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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         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load <= 0)
253                 return; // reloading, so we are done
254
255         entity mine;
256         entity flash;
257
258         // scan how many mines we placed, and return if we reached our limit
259         if(autocvar_g_balance_minelayer_limit)
260         {
261                 self.minelayer_mines = 0;
262                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
263                         self.minelayer_mines += 1;
264
265                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
266                 {
267                         // the refire delay keeps this message from being spammed
268                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
269                         play2(self, "weapons/unavailable.wav");
270                         return;
271                 }
272         }
273
274         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
275         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
276
277         mine = WarpZone_RefSys_SpawnSameRefSys(self);
278         mine.owner = self;
279         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
280                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
281         else
282                 mine.spawnshieldtime = -1;
283         mine.classname = "mine";
284         mine.bot_dodge = TRUE;
285         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
286
287         mine.takedamage = DAMAGE_YES;
288         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
289         mine.health = autocvar_g_balance_minelayer_health;
290         mine.event_damage = W_Mine_Damage;
291
292         mine.movetype = MOVETYPE_TOSS;
293         PROJECTILE_MAKETRIGGER(mine);
294         mine.projectiledeathtype = WEP_MINE_LAYER;
295         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
296
297         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
298         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
299         mine.angles = vectoangles (mine.velocity);
300
301         mine.touch = W_Mine_Touch;
302         mine.think = W_Mine_Think;
303         mine.nextthink = time;
304         mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
305         mine.flags = FL_PROJECTILE;
306
307         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
308
309         // muzzle flash for 1st person view
310         flash = spawn ();
311         setmodel (flash, "models/flash.md3"); // precision set below
312         SUB_SetFade (flash, time, 0.1);
313         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
314         W_AttachToShotorg(flash, '5 0 0');
315
316         // common properties
317
318         other = mine; MUTATOR_CALLHOOK(EditProjectile);
319
320         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
321         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
322         {
323                 if(autocvar_g_balance_minelayer_reload_ammo)
324                 {
325                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
326                         self.minelayer_load = self.clip_load;
327                 }
328                 else
329                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
330         }
331 }
332
333 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
334
335 float w_minelayer(float req)
336 {
337         entity mine;
338         float minfound;
339         if (req == WR_AIM)
340         {
341                 // aim and decide to fire if appropriate
342                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
343                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
344                 {
345                         // decide whether to detonate mines
346                         entity targetlist, targ;
347                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
348                         float selfdamage, teamdamage, enemydamage;
349                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
350                         coredamage = autocvar_g_balance_minelayer_damage;
351                         edgeradius = autocvar_g_balance_minelayer_radius;
352                         recipricoledgeradius = 1 / edgeradius;
353                         selfdamage = 0;
354                         teamdamage = 0;
355                         enemydamage = 0;
356                         targetlist = findchainfloat(bot_attack, TRUE);
357                         mine = find(world, classname, "mine");
358                         while (mine)
359                         {
360                                 if (mine.owner != self)
361                                 {
362                                         mine = find(mine, classname, "mine");
363                                         continue;
364                                 }
365                                 targ = targetlist;
366                                 while (targ)
367                                 {
368                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
369                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
370                                         // count potential damage according to type of target
371                                         if (targ == self)
372                                                 selfdamage = selfdamage + d;
373                                         else if (targ.team == self.team && teams_matter)
374                                                 teamdamage = teamdamage + d;
375                                         else if (bot_shouldattack(targ))
376                                                 enemydamage = enemydamage + d;
377                                         targ = targ.chain;
378                                 }
379                                 mine = find(mine, classname, "mine");
380                         }
381                         float desirabledamage;
382                         desirabledamage = enemydamage;
383                         if (time > self.invincible_finished && time > self.spawnshieldtime)
384                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
385                         if (teams_matter && self.team)
386                                 desirabledamage = desirabledamage - teamdamage;
387
388                         mine = find(world, classname, "mine");
389                         while (mine)
390                         {
391                                 if (mine.owner != self)
392                                 {
393                                         mine = find(mine, classname, "mine");
394                                         continue;
395                                 }
396                                 makevectors(mine.v_angle);
397                                 targ = targetlist;
398                                 if (skill > 9) // normal players only do this for the target they are tracking
399                                 {
400                                         targ = targetlist;
401                                         while (targ)
402                                         {
403                                                 if (
404                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
405                                                         && desirabledamage > 0.1*coredamage
406                                                 )self.BUTTON_ATCK2 = TRUE;
407                                                 targ = targ.chain;
408                                         }
409                                 }else{
410                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
411                                         //As the distance gets larger, a correct detonation gets near imposible
412                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
413                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
414                                                 if(self.enemy.classname == "player")
415                                                         if(desirabledamage >= 0.1*coredamage)
416                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
417                                                                         self.BUTTON_ATCK2 = TRUE;
418                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
419                                 }
420
421                                 mine = find(mine, classname, "mine");
422                         }
423                         // if we would be doing at X percent of the core damage, detonate it
424                         // but don't fire a new shot at the same time!
425                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
426                                 self.BUTTON_ATCK2 = TRUE;
427                         if ((skill > 6.5) && (selfdamage > self.health))
428                                 self.BUTTON_ATCK2 = FALSE;
429                         //if(self.BUTTON_ATCK2 == TRUE)
430                         //      dprint(ftos(desirabledamage),"\n");
431                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
432                 }
433         }
434         else if (req == WR_THINK)
435         {
436                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
437                         W_MineLayer_Reload();
438                 else if (self.BUTTON_ATCK)
439                 {
440                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
441                         {
442                                 W_Mine_Attack();
443                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
444                         }
445                 }
446
447                 else if (self.BUTTON_ATCK2)
448                 {
449                         minfound = 0;
450                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
451                         {
452                                 if(!mine.minelayer_detonate)
453                                 {
454                                         mine.minelayer_detonate = TRUE;
455                                         minfound = 1;
456                                 }
457                         }
458                         if(minfound)
459                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
460                 }
461
462         if(self.wish_reload)
463         {
464             if(self.switchweapon == self.weapon)
465             {
466                 if(self.weaponentity.state == WS_READY)
467                 {
468                     self.wish_reload = 0;
469                     W_MineLayer_Reload();
470                 }
471             }
472         }
473         }
474         else if (req == WR_PRECACHE)
475         {
476                 precache_model ("models/flash.md3");
477                 precache_model ("models/mine.md3");
478                 precache_model ("models/weapons/g_minelayer.md3");
479                 precache_model ("models/weapons/v_minelayer.md3");
480                 precache_model ("models/weapons/h_minelayer.iqm");
481                 precache_sound ("weapons/mine_det.wav");
482                 precache_sound ("weapons/mine_fire.wav");
483                 precache_sound ("weapons/mine_stick.wav");
484                 precache_sound ("weapons/mine_trigger.wav");
485         }
486         else if (req == WR_SETUP)
487         {
488                 weapon_setup(WEP_MINE_LAYER);
489                 W_MineLayer_SetAmmoCounter();
490         }
491         else if (req == WR_CHECKAMMO1)
492         {
493                 // don't switch while placing a mine
494                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
495                         && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
496                         return FALSE;
497         }
498         else if (req == WR_CHECKAMMO2)
499         {
500                 return FALSE;
501         }
502         else if (req == WR_RELOAD)
503         {
504                 W_MineLayer_Reload();
505         }
506         return TRUE;
507 };
508 #endif
509 #ifdef CSQC
510 float w_minelayer(float req)
511 {
512         if(req == WR_IMPACTEFFECT)
513         {
514                 vector org2;
515                 org2 = w_org + w_backoff * 12;
516                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
517                 if(!w_issilent)
518                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
519         }
520         else if(req == WR_PRECACHE)
521         {
522                 precache_sound("weapons/mine_exp.wav");
523         }
524         else if (req == WR_SUICIDEMESSAGE)
525                 w_deathtypestring = "%s exploded";
526         else if (req == WR_KILLMESSAGE)
527         {
528                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
529                         w_deathtypestring = "%s got too close to %s's mine";
530                 else if(w_deathtype & HITTYPE_SPLASH)
531                         w_deathtypestring = "%s almost dodged %s's mine";
532                 else
533                         w_deathtypestring = "%s stepped on %s's mine";
534         }
535         return TRUE;
536 }
537 #endif
538 #endif