+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ MINE_LAYER,
-/* function */ W_MineLayer,
-/* ammotype */ ammo_rockets,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.75 1 0',
-/* modelname */ "minelayer",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminelayer 0.9",
-/* wepimg */ "weaponminelayer",
-/* refname */ "minelayer",
-/* wepname */ _("Mine Layer")
-);
-
-#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
-#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, ammo) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, damageforcescale) \
- w_cvar(id, sn, NONE, detonatedelay) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, health) \
- w_cvar(id, sn, NONE, lifetime) \
- w_cvar(id, sn, NONE, lifetime_countdown) \
- w_cvar(id, sn, NONE, limit) \
- w_cvar(id, sn, NONE, protection) \
- w_cvar(id, sn, NONE, proximityradius) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, remote_damage) \
- w_cvar(id, sn, NONE, remote_edgedamage) \
- w_cvar(id, sn, NONE, remote_force) \
- w_cvar(id, sn, NONE, remote_radius) \
- w_cvar(id, sn, NONE, speed) \
- w_cvar(id, sn, NONE, time) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
-.float minelayer_detonate, mine_explodeanyway;
-.float mine_time;
-.vector mine_orientation;
-#endif
-#else
-#ifdef SVQC
-void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
-
-void W_MineLayer_Stick(entity to)
-{
- spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
-
- // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
-
- entity newmine;
- newmine = spawn();
- newmine.classname = self.classname;
-
- newmine.bot_dodge = self.bot_dodge;
- newmine.bot_dodgerating = self.bot_dodgerating;
-
- newmine.owner = self.owner;
- newmine.realowner = self.realowner;
- setsize(newmine, '-4 -4 -4', '4 4 4');
- setorigin(newmine, self.origin);
- setmodel(newmine, "models/mine.md3");
- newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
-
- newmine.mine_orientation = -trace_plane_normal;
-
- newmine.takedamage = self.takedamage;
- newmine.damageforcescale = self.damageforcescale;
- newmine.health = self.health;
- newmine.event_damage = self.event_damage;
- newmine.spawnshieldtime = self.spawnshieldtime;
- newmine.damagedbycontents = TRUE;
-
- newmine.movetype = MOVETYPE_NONE; // lock the mine in place
- newmine.projectiledeathtype = self.projectiledeathtype;
-
- newmine.mine_time = self.mine_time;
-
- newmine.touch = func_null;
- newmine.think = W_MineLayer_Think;
- newmine.nextthink = time;
- newmine.cnt = self.cnt;
- newmine.flags = self.flags;
-
- remove(self);
- self = newmine;
-
- if(to)
- SetMovetypeFollow(self, to);
-}
-
-void W_MineLayer_Explode(void)
-{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- 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);
-
- if(self.realowner.weapon == WEP_MINE_LAYER)
- {
- entity oldself;
- oldself = self;
- self = self.realowner;
- if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
- {
- self.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self) = time;
- self.switchweapon = w_getbestweapon(self);
- }
- self = oldself;
- }
- self.realowner.minelayer_mines -= 1;
- remove(self);
-}
-
-void W_MineLayer_DoRemoteExplode(void)
-{
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
- self.velocity = self.mine_orientation; // particle fx and decals need .velocity
-
- 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);
-
- if(self.realowner.weapon == WEP_MINE_LAYER)
- {
- entity oldself;
- oldself = self;
- self = self.realowner;
- if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
- {
- self.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self) = time;
- self.switchweapon = w_getbestweapon(self);
- }
- self = oldself;
- }
- self.realowner.minelayer_mines -= 1;
- remove(self);
-}
-
-void W_MineLayer_RemoteExplode(void)
-{
- if(self.realowner.deadflag == DEAD_NO)
- if((self.spawnshieldtime >= 0)
- ? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
- )
- {
- W_MineLayer_DoRemoteExplode();
- }
-}
-
-void W_MineLayer_ProximityExplode(void)
-{
- // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
- if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
- {
- entity head;
- head = findradius(self.origin, WEP_CVAR(minelayer, radius));
- while(head)
- {
- if(head == self.realowner || SAME_TEAM(head, self.realowner))
- return;
- head = head.chain;
- }
- }
-
- self.mine_time = 0;
- W_MineLayer_Explode();
-}
-
-float W_MineLayer_Count(entity e)
-{
- float minecount = 0;
- entity mine;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
- minecount += 1;
-
- return minecount;
-}
-
-void W_MineLayer_Think(void)
-{
- entity head;
-
- self.nextthink = time;
-
- if(self.movetype == MOVETYPE_FOLLOW)
- {
- if(LostMovetypeFollow(self))
- {
- UnsetMovetypeFollow(self);
- self.movetype = MOVETYPE_NONE;
- }
- }
-
- // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
- // TODO: replace this mine_trigger.wav sound with a real countdown
- if((time > self.cnt) && (!self.mine_time))
- {
- if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
- spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
- self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
- self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
- }
-
- // a player's mines shall explode if he disconnects or dies
- // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
- if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
- {
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_MineLayer_Explode();
- return;
- }
-
- // set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
- while(head)
- {
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
- if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
- if(!self.mine_time)
- {
- spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
- self.mine_time = time + WEP_CVAR(minelayer, time);
- }
- head = head.chain;
- }
-
- // explode if it's time to
- if(self.mine_time && time >= self.mine_time)
- {
- W_MineLayer_ProximityExplode();
- return;
- }
-
- // remote detonation
- if(self.realowner.weapon == WEP_MINE_LAYER)
- if(self.realowner.deadflag == DEAD_NO)
- if(self.minelayer_detonate)
- W_MineLayer_RemoteExplode();
-}
-
-void W_MineLayer_Touch(void)
-{
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
- return; // we're already a stuck mine, why do we get called? TODO does this even happen?
-
- if(WarpZone_Projectile_Touch())
- {
- if(wasfreed(self))
- self.realowner.minelayer_mines -= 1;
- return;
- }
-
- if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
- {
- // hit a player
- // don't stick
- }
- else
- {
- W_MineLayer_Stick(other);
- }
-}
-
-void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if(self.health <= 0)
- return;
-
- float is_from_enemy = (inflictor.realowner != self.realowner);
-
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
- self.angles = vectoangles(self.velocity);
-
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
-}
-
-void W_MineLayer_Attack(void)
-{
- entity mine;
- entity flash;
-
- // scan how many mines we placed, and return if we reached our limit
- if(WEP_CVAR(minelayer, limit))
- {
- if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
- {
- // the refire delay keeps this message from being spammed
- sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
- play2(self, "weapons/unavailable.wav");
- return;
- }
- }
-
- W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
-
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
- pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- mine = WarpZone_RefSys_SpawnSameRefSys(self);
- mine.owner = mine.realowner = self;
- if(WEP_CVAR(minelayer, detonatedelay) >= 0)
- mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
- else
- mine.spawnshieldtime = -1;
- mine.classname = "mine";
- mine.bot_dodge = TRUE;
- mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
-
- mine.takedamage = DAMAGE_YES;
- mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
- mine.health = WEP_CVAR(minelayer, health);
- mine.event_damage = W_MineLayer_Damage;
- mine.damagedbycontents = TRUE;
-
- mine.movetype = MOVETYPE_TOSS;
- PROJECTILE_MAKETRIGGER(mine);
- mine.projectiledeathtype = WEP_MINE_LAYER;
- setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
-
- setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
- W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
- mine.angles = vectoangles(mine.velocity);
-
- mine.touch = W_MineLayer_Touch;
- mine.think = W_MineLayer_Think;
- mine.nextthink = time;
- mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
- mine.flags = FL_PROJECTILE;
- mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
-
- CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
-
- // muzzle flash for 1st person view
- flash = spawn();
- setmodel(flash, "models/flash.md3"); // precision set below
- SUB_SetFade(flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-
- // common properties
-
- other = mine; MUTATOR_CALLHOOK(EditProjectile);
-
- self.minelayer_mines = W_MineLayer_Count(self);
-}
-
-float W_MineLayer_PlacedMines(float detonate)
-{
- entity mine;
- float minfound = 0;
-
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
- {
- if(detonate)
- {
- if(!mine.minelayer_detonate)
- {
- mine.minelayer_detonate = TRUE;
- minfound = 1;
- }
- }
- else
- minfound = 1;
- }
- return minfound;
-}
-
-float W_MineLayer(float req)
-{
- entity mine;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
- {
- // aim and decide to fire if appropriate
- if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
- self.BUTTON_ATCK = FALSE;
- else
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
- if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
- {
- // decide whether to detonate mines
- entity targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- float selfdamage, teamdamage, enemydamage;
- edgedamage = WEP_CVAR(minelayer, edgedamage);
- coredamage = WEP_CVAR(minelayer, damage);
- edgeradius = WEP_CVAR(minelayer, radius);
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, TRUE);
- mine = find(world, classname, "mine");
- while(mine)
- {
- if(mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- targ = targetlist;
- while(targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if(targ == self)
- selfdamage = selfdamage + d;
- else if(targ.team == self.team && teamplay)
- teamdamage = teamdamage + d;
- else if(bot_shouldattack(targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- mine = find(mine, classname, "mine");
- }
- float desirabledamage;
- desirabledamage = enemydamage;
- if(time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if(teamplay && self.team)
- desirabledamage = desirabledamage - teamdamage;
-
- mine = find(world, classname, "mine");
- while(mine)
- {
- if(mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- makevectors(mine.v_angle);
- targ = targetlist;
- if(skill > 9) // normal players only do this for the target they are tracking
- {
- targ = targetlist;
- while(targ)
- {
- if(
- (v_forward * normalize(mine.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- )self.BUTTON_ATCK2 = TRUE;
- targ = targ.chain;
- }
- }else{
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
- //As the distance gets larger, a correct detonation gets near imposible
- //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
- if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- self.BUTTON_ATCK2 = TRUE;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
-
- mine = find(mine, classname, "mine");
- }
- // if we would be doing at X percent of the core damage, detonate it
- // but don't fire a new shot at the same time!
- if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- self.BUTTON_ATCK2 = TRUE;
- if((skill > 6.5) && (selfdamage > self.health))
- self.BUTTON_ATCK2 = FALSE;
- //if(self.BUTTON_ATCK2 == TRUE)
- // dprint(ftos(desirabledamage),"\n");
- if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
- }
-
- return TRUE;
- }
- case WR_THINK:
- {
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
- {
- // not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
- WEP_ACTION(self.weapon, WR_RELOAD);
- }
- else if(self.BUTTON_ATCK)
- {
- if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
- {
- W_MineLayer_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
- }
- }
-
- if(self.BUTTON_ATCK2)
- {
- if(W_MineLayer_PlacedMines(TRUE))
- sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
- }
-
- return TRUE;
- }
- case WR_INIT:
- {
- precache_model("models/flash.md3");
- precache_model("models/mine.md3");
- precache_model("models/weapons/g_minelayer.md3");
- precache_model("models/weapons/v_minelayer.md3");
- precache_model("models/weapons/h_minelayer.iqm");
- precache_sound("weapons/mine_det.wav");
- precache_sound("weapons/mine_fire.wav");
- precache_sound("weapons/mine_stick.wav");
- precache_sound("weapons/mine_trigger.wav");
- MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
- }
- case WR_CHECKAMMO1:
- {
- // don't switch while placing a mine
- if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
- {
- ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
- ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
- return ammo_amount;
- }
- return TRUE;
- }
- case WR_CHECKAMMO2:
- {
- if(W_MineLayer_PlacedMines(FALSE))
- return TRUE;
- else
- return FALSE;
- }
- case WR_CONFIG:
- {
- MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
- }
- case WR_RESETPLAYER:
- {
- self.minelayer_mines = 0;
- return TRUE;
- }
- case WR_RELOAD:
- {
- W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
- return TRUE;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_MINELAYER_SUICIDE;
- }
- case WR_KILLMESSAGE:
- {
- return WEAPON_MINELAYER_MURDER;
- }
- }
- return FALSE;
-}
-#endif
-#ifdef CSQC
-float W_MineLayer(float req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
- }
- case WR_INIT:
- {
- precache_sound("weapons/mine_exp.wav");
- return TRUE;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return FALSE;
- }
- }
- return FALSE;
-}
-#endif
-#endif