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Precache mine model, place comment and remove the last todo. The mine layer should...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, 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_RespawnEntity ()
14 {
15         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
16
17         entity newmine;
18         newmine = spawn();
19         newmine.classname = self.classname;
20
21         newmine.bot_dodge = self.bot_dodge;
22         newmine.bot_dodgerating = self.bot_dodgerating;
23
24         newmine.owner = self.owner;
25         setsize(newmine, '-4 -4 -4', '4 4 4');
26         setorigin(newmine, self.origin);
27         setmodel(newmine, "models/mine.md3");
28         newmine.angles = vectoangles(-trace_plane_normal);
29
30         newmine.takedamage = self.takedamage;
31         newmine.damageforcescale = self.damageforcescale;
32         newmine.health = self.health;
33         newmine.event_damage = self.event_damage;
34
35         newmine.movetype = MOVETYPE_NONE;
36         newmine.projectiledeathtype = self.projectiledeathtype;
37
38         newmine.mine_number = self.mine_number;
39         newmine.mine_time = self.mine_time;
40
41         newmine.touch = SUB_Null;
42         newmine.think = self.think;
43         newmine.nextthink = time;
44         newmine.cnt = self.cnt;
45         newmine.flags = self.flags;
46
47         remove(self);
48         self = newmine;
49 }
50
51 void W_Mine_Explode ()
52 {
53         if(other.takedamage == DAMAGE_AIM)
54                 if(other.classname == "player")
55                         if(IsDifferentTeam(self.owner, other))
56                                 if(IsFlying(other))
57                                         AnnounceTo(self.owner, "airshot");
58
59         self.event_damage = SUB_Null;
60         self.takedamage = DAMAGE_NO;
61
62         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);
63
64         if (self.owner.weapon == WEP_MINE_LAYER)
65         {
66                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
67                 {
68                         self.owner.cnt = WEP_MINE_LAYER;
69                         ATTACK_FINISHED(self.owner) = time;
70                         self.owner.switchweapon = w_getbestweapon(self.owner);
71                 }
72         }
73         remove (self);
74 }
75
76 void W_Mine_DoRemoteExplode ()
77 {
78         self.event_damage = SUB_Null;
79         self.takedamage = DAMAGE_NO;
80
81         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);
82
83         if (self.owner.weapon == WEP_MINE_LAYER)
84         {
85                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
86                 {
87                         self.owner.cnt = WEP_MINE_LAYER;
88                         ATTACK_FINISHED(self.owner) = time;
89                         self.owner.switchweapon = w_getbestweapon(self.owner);
90                 }
91         }
92         remove (self);
93 }
94
95 void W_Mine_RemoteExplode()
96 {
97         if(self.owner.deadflag == DEAD_NO)
98                 if((self.spawnshieldtime >= 0)
99                         ? (time >= self.spawnshieldtime) // timer
100                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
101                 )
102                 {
103                         W_Mine_DoRemoteExplode();
104                 }
105 }
106
107 void W_Mine_ProximityExplode()
108 {
109         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
110         if(cvar("g_balance_minelayer_protection"))
111         {
112                 entity head;
113                 head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
114                 while(head)
115                 {
116                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
117                                 return;
118                         head = head.chain;
119                 }
120         }
121
122         self.mine_time = 0;
123         W_Mine_Explode();
124 }
125
126 void W_Mine_Think (void)
127 {
128         entity head;
129
130         self.nextthink = time;
131         if (time > self.cnt)
132         {
133                 other = world;
134                 self.projectiledeathtype |= HITTYPE_BOUNCE;
135                 W_Mine_Explode ();
136                 return;
137         }
138
139         // set the mine for detonation when a foe gets too close
140         head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
141         while(head)
142         {
143                 if(head.classname == "player" && head.deadflag == DEAD_NO)
144                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
145                 if(!self.mine_time)
146                 {
147                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
148                         self.mine_time = time + cvar("g_balance_minelayer_time");
149                 }
150                 head = head.chain;
151         }
152
153         // explode if it's time to
154         if(self.mine_time && time >= self.mine_time)
155                 W_Mine_ProximityExplode();
156
157         // remote detonation
158         if (self.owner.weapon == WEP_MINE_LAYER)
159         if (self.owner.deadflag == DEAD_NO)
160         if (self.minelayer_detonate)
161                 W_Mine_RemoteExplode();
162
163         if(self.csqcprojectile_clientanimate == 0)
164                 UpdateCSQCProjectile(self);
165 }
166
167 void W_Mine_Touch (void)
168 {
169         PROJECTILE_TOUCH;
170         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
171         {
172                 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
173                 self.movetype = MOVETYPE_NONE; // lock the mine in place
174
175                 W_Mine_RespawnEntity();
176         }
177         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
178                 self.velocity = '0 0 0';
179 }
180
181 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
182 {
183         if (self.health <= 0)
184                 return;
185         self.health = self.health - damage;
186         self.angles = vectoangles(self.velocity);
187         if (self.health <= 0)
188                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
189 }
190
191 void W_Mine_Attack (void)
192 {
193         local entity mine;
194         local entity flash;
195
196         // scan how many mines we placed, and return if we reached our limit
197         if(cvar("g_balance_minelayer_limit"))
198         {
199                 self.mine_number = 0;
200                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
201                         self.mine_number += 1;
202
203                 if(self.mine_number >= cvar("g_balance_minelayer_limit"))
204                 {
205                         // the refire delay keeps this message from being spammed
206                         sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
207                         play2(self, "weapons/unavailable.wav");
208                         return;
209                 }
210         }
211
212         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
213                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
214
215         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
216         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
217
218         mine = WarpZone_RefSys_SpawnSameRefSys(self);
219         mine.owner = self;
220         if(cvar("g_balance_minelayer_detonatedelay") >= 0)
221                 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
222         else
223                 mine.spawnshieldtime = -1;
224         mine.classname = "mine";
225         mine.bot_dodge = TRUE;
226         mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
227
228         mine.takedamage = DAMAGE_YES;
229         mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
230         mine.health = cvar("g_balance_minelayer_health");
231         mine.event_damage = W_Mine_Damage;
232
233         mine.movetype = MOVETYPE_TOSS;
234         PROJECTILE_MAKETRIGGER(mine);
235         mine.projectiledeathtype = WEP_MINE_LAYER;
236         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
237
238         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
239         W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
240         mine.angles = vectoangles (mine.velocity);
241
242         mine.touch = W_Mine_Touch;
243         mine.think = W_Mine_Think;
244         mine.nextthink = time;
245         mine.cnt = time + cvar("g_balance_minelayer_lifetime");
246         mine.flags = FL_PROJECTILE;
247
248         CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
249
250         // muzzle flash for 1st person view
251         flash = spawn ();
252         setmodel (flash, "models/flash.md3"); // precision set below
253         SUB_SetFade (flash, time, 0.1);
254         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
255         W_AttachToShotorg(flash, '5 0 0');
256
257         // common properties
258 }
259
260 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
261
262 float w_minelayer(float req)
263 {
264         entity mine;
265         float minfound;
266         if (req == WR_AIM)
267         {
268                 // aim and decide to fire if appropriate
269                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
270                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
271                 {
272                         // decide whether to detonate mines
273                         local entity mine, targetlist, targ;
274                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
275                         local float selfdamage, teamdamage, enemydamage;
276                         edgedamage = cvar("g_balance_minelayer_edgedamage");
277                         coredamage = cvar("g_balance_minelayer_damage");
278                         edgeradius = cvar("g_balance_minelayer_radius");
279                         recipricoledgeradius = 1 / edgeradius;
280                         selfdamage = 0;
281                         teamdamage = 0;
282                         enemydamage = 0;
283                         targetlist = findchainfloat(bot_attack, TRUE);
284                         mine = find(world, classname, "mine");
285                         while (mine)
286                         {
287                                 if (mine.owner != self)
288                                 {
289                                         mine = find(mine, classname, "mine");
290                                         continue;
291                                 }
292                                 targ = targetlist;
293                                 while (targ)
294                                 {
295                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
296                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
297                                         // count potential damage according to type of target
298                                         if (targ == self)
299                                                 selfdamage = selfdamage + d;
300                                         else if (targ.team == self.team && teams_matter)
301                                                 teamdamage = teamdamage + d;
302                                         else if (bot_shouldattack(targ))
303                                                 enemydamage = enemydamage + d;
304                                         targ = targ.chain;
305                                 }
306                                 mine = find(mine, classname, "mine");
307                         }
308                         local float desirabledamage;
309                         desirabledamage = enemydamage;
310                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
311                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
312                         if (self.team && teamplay != 1)
313                                 desirabledamage = desirabledamage - teamdamage;
314
315                         mine = find(world, classname, "mine");
316                         while (mine)
317                         {
318                                 if (mine.owner != self)
319                                 {
320                                         mine = find(mine, classname, "mine");
321                                         continue;
322                                 }
323                                 makevectors(mine.v_angle);
324                                 targ = targetlist;
325                                 if (skill > 9) // normal players only do this for the target they are tracking
326                                 {
327                                         targ = targetlist;
328                                         while (targ)
329                                         {
330                                                 if (
331                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
332                                                         && desirabledamage > 0.1*coredamage
333                                                 )self.BUTTON_ATCK2 = TRUE;
334                                                 targ = targ.chain;
335                                         }
336                                 }else{
337                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
338                                         //As the distance gets larger, a correct detonation gets near imposible
339                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
340                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
341                                                 if(self.enemy.classname == "player")
342                                                         if(desirabledamage >= 0.1*coredamage)
343                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
344                                                                         self.BUTTON_ATCK2 = TRUE;
345                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
346                                 }
347
348                                 mine = find(mine, classname, "mine");
349                         }
350                         // if we would be doing at X percent of the core damage, detonate it
351                         // but don't fire a new shot at the same time!
352                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
353                                 self.BUTTON_ATCK2 = TRUE;
354                         if ((skill > 6.5) && (selfdamage > self.health))
355                                 self.BUTTON_ATCK2 = FALSE;
356                         //if(self.BUTTON_ATCK2 == TRUE)
357                         //      dprint(ftos(desirabledamage),"\n");
358                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
359                 }
360         }
361         else if (req == WR_THINK)
362         {
363                 if (self.BUTTON_ATCK)
364                 {
365                         if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
366                         {
367                                 W_Mine_Attack();
368                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
369                         }
370                 }
371
372                 if (self.BUTTON_ATCK2)
373                 {
374                         minfound = 0;
375                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
376                         {
377                                 if(!mine.minelayer_detonate)
378                                 {
379                                         mine.minelayer_detonate = TRUE;
380                                         minfound = 1;
381                                 }
382                         }
383                         if(minfound)
384                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
385                 }
386         }
387         else if (req == WR_PRECACHE)
388         {
389                 precache_model ("models/flash.md3");
390                 precache_model ("models/mine.md3");
391                 precache_model ("models/weapons/g_minelayer.md3");
392                 precache_model ("models/weapons/v_minelayer.md3");
393                 precache_model ("models/weapons/h_minelayer.iqm");
394                 precache_sound ("weapons/mine_det.wav");
395                 precache_sound ("weapons/mine_fire.wav");
396                 precache_sound ("weapons/mine_stick.wav");
397                 precache_sound ("weapons/mine_trigger.wav");
398         }
399         else if (req == WR_SETUP)
400         {
401                 weapon_setup(WEP_MINE_LAYER);
402         }
403         else if (req == WR_CHECKAMMO1)
404         {
405                 // don't switch while placing a mine
406                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
407                         && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
408                         return FALSE;
409         }
410         else if (req == WR_CHECKAMMO2)
411                 return FALSE;
412         return TRUE;
413 };
414 #endif
415 #ifdef CSQC
416 float w_minelayer(float req)
417 {
418         if(req == WR_IMPACTEFFECT)
419         {
420                 vector org2;
421                 org2 = w_org + w_backoff * 12;
422                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
423                 if(!w_issilent)
424                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
425         }
426         else if(req == WR_PRECACHE)
427         {
428                 precache_sound("weapons/mine_exp.wav");
429         }
430         else if (req == WR_SUICIDEMESSAGE)
431                 w_deathtypestring = "%s exploded";
432         else if (req == WR_KILLMESSAGE)
433         {
434                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
435                         w_deathtypestring = "%s got too close to %s's mine";
436                 else if(w_deathtype & HITTYPE_SPLASH)
437                         w_deathtypestring = "%s almost dodged %s's mine";
438                 else
439                         w_deathtypestring = "%s stepped on %s's mine";
440         }
441         return TRUE;
442 }
443 #endif
444 #endif