]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_minelayer.qc
First step toward a mine layer weapon; Make a copy of the Rocket Launcher gun, and...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
3 #else
4 #ifdef SVQC
5 .float rl_release;
6 .float rl_detonate_later;
7
8 void spawnfunc_weapon_minelayer (void)
9 {
10         weapon_defaultspawnfunc(WEP_MINE_LAYER);
11 }
12
13 void W_Mine_Unregister()
14 {
15         if(self.owner && self.owner.lastrocket == self)
16         {
17                 self.owner.lastrocket = world;
18                 // self.owner.rl_release = 1;
19         }
20 }
21
22 void W_Mine_Explode ()
23 {
24         W_Mine_Unregister();
25
26         if(other.takedamage == DAMAGE_AIM)
27                 if(other.classname == "player")
28                         if(IsDifferentTeam(self.owner, other))
29                                 if(IsFlying(other))
30                                         AnnounceTo(self.owner, "airshot");
31
32         self.event_damage = SUB_Null;
33         self.takedamage = DAMAGE_NO;
34
35         RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
36
37         if (self.owner.weapon == WEP_MINE_LAYER)
38         {
39                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
40                 {
41                         self.owner.cnt = WEP_MINE_LAYER;
42                         ATTACK_FINISHED(self.owner) = time;
43                         self.owner.switchweapon = w_getbestweapon(self.owner);
44                 }
45                 if(g_laserguided_missile)
46                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_minelayer_refire") * W_WeaponRateFactor();
47         }
48         remove (self);
49 }
50
51 void W_Mine_DoRemoteExplode ()
52 {
53         W_Mine_Unregister();
54
55         self.event_damage = SUB_Null;
56         self.takedamage = DAMAGE_NO;
57
58         RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
59
60         if (self.owner.weapon == WEP_MINE_LAYER)
61         {
62                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
63                 {
64                         self.owner.cnt = WEP_MINE_LAYER;
65                         ATTACK_FINISHED(self.owner) = time;
66                         self.owner.switchweapon = w_getbestweapon(self.owner);
67                 }
68                 if(g_laserguided_missile)
69                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_minelayer_refire") * W_WeaponRateFactor();
70         }
71         remove (self);
72 }
73
74 void W_Mine_RemoteExplode()
75 {
76         if(self.owner.deadflag == DEAD_NO)
77         if(self.owner.lastrocket)
78         {
79                 if((self.spawnshieldtime >= 0)
80                         ? (time >= self.spawnshieldtime) // timer
81                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
82                 )
83                 {
84                         W_Mine_DoRemoteExplode();
85                 }
86         }
87 }
88
89 void W_Mine_Think (void)
90 {
91         entity e;
92         vector desireddir, olddir, newdir, desiredorigin, goal;
93 #if 0
94         float cosminang, cosmaxang, cosang;
95 #endif
96         float turnrate, velspeed, f;
97         self.nextthink = time;
98         if (time > self.cnt)
99         {
100                 other = world;
101                 self.projectiledeathtype |= HITTYPE_BOUNCE;
102                 W_Mine_Explode ();
103                 return;
104         }
105
106         if(g_laserguided_missile)
107         {
108                 // accelerate
109                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
110                 velspeed = cvar("g_balance_minelayer_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
111                 if (velspeed > 0)
112                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_minelayer_laserguided_speedaccel") * frametime, velspeed);
113         }
114         else
115         {
116                 // accelerate
117                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
118                 velspeed = cvar("g_balance_minelayer_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
119                 if (velspeed > 0)
120                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_minelayer_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
121         }
122
123         // laser guided, or remote detonation
124         if (self.owner.weapon == WEP_MINE_LAYER)
125         {
126                 if(g_laserguided_missile)
127                 {
128                         if(self.rl_detonate_later)
129                                 W_Mine_RemoteExplode();
130
131                         if(cvar("g_balance_minelayer_laserguided_allow_steal"))
132                         {
133                                 if(self.owner.laser_on)
134                                 {
135                                         if(self.attack_finished_single < time)
136                                         {
137                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
138                                                 //self.enemy = FindLaserTarget(self, 0.7, 0.7);
139                                         }
140
141                                         if(!self.enemy)
142                                                 self.enemy = self.owner.weaponentity.lasertarget;
143                                 }
144                                 else self.enemy = world;
145                         }
146                         else // don't allow stealing: always target my owner's laser (if it exists)
147                                 self.enemy = self.owner.weaponentity.lasertarget;
148
149                         if(self.enemy != world)
150                         {
151                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
152                                 velspeed = vlen(self.velocity);
153                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
154                                 turnrate = cvar("g_balance_minelayer_laserguided_turnrate");//0.65;                                             // how fast to turn
155                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
156                                 olddir = normalize(self.velocity);                                      // get my current direction
157                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
158                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
159                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
160
161                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
162                         }
163                 }
164                 else
165                 {
166                         if(self == self.owner.lastrocket)
167                         if not(self.owner.rl_release)
168                         if not(self.BUTTON_ATCK2)
169                         if(cvar("g_balance_minelayer_guiderate"))
170                         if(time > self.pushltime)
171                         if(self.owner.deadflag == DEAD_NO)
172                         {
173                                 f = cvar("g_balance_minelayer_guideratedelay");
174                                 if(f)
175                                         f = bound(0, (time - self.pushltime) / f, 1);
176                                 else
177                                         f = 1;
178
179                                 velspeed = vlen(self.velocity);
180
181                                 makevectors(self.owner.v_angle);
182                                 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
183                                 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
184                                 olddir = normalize(self.velocity);
185
186 #if 0
187                                 // disabled this code because it doesn't do what I want it to do :P
188                                 cosminang = cos(cvar("g_balance_minelayer_guidefadeangle") * DEG2RAD);
189                                 cosmaxang = cos(cvar("g_balance_minelayer_guidemaxangle") * DEG2RAD);
190                                 cosang = desireddir * normalize(self.origin - desiredorigin);
191                                 if(cosminang == cosmaxang)
192                                         f *= (cosang >= cosminang);
193                                 else
194                                         f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
195 #endif
196
197                                 if(!self.count)
198                                 {
199                                         pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
200                                         // TODO add a better sound here
201                                         sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
202                                         self.count = 1;
203                                 }
204                         }
205
206                         if(self.rl_detonate_later)
207                                 W_Mine_RemoteExplode();
208                 }
209         }
210
211         if(self.csqcprojectile_clientanimate == 0)
212                 UpdateCSQCProjectile(self);
213 }
214
215 void W_Mine_Touch (void)
216 {
217         W_Mine_Unregister();
218
219         PROJECTILE_TOUCH;
220         W_Mine_Explode ();
221 }
222
223 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
224 {
225         if (self.health <= 0)
226                 return;
227         self.health = self.health - damage;
228         self.angles = vectoangles(self.velocity);
229         if (self.health <= 0)
230                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
231 }
232
233 void W_Mine_Attack (void)
234 {
235         local entity missile;
236         local entity flash;
237
238         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
239                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
240
241         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_minelayer_damage"));
242         pointparticles(particleeffectnum("minelayer_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
243
244         missile = WarpZone_RefSys_SpawnSameRefSys(self);
245         missile.owner = self;
246         self.lastrocket = missile;
247         if(cvar("g_balance_minelayer_detonatedelay") >= 0)
248                 missile.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
249         else
250                 missile.spawnshieldtime = -1;
251         missile.pushltime = time + cvar("g_balance_minelayer_guidedelay");
252         missile.classname = "rocket";
253         missile.bot_dodge = TRUE;
254         missile.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
255
256         missile.takedamage = DAMAGE_YES;
257         missile.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
258         missile.health = cvar("g_balance_minelayer_health");
259         missile.event_damage = W_Mine_Damage;
260
261         missile.movetype = MOVETYPE_FLY;
262         PROJECTILE_MAKETRIGGER(missile);
263         missile.projectiledeathtype = WEP_MINE_LAYER;
264         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
265
266         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
267         if(g_laserguided_missile && self.laser_on)
268                 W_SetupProjectileVelocity(missile, cvar("g_balance_minelayer_laserguided_speedstart"), 0);
269         else
270                 W_SetupProjectileVelocity(missile, cvar("g_balance_minelayer_speedstart"), 0);
271         missile.angles = vectoangles (missile.velocity);
272
273         missile.touch = W_Mine_Touch;
274         missile.think = W_Mine_Think;
275         missile.nextthink = time;
276         missile.cnt = time + cvar("g_balance_minelayer_lifetime");
277         missile.flags = FL_PROJECTILE;
278
279         CSQCProjectile(missile, cvar("g_balance_minelayer_guiderate") == 0 && cvar("g_balance_minelayer_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
280
281         // muzzle flash for 1st person view
282         flash = spawn ();
283         setmodel (flash, "models/flash.md3"); // precision set below
284         SUB_SetFade (flash, time, 0.1);
285         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
286         W_AttachToShotorg(flash, '5 0 0');
287
288         // common properties
289 }
290
291 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
292
293 float w_minelayer(float req)
294 {
295         entity rock;
296         float rockfound;
297         if (req == WR_AIM)
298         {
299                 // aim and decide to fire if appropriate
300                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
301                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
302                 {
303                         // decide whether to detonate rockets
304                         local entity missile, targetlist, targ;
305                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
306                         local float selfdamage, teamdamage, enemydamage;
307                         edgedamage = cvar("g_balance_minelayer_edgedamage");
308                         coredamage = cvar("g_balance_minelayer_damage");
309                         edgeradius = cvar("g_balance_minelayer_radius");
310                         recipricoledgeradius = 1 / edgeradius;
311                         selfdamage = 0;
312                         teamdamage = 0;
313                         enemydamage = 0;
314                         targetlist = findchainfloat(bot_attack, TRUE);
315                         missile = find(world, classname, "rocket");
316                         while (missile)
317                         {
318                                 if (missile.owner != self)
319                                 {
320                                         missile = find(missile, classname, "rocket");
321                                         continue;
322                                 }
323                                 targ = targetlist;
324                                 while (targ)
325                                 {
326                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
327                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
328                                         // count potential damage according to type of target
329                                         if (targ == self)
330                                                 selfdamage = selfdamage + d;
331                                         else if (targ.team == self.team && teams_matter)
332                                                 teamdamage = teamdamage + d;
333                                         else if (bot_shouldattack(targ))
334                                                 enemydamage = enemydamage + d;
335                                         targ = targ.chain;
336                                 }
337                                 missile = find(missile, classname, "rocket");
338                         }
339                         local float desirabledamage;
340                         desirabledamage = enemydamage;
341                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
342                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
343                         if (self.team && teamplay != 1)
344                                 desirabledamage = desirabledamage - teamdamage;
345
346                         missile = find(world, classname, "rocket");
347                         while (missile)
348                         {
349                                 if (missile.owner != self)
350                                 {
351                                         missile = find(missile, classname, "rocket");
352                                         continue;
353                                 }
354                                 makevectors(missile.v_angle);
355                                 targ = targetlist;
356                                 if (skill > 9) // normal players only do this for the target they are tracking
357                                 {
358                                         targ = targetlist;
359                                         while (targ)
360                                         {
361                                                 if (
362                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
363                                                         && desirabledamage > 0.1*coredamage
364                                                 )self.BUTTON_ATCK2 = TRUE;
365                                                 targ = targ.chain;
366                                         }
367                                 }else{
368                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
369                                         //As the distance gets larger, a correct detonation gets near imposible
370                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
371                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
372                                                 if(self.enemy.classname == "player")
373                                                         if(desirabledamage >= 0.1*coredamage)
374                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
375                                                                         self.BUTTON_ATCK2 = TRUE;
376                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
377                                 }
378
379                                 missile = find(missile, classname, "rocket");
380                         }
381                         // if we would be doing at X percent of the core damage, detonate it
382                         // but don't fire a new shot at the same time!
383                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
384                                 self.BUTTON_ATCK2 = TRUE;
385                         if ((skill > 6.5) && (selfdamage > self.health))
386                                 self.BUTTON_ATCK2 = FALSE;
387                         //if(self.BUTTON_ATCK2 == TRUE)
388                         //      dprint(ftos(desirabledamage),"\n");
389                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
390                 }
391         }
392         else if (req == WR_THINK)
393         {
394                 if(g_laserguided_missile)
395                 {
396                         if (self.BUTTON_ATCK && self.rl_release)
397                         {
398                                 rockfound = 0;
399                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
400                                 {
401                                         if(!rock.rl_detonate_later)
402                                         {
403                                                 rock.rl_detonate_later = TRUE;
404                                                 rockfound = 1;
405                                         }
406                                 }
407                                 if(rockfound)
408                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
409                                 else
410                                 {
411                                         if (weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
412                                         {
413                                                 W_Mine_Attack();
414                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
415                                         }
416                                 }
417                                 self.rl_release = 0;
418                         }
419                         if (!self.BUTTON_ATCK)
420                                 self.rl_release = 1;
421                         if (self.BUTTON_ATCK2)
422                         if(self.exteriorweaponentity.attack_finished_single < time)
423                         {
424                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
425                                 self.laser_on = !self.laser_on;
426                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
427                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
428                         }
429                 }
430                 else
431                 {
432                         if (self.BUTTON_ATCK)
433                         {
434                                 if(self.rl_release || cvar("g_balance_minelayer_guidestop"))
435                                 if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
436                                 {
437                                         W_Mine_Attack();
438                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
439                                         self.rl_release = 0;
440                                 }
441                         }
442                         else
443                                 self.rl_release = 1;
444
445                         if (self.BUTTON_ATCK2)
446                         {
447                                 rockfound = 0;
448                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
449                                 {
450                                         if(!rock.rl_detonate_later)
451                                         {
452                                                 rock.rl_detonate_later = TRUE;
453                                                 rockfound = 1;
454                                         }
455                                 }
456                                 if(rockfound)
457                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
458                         }
459                 }
460         }
461         else if (req == WR_PRECACHE)
462         {
463                 precache_model ("models/flash.md3");
464                 precache_model ("models/weapons/g_rl.md3");
465                 precache_model ("models/weapons/v_rl.md3");
466                 precache_model ("models/weapons/h_rl.iqm");
467                 precache_sound ("weapons/rocket_det.wav");
468                 precache_sound ("weapons/rocket_fire.wav");
469                 precache_sound ("weapons/rocket_mode.wav");
470                 if (g_laserguided_missile)
471                 {
472                         precache_model ("models/laser_dot.mdl"); // mine layer
473                 }
474         }
475         else if (req == WR_SETUP)
476         {
477                 weapon_setup(WEP_MINE_LAYER);
478                 self.rl_release = 1;
479         }
480         else if (req == WR_CHECKAMMO1)
481         {
482                 // don't switch while guiding a missile
483                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
484                         && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
485                         return FALSE;
486         }
487         else if (req == WR_CHECKAMMO2)
488                 return FALSE;
489         else if (req == WR_RESETPLAYER)
490         {
491                 self.rl_release = 0;
492         }
493         return TRUE;
494 };
495 #endif
496 #ifdef CSQC
497 float w_minelayer(float req)
498 {
499         if(req == WR_IMPACTEFFECT)
500         {
501                 vector org2;
502                 org2 = w_org + w_backoff * 12;
503                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
504                 if(!w_issilent)
505                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
506         }
507         else if(req == WR_PRECACHE)
508         {
509                 precache_sound("weapons/rocket_impact.wav");
510         }
511         else if (req == WR_SUICIDEMESSAGE)
512                 w_deathtypestring = "%s exploded";
513         else if (req == WR_KILLMESSAGE)
514         {
515                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
516                         w_deathtypestring = "%s got too close to %s's rocket";
517                 else if(w_deathtype & HITTYPE_SPLASH)
518                         w_deathtypestring = "%s almost dodged %s's rocket";
519                 else
520                         w_deathtypestring = "%s ate %s's rocket";
521         }
522         return TRUE;
523 }
524 #endif
525 #endif