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Remove useless returns on attack and attack2. There are several other checks that...
[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_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
3 #else
4 #ifdef SVQC
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
7 .float mine_time;
8
9 .float minelayer_load;
10
11 void W_MineLayer_SetAmmoCounter()
12 {
13         // set clip_load to the weapon we have switched to, if the gun uses reloading
14         if(!autocvar_g_balance_minelayer_reload_ammo)
15                 self.clip_load = 0; // also keeps crosshair ammo from displaying
16         else
17         {
18                 self.clip_load = self.minelayer_load;
19                 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
20         }
21 }
22
23 void W_MineLayer_ReloadedAndReady()
24 {
25         float t;
26
27         // now do the ammo transfer
28         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
29         while(self.clip_load < autocvar_g_balance_minelayer_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
30         {
31                 self.clip_load += 1;
32                 self.ammo_rockets -= 1;
33         }
34         self.minelayer_load = self.clip_load;
35
36         t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
37         ATTACK_FINISHED(self) = t;
38         w_ready();
39 }
40
41 void W_MineLayer_Reload()
42 {
43         // return if reloading is disabled for this weapon
44         if(!autocvar_g_balance_minelayer_reload_ammo)
45                 return;
46
47         if(!W_ReloadCheck(self.ammo_rockets))
48                 return;
49
50         float t;
51
52         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
53
54         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
55         ATTACK_FINISHED(self) = t;
56
57         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
58
59         self.old_clip_load = self.clip_load;
60         self.clip_load = -1;
61 }
62
63 void spawnfunc_weapon_minelayer (void)
64 {
65         weapon_defaultspawnfunc(WEP_MINE_LAYER);
66 }
67
68 void W_Mine_Stick ()
69 {
70         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
71
72         // 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
74         entity newmine;
75         newmine = spawn();
76         newmine.classname = self.classname;
77
78         newmine.bot_dodge = self.bot_dodge;
79         newmine.bot_dodgerating = self.bot_dodgerating;
80
81         newmine.owner = self.owner;
82         setsize(newmine, '-4 -4 -4', '4 4 4');
83         setorigin(newmine, self.origin);
84         setmodel(newmine, "models/mine.md3");
85         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
86
87         newmine.takedamage = self.takedamage;
88         newmine.damageforcescale = self.damageforcescale;
89         newmine.health = self.health;
90         newmine.event_damage = self.event_damage;
91         newmine.spawnshieldtime = self.spawnshieldtime;
92
93         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
94         newmine.projectiledeathtype = self.projectiledeathtype;
95
96         newmine.mine_time = self.mine_time;
97
98         newmine.touch = SUB_Null;
99         newmine.think = W_Mine_Think;
100         newmine.nextthink = time;
101         newmine.cnt = self.cnt;
102         newmine.flags = self.flags;
103
104         remove(self);
105         self = newmine;
106 }
107
108 void W_Mine_Explode ()
109 {
110         if(other.takedamage == DAMAGE_AIM)
111                 if(other.classname == "player")
112                         if(IsDifferentTeam(self.owner, other))
113                                 if(IsFlying(other))
114                                         AnnounceTo(self.owner, "airshot");
115
116         self.event_damage = SUB_Null;
117         self.takedamage = DAMAGE_NO;
118
119         RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
120
121         if (self.owner.weapon == WEP_MINE_LAYER)
122         {
123                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
124                 {
125                         self.owner.cnt = WEP_MINE_LAYER;
126                         ATTACK_FINISHED(self.owner) = time;
127                         self.owner.switchweapon = w_getbestweapon(self.owner);
128                 }
129         }
130         remove (self);
131 }
132
133 void W_Mine_DoRemoteExplode ()
134 {
135         self.event_damage = SUB_Null;
136         self.takedamage = DAMAGE_NO;
137
138         RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
139
140         if (self.owner.weapon == WEP_MINE_LAYER)
141         {
142                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
143                 {
144                         self.owner.cnt = WEP_MINE_LAYER;
145                         ATTACK_FINISHED(self.owner) = time;
146                         self.owner.switchweapon = w_getbestweapon(self.owner);
147                 }
148         }
149         remove (self);
150 }
151
152 void W_Mine_RemoteExplode ()
153 {
154         if(self.owner.deadflag == DEAD_NO)
155                 if((self.spawnshieldtime >= 0)
156                         ? (time >= self.spawnshieldtime) // timer
157                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
158                 )
159                 {
160                         W_Mine_DoRemoteExplode();
161                 }
162 }
163
164 void W_Mine_ProximityExplode ()
165 {
166         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
167         if(autocvar_g_balance_minelayer_protection)
168         {
169                 entity head;
170                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
171                 while(head)
172                 {
173                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
174                                 return;
175                         head = head.chain;
176                 }
177         }
178
179         self.mine_time = 0;
180         W_Mine_Explode();
181 }
182
183 void W_Mine_Think (void)
184 {
185         entity head;
186
187         self.nextthink = time;
188         if (time > self.cnt)
189         {
190                 other = world;
191                 self.projectiledeathtype |= HITTYPE_BOUNCE;
192                 W_Mine_Explode();
193                 return;
194         }
195
196         // a player's mines shall explode if he disconnects or dies
197         // TODO: Do this on team change too
198         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
199         {
200                 other = world;
201                 self.projectiledeathtype |= HITTYPE_BOUNCE;
202                 W_Mine_Explode();
203                 return;
204         }
205
206         // set the mine for detonation when a foe gets close enough
207         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
208         while(head)
209         {
210                 if(head.classname == "player" && head.deadflag == DEAD_NO)
211                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
212                 if(!self.mine_time)
213                 {
214                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
215                         self.mine_time = time + autocvar_g_balance_minelayer_time;
216                 }
217                 head = head.chain;
218         }
219
220         // explode if it's time to
221         if(self.mine_time && time >= self.mine_time)
222                 W_Mine_ProximityExplode();
223
224         // remote detonation
225         if (self.owner.weapon == WEP_MINE_LAYER)
226         if (self.owner.deadflag == DEAD_NO)
227         if (self.minelayer_detonate)
228                 W_Mine_RemoteExplode();
229 }
230
231 void W_Mine_Touch (void)
232 {
233         PROJECTILE_TOUCH;
234         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
235                 W_Mine_Stick();
236         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
237                 self.velocity = '0 0 0';
238 }
239
240 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
241 {
242         if (self.health <= 0)
243                 return;
244         self.health = self.health - damage;
245         self.angles = vectoangles(self.velocity);
246         if (self.health <= 0)
247                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
248 }
249
250 void W_Mine_Attack (void)
251 {
252         entity mine;
253         entity flash;
254
255         // scan how many mines we placed, and return if we reached our limit
256         if(autocvar_g_balance_minelayer_limit)
257         {
258                 self.minelayer_mines = 0;
259                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
260                         self.minelayer_mines += 1;
261
262                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
263                 {
264                         // the refire delay keeps this message from being spammed
265                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
266                         play2(self, "weapons/unavailable.wav");
267                         return;
268                 }
269         }
270
271         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
272         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
273
274         mine = WarpZone_RefSys_SpawnSameRefSys(self);
275         mine.owner = self;
276         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
277                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
278         else
279                 mine.spawnshieldtime = -1;
280         mine.classname = "mine";
281         mine.bot_dodge = TRUE;
282         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
283
284         mine.takedamage = DAMAGE_YES;
285         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
286         mine.health = autocvar_g_balance_minelayer_health;
287         mine.event_damage = W_Mine_Damage;
288
289         mine.movetype = MOVETYPE_TOSS;
290         PROJECTILE_MAKETRIGGER(mine);
291         mine.projectiledeathtype = WEP_MINE_LAYER;
292         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
293
294         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
295         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
296         mine.angles = vectoangles (mine.velocity);
297
298         mine.touch = W_Mine_Touch;
299         mine.think = W_Mine_Think;
300         mine.nextthink = time;
301         mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
302         mine.flags = FL_PROJECTILE;
303
304         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
305
306         // muzzle flash for 1st person view
307         flash = spawn ();
308         setmodel (flash, "models/flash.md3"); // precision set below
309         SUB_SetFade (flash, time, 0.1);
310         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
311         W_AttachToShotorg(flash, '5 0 0');
312
313         // common properties
314
315         other = mine; MUTATOR_CALLHOOK(EditProjectile);
316
317         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
318         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
319         {
320                 if(autocvar_g_balance_minelayer_reload_ammo)
321                 {
322                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
323                         self.minelayer_load = self.clip_load;
324                 }
325                 else
326                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
327         }
328 }
329
330 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
331
332 float w_minelayer(float req)
333 {
334         entity mine;
335         float minfound;
336         if (req == WR_AIM)
337         {
338                 // aim and decide to fire if appropriate
339                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
340                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
341                 {
342                         // decide whether to detonate mines
343                         entity targetlist, targ;
344                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
345                         float selfdamage, teamdamage, enemydamage;
346                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
347                         coredamage = autocvar_g_balance_minelayer_damage;
348                         edgeradius = autocvar_g_balance_minelayer_radius;
349                         recipricoledgeradius = 1 / edgeradius;
350                         selfdamage = 0;
351                         teamdamage = 0;
352                         enemydamage = 0;
353                         targetlist = findchainfloat(bot_attack, TRUE);
354                         mine = find(world, classname, "mine");
355                         while (mine)
356                         {
357                                 if (mine.owner != self)
358                                 {
359                                         mine = find(mine, classname, "mine");
360                                         continue;
361                                 }
362                                 targ = targetlist;
363                                 while (targ)
364                                 {
365                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
366                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
367                                         // count potential damage according to type of target
368                                         if (targ == self)
369                                                 selfdamage = selfdamage + d;
370                                         else if (targ.team == self.team && teams_matter)
371                                                 teamdamage = teamdamage + d;
372                                         else if (bot_shouldattack(targ))
373                                                 enemydamage = enemydamage + d;
374                                         targ = targ.chain;
375                                 }
376                                 mine = find(mine, classname, "mine");
377                         }
378                         float desirabledamage;
379                         desirabledamage = enemydamage;
380                         if (time > self.invincible_finished && time > self.spawnshieldtime)
381                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
382                         if (teams_matter && self.team)
383                                 desirabledamage = desirabledamage - teamdamage;
384
385                         mine = find(world, classname, "mine");
386                         while (mine)
387                         {
388                                 if (mine.owner != self)
389                                 {
390                                         mine = find(mine, classname, "mine");
391                                         continue;
392                                 }
393                                 makevectors(mine.v_angle);
394                                 targ = targetlist;
395                                 if (skill > 9) // normal players only do this for the target they are tracking
396                                 {
397                                         targ = targetlist;
398                                         while (targ)
399                                         {
400                                                 if (
401                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
402                                                         && desirabledamage > 0.1*coredamage
403                                                 )self.BUTTON_ATCK2 = TRUE;
404                                                 targ = targ.chain;
405                                         }
406                                 }else{
407                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
408                                         //As the distance gets larger, a correct detonation gets near imposible
409                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
410                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
411                                                 if(self.enemy.classname == "player")
412                                                         if(desirabledamage >= 0.1*coredamage)
413                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
414                                                                         self.BUTTON_ATCK2 = TRUE;
415                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
416                                 }
417
418                                 mine = find(mine, classname, "mine");
419                         }
420                         // if we would be doing at X percent of the core damage, detonate it
421                         // but don't fire a new shot at the same time!
422                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
423                                 self.BUTTON_ATCK2 = TRUE;
424                         if ((skill > 6.5) && (selfdamage > self.health))
425                                 self.BUTTON_ATCK2 = FALSE;
426                         //if(self.BUTTON_ATCK2 == TRUE)
427                         //      dprint(ftos(desirabledamage),"\n");
428                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
429                 }
430         }
431         else if (req == WR_THINK)
432         {
433                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
434                         W_MineLayer_Reload();
435                 else if (self.BUTTON_ATCK)
436                 {
437                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
438                         {
439                                 W_Mine_Attack();
440                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
441                         }
442                 }
443
444                 else if (self.BUTTON_ATCK2)
445                 {
446                         minfound = 0;
447                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
448                         {
449                                 if(!mine.minelayer_detonate)
450                                 {
451                                         mine.minelayer_detonate = TRUE;
452                                         minfound = 1;
453                                 }
454                         }
455                         if(minfound)
456                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
457                 }
458
459         if(self.wish_reload)
460         {
461             if(self.switchweapon == self.weapon)
462             {
463                 if(self.weaponentity.state == WS_READY)
464                 {
465                     self.wish_reload = 0;
466                     W_MineLayer_Reload();
467                 }
468             }
469         }
470         }
471         else if (req == WR_PRECACHE)
472         {
473                 precache_model ("models/flash.md3");
474                 precache_model ("models/mine.md3");
475                 precache_model ("models/weapons/g_minelayer.md3");
476                 precache_model ("models/weapons/v_minelayer.md3");
477                 precache_model ("models/weapons/h_minelayer.iqm");
478                 precache_sound ("weapons/mine_det.wav");
479                 precache_sound ("weapons/mine_fire.wav");
480                 precache_sound ("weapons/mine_stick.wav");
481                 precache_sound ("weapons/mine_trigger.wav");
482         }
483         else if (req == WR_SETUP)
484         {
485                 weapon_setup(WEP_MINE_LAYER);
486                 W_MineLayer_SetAmmoCounter();
487         }
488         else if (req == WR_CHECKAMMO1)
489         {
490                 // don't switch while placing a mine
491                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
492                         && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
493                         return FALSE;
494         }
495         else if (req == WR_CHECKAMMO2)
496         {
497                 return FALSE;
498         }
499         else if (req == WR_RELOAD)
500         {
501                 W_MineLayer_Reload();
502         }
503         return TRUE;
504 };
505 #endif
506 #ifdef CSQC
507 float w_minelayer(float req)
508 {
509         if(req == WR_IMPACTEFFECT)
510         {
511                 vector org2;
512                 org2 = w_org + w_backoff * 12;
513                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
514                 if(!w_issilent)
515                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
516         }
517         else if(req == WR_PRECACHE)
518         {
519                 precache_sound("weapons/mine_exp.wav");
520         }
521         else if (req == WR_SUICIDEMESSAGE)
522                 w_deathtypestring = "%s exploded";
523         else if (req == WR_KILLMESSAGE)
524         {
525                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
526                         w_deathtypestring = "%s got too close to %s's mine";
527                 else if(w_deathtype & HITTYPE_SPLASH)
528                         w_deathtypestring = "%s almost dodged %s's mine";
529                 else
530                         w_deathtypestring = "%s stepped on %s's mine";
531         }
532         return TRUE;
533 }
534 #endif
535 #endif