer_ProximityExplode(this);
277 .entity weaponentity = this.weaponentity_fld;
278 if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
279 if(!IS_DEAD(this.realowner))
280 if(this.minelayer_detonate)
281 W_MineLayer_RemoteExplode(this);
284 void W_MineLayer_Touch(entity this, entity toucher)
286 if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
287 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
289 if(WarpZone_Projectile_Touch(this, toucher))
292 this.realowner.minelayer_mines -= 1;
296 if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher))
303 W_MineLayer_Stick(this, toucher);
307 void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
312 float is_from_enemy = (inflictor.realowner != this.realowner);
314 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
315 return; // g_projectiles_damage says to halt
317 this.health = this.health - damage;
318 this.angles = vectoangles(this.velocity);
321 W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
324 void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
329 // scan how many mines we placed, and return if we reached our limit
330 if(WEP_CVAR(minelayer, limit))
332 if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
334 // the refire delay keeps this message from being spammed
335 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
336 play2(actor, SND(UNAVAILABLE));
341 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
343 W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
344 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
346 mine = WarpZone_RefSys_SpawnSameRefSys(actor);
347 mine.weaponentity_fld = weaponentity;
348 IL_PUSH(g_mines, mine);
349 mine.owner = mine.realowner = actor;
350 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
351 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
353 mine.spawnshieldtime = -1;
354 mine.classname = "mine";
355 mine.bot_dodge = true;
356 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
358 mine.takedamage = DAMAGE_YES;
359 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
360 mine.health = WEP_CVAR(minelayer, health);
361 mine.event_damage = W_MineLayer_Damage;
362 mine.damagedbycontents = true;
364 set_movetype(mine, MOVETYPE_TOSS);
365 PROJECTILE_MAKETRIGGER(mine);
366 mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
367 setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
369 setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
370 W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
371 mine.angles = vectoangles(mine.velocity);
373 settouch(mine, W_MineLayer_Touch);
374 setthink(mine, W_MineLayer_Think);
375 mine.nextthink = time;
376 mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
377 mine.flags = FL_PROJECTILE;
378 IL_PUSH(g_projectiles, mine);
379 IL_PUSH(g_bot_dodge, mine);
380 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
382 if(mine.cnt > 0) { mine.cnt += time; }
384 CSQCProjectile(mine, true, PROJECTILE_MINE, true);
386 // muzzle flash for 1st person view
388 setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
389 SUB_SetFade(flash, time, 0.1);
390 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
391 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
395 MUTATOR_CALLHOOK(EditProjectile, actor, mine);
397 actor.minelayer_mines = W_MineLayer_Count(actor);
400 bool W_MineLayer_PlacedMines(entity this, bool detonate)
402 bool minfound = false;
404 IL_EACH(g_mines, it.realowner == this,
408 if(!it.minelayer_detonate)
410 it.minelayer_detonate = true;
420 METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
422 // aim and decide to fire if appropriate
423 if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
424 PHYS_INPUT_BUTTON_ATCK(actor) = false;
426 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
427 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
429 // decide whether to detonate mines
430 float edgedamage, coredamage, edgeradius, recipricoledgeradius;
431 float selfdamage, teamdamage, enemydamage;
432 edgedamage = WEP_CVAR(minelayer, edgedamage);
433 coredamage = WEP_CVAR(minelayer, damage);
434 edgeradius = WEP_CVAR(minelayer, radius);
435 recipricoledgeradius = 1 / edgeradius;
440 IL_EACH(g_mines, it.realowner == actor,
443 IL_EACH(g_bot_targets, it.bot_attack,
445 float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
446 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
447 // count potential damage according to type of target
449 selfdamage = selfdamage + d;
450 else if(SAME_TEAM(it, actor))
451 teamdamage = teamdamage + d;
452 else if(bot_shouldattack(actor, it))
453 enemydamage = enemydamage + d;
457 float desirabledamage;
458 desirabledamage = enemydamage;
459 if(time > actor.invincible_finished && time > actor.spawnshieldtime)
460 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
461 if(teamplay && actor.team)
462 desirabledamage = desirabledamage - teamdamage;
464 makevectors(actor.v_angle);
465 IL_EACH(g_mines, it.realowner == actor,
467 if(skill > 9) // normal players only do this for the target they are tracking
470 IL_EACH(g_bot_targets, it.bot_attack,
472 if((v_forward * normalize(mine.origin - it.origin) < 0.1)
473 && desirabledamage > 0.1 * coredamage
474 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
479 //As the distance gets larger, a correct detonation gets near imposible
480 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
481 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
482 && IS_PLAYER(actor.enemy)
483 && (desirabledamage >= 0.1 * coredamage)
486 float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
487 if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
488 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
493 // if we would be doing at X percent of the core damage, detonate it
494 // but don't fire a new shot at the same time!
495 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
496 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
497 if((skill > 6.5) && (selfdamage > actor.health))
498 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
499 //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
500 // dprint(ftos(desirabledamage),"\n");
501 if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
504 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
506 if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
508 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
509 if(!(W_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
510 thiswep.wr_reload(thiswep, actor, weaponentity);
515 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
517 W_MineLayer_Attack(thiswep, actor, weaponentity);
518 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
524 if(W_MineLayer_PlacedMines(actor, true))
525 sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
528 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
530 //int slot = 0; // TODO: unhardcode
531 // actually do // don't switch while placing a mine
532 //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
534 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
535 ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
540 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
542 if(W_MineLayer_PlacedMines(actor, false))
547 METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
549 actor.minelayer_mines = 0;
551 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
553 W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD);
555 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
557 return WEAPON_MINELAYER_SUICIDE;
559 METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
561 return WEAPON_MINELAYER_MURDER;
567 METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
570 org2 = w_org + w_backoff * 12;
571 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
573 sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);