X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fminelayer.qc;h=bc7f8eb39efbe6be32be3d9cb757bf355af3c402;hb=e2582810b7cf4154504d97ad4771f7f038d69492;hp=05dde9852737836bf8b193944b2ffcc8947e89f0;hpb=5607e279fe7b0dc9f92e15556ed6dc33f17f549c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index 05dde9852..bc7f8eb39 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -1,55 +1,59 @@ #ifndef IMPLEMENTATION -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) +CLASS(MineLayer, Weapon) +/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets) +/* impulse */ ATTRIB(MineLayer, impulse, int, 4) +/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); +/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0'); +/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer"); +#ifndef MENUQC +/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM); +#endif +/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer"); +/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9); +/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer"); +/* refname */ ATTRIB(MineLayer, netname, string, "minelayer"); +/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, damageforcescale, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, detonatedelay, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, health, float, NONE) \ + P(class, prefix, lifetime, float, NONE) \ + P(class, prefix, lifetime_countdown, float, NONE) \ + P(class, prefix, limit, float, NONE) \ + P(class, prefix, protection, float, NONE) \ + P(class, prefix, proximityradius, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_damage, float, NONE) \ + P(class, prefix, remote_edgedamage, float, NONE) \ + P(class, prefix, remote_force, float, NONE) \ + P(class, prefix, remote_radius, float, NONE) \ + P(class, prefix, speed, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, time, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, MineLayer, minelayer) +#undef X +ENDCLASS(MineLayer) +REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer)); #ifdef SVQC -MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -void W_MineLayer_Think(void); +void W_MineLayer_Think(entity this); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; @@ -57,16 +61,15 @@ void W_MineLayer_Think(void); #endif #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); } +spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); } -void W_MineLayer_Stick(entity to) -{SELFPARAM(); +void W_MineLayer_Stick(entity this, entity to) +{ spamsound(self, CH_SHOTS, SND(MINE_STICK), 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(); + entity newmine = spawn(); newmine.classname = self.classname; newmine.bot_dodge = self.bot_dodge; @@ -93,25 +96,24 @@ void W_MineLayer_Stick(entity to) newmine.mine_time = self.mine_time; - newmine.touch = func_null; - newmine.think = W_MineLayer_Think; + settouch(newmine, func_null); + setthink(newmine, W_MineLayer_Think); newmine.nextthink = time; newmine.cnt = self.cnt; newmine.flags = self.flags; remove(self); - setself(newmine); if(to) - SetMovetypeFollow(self, to); + SetMovetypeFollow(newmine, to); } -void W_MineLayer_Explode(void) -{SELFPARAM(); +void W_MineLayer_Explode(entity this) +{ if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) + if(!IS_DEAD(other)) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); @@ -120,23 +122,24 @@ void W_MineLayer_Explode(void) 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.m_id) + if(PS(self.realowner).m_weapon == WEP_MINE_LAYER) { - setself(self.realowner); - if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1)) + entity own = this.realowner; + Weapon w = WEP_MINE_LAYER; + if(!w.wr_checkammo1(w, own)) { - self.cnt = WEP_MINE_LAYER.m_id; - ATTACK_FINISHED(self) = time; - self.switchweapon = w_getbestweapon(self); + own.cnt = WEP_MINE_LAYER.m_id; + int slot = 0; // TODO: unhardcode + ATTACK_FINISHED(own, slot) = time; + PS(own).m_switchweapon = w_getbestweapon(own); } - setself(this); } self.realowner.minelayer_mines -= 1; remove(self); } -void W_MineLayer_DoRemoteExplode(void) -{SELFPARAM(); +void W_MineLayer_DoRemoteExplode(entity this) +{ self.event_damage = func_null; self.takedamage = DAMAGE_NO; @@ -145,35 +148,36 @@ void W_MineLayer_DoRemoteExplode(void) 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.m_id) + if(PS(self.realowner).m_weapon == WEP_MINE_LAYER) { - setself(self.realowner); - if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1)) + entity own = this.realowner; + Weapon w = WEP_MINE_LAYER; + if(!w.wr_checkammo1(w, own)) { - self.cnt = WEP_MINE_LAYER.m_id; - ATTACK_FINISHED(self) = time; - self.switchweapon = w_getbestweapon(self); + own.cnt = WEP_MINE_LAYER.m_id; + int slot = 0; // TODO: unhardcode + ATTACK_FINISHED(own, slot) = time; + PS(own).m_switchweapon = w_getbestweapon(own); } - setself(this); } - self.realowner.minelayer_mines -= 1; + this.realowner.minelayer_mines -= 1; remove(self); } -void W_MineLayer_RemoteExplode(void) -{SELFPARAM(); - if(self.realowner.deadflag == DEAD_NO) +void W_MineLayer_RemoteExplode(entity this) +{ + if(!IS_DEAD(self.realowner)) if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device + : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device ) { - W_MineLayer_DoRemoteExplode(); + W_MineLayer_DoRemoteExplode(self); } } -void W_MineLayer_ProximityExplode(void) -{SELFPARAM(); +void W_MineLayer_ProximityExplode(entity this) +{ // 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) { @@ -188,7 +192,7 @@ void W_MineLayer_ProximityExplode(void) } self.mine_time = 0; - W_MineLayer_Explode(); + W_MineLayer_Explode(self); } int W_MineLayer_Count(entity e) @@ -201,8 +205,8 @@ int W_MineLayer_Count(entity e) return minecount; } -void W_MineLayer_Think(void) -{SELFPARAM(); +void W_MineLayer_Think(entity this) +{ entity head; self.nextthink = time; @@ -228,11 +232,11 @@ void W_MineLayer_Think(void) // 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) + if(!IS_PLAYER(self.realowner) || IS_DEAD(self.realowner) || STAT(FROZEN, self.realowner)) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; - W_MineLayer_Explode(); + W_MineLayer_Explode(self); return; } @@ -240,7 +244,7 @@ void W_MineLayer_Think(void) head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius)); while(head) { - if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen) + if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head)) if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { @@ -253,59 +257,59 @@ void W_MineLayer_Think(void) // explode if it's time to if(self.mine_time && time >= self.mine_time) { - W_MineLayer_ProximityExplode(); + W_MineLayer_ProximityExplode(self); return; } // remote detonation - if(self.realowner.weapon == WEP_MINE_LAYER.m_id) - if(self.realowner.deadflag == DEAD_NO) + if(PS(self.realowner).m_weapon == WEP_MINE_LAYER) + if(!IS_DEAD(self.realowner)) if(self.minelayer_detonate) - W_MineLayer_RemoteExplode(); + W_MineLayer_RemoteExplode(self); } -void W_MineLayer_Touch(void) -{SELFPARAM(); +void W_MineLayer_Touch(entity this) +{ 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(WarpZone_Projectile_Touch(self)) { if(wasfreed(self)) self.realowner.minelayer_mines -= 1; return; } - if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO) + if(other && IS_PLAYER(other) && !IS_DEAD(other)) { // hit a player // don't stick } else { - W_MineLayer_Stick(other); + W_MineLayer_Stick(self, other); } } -void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - float is_from_enemy = (inflictor.realowner != self.realowner); + float is_from_enemy = (inflictor.realowner != this.realowner); - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt - self.health = self.health - damage; - self.angles = vectoangles(self.velocity); + this.health = this.health - damage; + this.angles = vectoangles(this.velocity); - if(self.health <= 0) - W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode); + if(this.health <= 0) + W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode); } -void W_MineLayer_Attack(void) -{SELFPARAM(); +void W_MineLayer_Attack(Weapon thiswep, entity actor) +{entity this = actor; entity mine; entity flash; @@ -321,9 +325,9 @@ void W_MineLayer_Attack(void) } } - W_DecreaseAmmo(WEP_CVAR(minelayer, ammo)); + W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo)); - W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage)); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); @@ -351,8 +355,8 @@ void W_MineLayer_Attack(void) W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0); mine.angles = vectoangles(mine.velocity); - mine.touch = W_MineLayer_Touch; - mine.think = W_MineLayer_Think; + settouch(mine, W_MineLayer_Touch); + setthink(mine, W_MineLayer_Think); mine.nextthink = time; mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); mine.flags = FL_PROJECTILE; @@ -367,7 +371,7 @@ void W_MineLayer_Attack(void) setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); + W_AttachToShotorg(self, flash, '5 0 0'); // common properties @@ -376,12 +380,12 @@ void W_MineLayer_Attack(void) self.minelayer_mines = W_MineLayer_Count(self); } -float W_MineLayer_PlacedMines(float detonate) -{SELFPARAM(); +float W_MineLayer_PlacedMines(entity this, float detonate) +{ entity mine; float minfound = 0; - for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self) + for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == this) { if(detonate) { @@ -397,213 +401,177 @@ float W_MineLayer_PlacedMines(float detonate) return minfound; } -bool W_MineLayer(int req) -{SELFPARAM(); - 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, SND_MINE_DET, VOL_BASE, ATTN_NORM); - } - - return true; - } - case WR_INIT: - { - 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.m_id) - { - ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo); - ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= 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), SND(RELOAD)); - return true; - } - case WR_SUICIDEMESSAGE: - { - return WEAPON_MINELAYER_SUICIDE; - } - case WR_KILLMESSAGE: - { - return WEAPON_MINELAYER_MURDER; - } - } - return false; +METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) +{ + entity this = actor; + // aim and decide to fire if appropriate + if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) + PHYS_INPUT_BUTTON_ATCK(self) = false; + else + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 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); + entity 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(self, 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 + ) PHYS_INPUT_BUTTON_ATCK2(self) = 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)) + PHYS_INPUT_BUTTON_ATCK2(self) = 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 + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if((skill > 6.5) && (selfdamage > self.health)) + PHYS_INPUT_BUTTON_ATCK2(self) = false; + //if(PHYS_INPUT_BUTTON_ATCK2(self) == true) + // dprint(ftos(desirabledamage),"\n"); + if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false; + } +} +METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(autocvar_g_balance_minelayer_reload_ammo && actor.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(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } + } + else if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire))) + { + W_MineLayer_Attack(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready); + } + } + + if(fire & 2) + { + if(W_MineLayer_PlacedMines(actor, true)) + sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); + } +} +METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + //int slot = 0; // TODO: unhardcode + // actually do // don't switch while placing a mine + //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER) + //{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo); + ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo); + return ammo_amount; + //} + //return true; +} +METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + if(W_MineLayer_PlacedMines(actor, false)) + return true; + else + return false; +} +METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor)) +{ + actor.minelayer_mines = 0; +} +METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, WEP_CVAR(minelayer, ammo), SND_RELOAD); +} +METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_MINELAYER_SUICIDE; } +METHOD(MineLayer, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_MINELAYER_MURDER; +} + #endif #ifdef CSQC -bool W_MineLayer(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: - { - vector org2; - org2 = w_org + w_backoff * 12; - pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM); - return true; - } - case WR_INIT: - { - return true; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; +METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor)) +{ + entity this = actor; + vector org2; + org2 = w_org + w_backoff * 12; + pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM); } + #endif #endif