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Delayed detonation now working properly. Next we need a beep sound when the mine...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
3 #else
4 #ifdef SVQC
5 .float minelayer_detonate;
6 .float mine_number, mine_time;
7
8 void spawnfunc_weapon_minelayer (void)
9 {
10         weapon_defaultspawnfunc(WEP_MINE_LAYER);
11 }
12
13 void W_Mine_Unregister()
14 {
15         if(self.owner && self.owner.lastmine == self)
16                 self.owner.lastmine = world;
17 }
18
19 void W_Mine_Explode ()
20 {
21         W_Mine_Unregister();
22
23         if(other.takedamage == DAMAGE_AIM)
24                 if(other.classname == "player")
25                         if(IsDifferentTeam(self.owner, other))
26                                 if(IsFlying(other))
27                                         AnnounceTo(self.owner, "airshot");
28
29         self.event_damage = SUB_Null;
30         self.takedamage = DAMAGE_NO;
31
32         RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
33
34         if (self.owner.weapon == WEP_MINE_LAYER)
35         {
36                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
37                 {
38                         self.owner.cnt = WEP_MINE_LAYER;
39                         ATTACK_FINISHED(self.owner) = time;
40                         self.owner.switchweapon = w_getbestweapon(self.owner);
41                 }
42         }
43         remove (self);
44 }
45
46 void W_Mine_DoRemoteExplode ()
47 {
48         W_Mine_Unregister();
49
50         self.event_damage = SUB_Null;
51         self.takedamage = DAMAGE_NO;
52
53         RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
54
55         if (self.owner.weapon == WEP_MINE_LAYER)
56         {
57                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
58                 {
59                         self.owner.cnt = WEP_MINE_LAYER;
60                         ATTACK_FINISHED(self.owner) = time;
61                         self.owner.switchweapon = w_getbestweapon(self.owner);
62                 }
63         }
64         remove (self);
65 }
66
67 void W_Mine_RemoteExplode()
68 {
69         if(self.owner.deadflag == DEAD_NO)
70         if(self.owner.lastmine)
71         {
72                 if((self.spawnshieldtime >= 0)
73                         ? (time >= self.spawnshieldtime) // timer
74                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
75                 )
76                 {
77                         W_Mine_DoRemoteExplode();
78                 }
79         }
80 }
81
82 void W_Mine_Think (void)
83 {
84         self.nextthink = time;
85         if (time > self.cnt)
86         {
87                 other = world;
88                 self.projectiledeathtype |= HITTYPE_BOUNCE;
89                 W_Mine_Explode ();
90                 return;
91         }
92
93         // detect players who are close the mine and explode if the player should detonate it
94         entity head;
95         head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
96
97         while(head)
98         {
99                 if(head.classname == "player" && head.deadflag == DEAD_NO)
100                 if(head != self.owner)
101                 if(IsDifferentTeam(head, self.owner)) // don't detonate for team mates
102                 if(!self.mine_time)
103                 {
104                         self.mine_time = time + cvar("g_balance_minelayer_time");
105                 }
106                 head = head.chain;
107         }
108
109         // explode if it's time
110         if(self.mine_time && time >= self.mine_time)
111         {
112                 self.mine_time = 0;
113                 W_Mine_Explode();
114         }
115
116         // remote detonation
117         if (self.owner.weapon == WEP_MINE_LAYER)
118         if (self.owner.deadflag == DEAD_NO)
119         if (self.minelayer_detonate)
120                 W_Mine_RemoteExplode();
121
122         if(self.csqcprojectile_clientanimate == 0)
123                 UpdateCSQCProjectile(self);
124 }
125
126 void W_Mine_Touch (void)
127 {
128         PROJECTILE_TOUCH;
129         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
130         self.movetype = MOVETYPE_NONE; // lock the mine in place
131         // TODO: make sure this doesn't cause the mine to get stuck in the air if it falls over a moving entity
132 }
133
134 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
135 {
136         if (self.health <= 0)
137                 return;
138         self.health = self.health - damage;
139         self.angles = vectoangles(self.velocity);
140         if (self.health <= 0)
141                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
142 }
143
144 void W_Mine_Attack (void)
145 {
146         local entity mine;
147         local entity flash;
148
149         // scan how many mines we placed, and return if we reached our limit
150         if(cvar("g_balance_minelayer_limit"))
151         {
152                 entity mine;
153                 self.mine_number = 0;
154                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
155                         self.mine_number += 1;
156
157                 if(self.mine_number >= cvar("g_balance_minelayer_limit"))
158                 {
159                         // the refire delay keeps this message from being spammed
160                         sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
161                         play2(self, "weapons/unavailable.wav");
162                         return;
163                 }
164         }
165
166         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
167                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
168
169         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
170         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
171
172         mine = WarpZone_RefSys_SpawnSameRefSys(self);
173         mine.owner = self;
174         self.lastmine = mine;
175         if(cvar("g_balance_minelayer_detonatedelay") >= 0)
176                 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
177         else
178                 mine.spawnshieldtime = -1;
179         mine.classname = "mine";
180         mine.bot_dodge = TRUE;
181         mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
182
183         mine.takedamage = DAMAGE_YES;
184         mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
185         mine.health = cvar("g_balance_minelayer_health");
186         mine.event_damage = W_Mine_Damage;
187
188         mine.movetype = MOVETYPE_TOSS;
189         PROJECTILE_MAKETRIGGER(mine);
190         mine.projectiledeathtype = WEP_MINE_LAYER;
191         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
192
193         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
194         W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
195         mine.angles = vectoangles (mine.velocity);
196
197         mine.touch = W_Mine_Touch;
198         mine.think = W_Mine_Think;
199         mine.nextthink = time;
200         mine.cnt = time + cvar("g_balance_minelayer_lifetime");
201         mine.flags = FL_PROJECTILE;
202
203         CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
204
205         // muzzle flash for 1st person view
206         flash = spawn ();
207         setmodel (flash, "models/flash.md3"); // precision set below
208         SUB_SetFade (flash, time, 0.1);
209         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
210         W_AttachToShotorg(flash, '5 0 0');
211
212         // common properties
213 }
214
215 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
216
217 float w_minelayer(float req)
218 {
219         entity mine;
220         float minfound;
221         if (req == WR_AIM)
222         {
223                 // aim and decide to fire if appropriate
224                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
225                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
226                 {
227                         // decide whether to detonate mines
228                         local entity mine, targetlist, targ;
229                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
230                         local float selfdamage, teamdamage, enemydamage;
231                         edgedamage = cvar("g_balance_minelayer_edgedamage");
232                         coredamage = cvar("g_balance_minelayer_damage");
233                         edgeradius = cvar("g_balance_minelayer_radius");
234                         recipricoledgeradius = 1 / edgeradius;
235                         selfdamage = 0;
236                         teamdamage = 0;
237                         enemydamage = 0;
238                         targetlist = findchainfloat(bot_attack, TRUE);
239                         mine = find(world, classname, "mine");
240                         while (mine)
241                         {
242                                 if (mine.owner != self)
243                                 {
244                                         mine = find(mine, classname, "mine");
245                                         continue;
246                                 }
247                                 targ = targetlist;
248                                 while (targ)
249                                 {
250                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
251                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
252                                         // count potential damage according to type of target
253                                         if (targ == self)
254                                                 selfdamage = selfdamage + d;
255                                         else if (targ.team == self.team && teams_matter)
256                                                 teamdamage = teamdamage + d;
257                                         else if (bot_shouldattack(targ))
258                                                 enemydamage = enemydamage + d;
259                                         targ = targ.chain;
260                                 }
261                                 mine = find(mine, classname, "mine");
262                         }
263                         local float desirabledamage;
264                         desirabledamage = enemydamage;
265                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
266                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
267                         if (self.team && teamplay != 1)
268                                 desirabledamage = desirabledamage - teamdamage;
269
270                         mine = find(world, classname, "mine");
271                         while (mine)
272                         {
273                                 if (mine.owner != self)
274                                 {
275                                         mine = find(mine, classname, "mine");
276                                         continue;
277                                 }
278                                 makevectors(mine.v_angle);
279                                 targ = targetlist;
280                                 if (skill > 9) // normal players only do this for the target they are tracking
281                                 {
282                                         targ = targetlist;
283                                         while (targ)
284                                         {
285                                                 if (
286                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
287                                                         && desirabledamage > 0.1*coredamage
288                                                 )self.BUTTON_ATCK2 = TRUE;
289                                                 targ = targ.chain;
290                                         }
291                                 }else{
292                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
293                                         //As the distance gets larger, a correct detonation gets near imposible
294                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
295                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
296                                                 if(self.enemy.classname == "player")
297                                                         if(desirabledamage >= 0.1*coredamage)
298                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
299                                                                         self.BUTTON_ATCK2 = TRUE;
300                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
301                                 }
302
303                                 mine = find(mine, classname, "mine");
304                         }
305                         // if we would be doing at X percent of the core damage, detonate it
306                         // but don't fire a new shot at the same time!
307                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
308                                 self.BUTTON_ATCK2 = TRUE;
309                         if ((skill > 6.5) && (selfdamage > self.health))
310                                 self.BUTTON_ATCK2 = FALSE;
311                         //if(self.BUTTON_ATCK2 == TRUE)
312                         //      dprint(ftos(desirabledamage),"\n");
313                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
314                 }
315         }
316         else if (req == WR_THINK)
317         {
318                 if (self.BUTTON_ATCK)
319                 {
320                         if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
321                         {
322                                 W_Mine_Attack();
323                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
324                         }
325                 }
326
327                 if (self.BUTTON_ATCK2)
328                 {
329                         minfound = 0;
330                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
331                         {
332                                 if(!mine.minelayer_detonate)
333                                 {
334                                         mine.minelayer_detonate = TRUE;
335                                         minfound = 1;
336                                 }
337                         }
338                         if(minfound)
339                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
340                 }
341         }
342         else if (req == WR_PRECACHE)
343         {
344                 precache_model ("models/flash.md3");
345                 precache_model ("models/weapons/g_minelayer.md3");
346                 precache_model ("models/weapons/v_minelayer.md3");
347                 precache_model ("models/weapons/h_minelayer.iqm");
348                 precache_sound ("weapons/mine_det.wav");
349                 precache_sound ("weapons/mine_fire.wav");
350                 precache_sound ("weapons/mine_stick.wav");
351         }
352         else if (req == WR_SETUP)
353         {
354                 weapon_setup(WEP_MINE_LAYER);
355         }
356         else if (req == WR_CHECKAMMO1)
357         {
358                 // don't switch while placing a mine
359                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
360                         && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
361                         return FALSE;
362         }
363         else if (req == WR_CHECKAMMO2)
364                 return FALSE;
365         return TRUE;
366 };
367 #endif
368 #ifdef CSQC
369 float w_minelayer(float req)
370 {
371         if(req == WR_IMPACTEFFECT)
372         {
373                 vector org2;
374                 org2 = w_org + w_backoff * 12;
375                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
376                 if(!w_issilent)
377                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
378         }
379         else if(req == WR_PRECACHE)
380         {
381                 precache_sound("weapons/mine_exp.wav");
382         }
383         else if (req == WR_SUICIDEMESSAGE)
384                 w_deathtypestring = "%s exploded";
385         else if (req == WR_KILLMESSAGE)
386         {
387                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
388                         w_deathtypestring = "%s got too close to %s's mine";
389                 else if(w_deathtype & HITTYPE_SPLASH)
390                         w_deathtypestring = "%s almost dodged %s's mine";
391                 else
392                         w_deathtypestring = "%s stepped on %s's mine";
393         }
394         return TRUE;
395 }
396 #endif
397 #endif