3 /* WEP_##id */ MINE_LAYER,
4 /* function */ w_minelayer,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* model */ "minelayer",
10 /* netname */ "minelayer",
11 /* fullname */ _("Mine Layer")
13 #define MINELAYER_SETTINGS(weapon) \
14 WEP_ADD_CVAR(weapon, MO_NONE, ammo) \
15 WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
16 WEP_ADD_CVAR(weapon, MO_NONE, damage) \
17 WEP_ADD_CVAR(weapon, MO_NONE, damageforcescale) \
18 WEP_ADD_CVAR(weapon, MO_NONE, detonatedelay) \
19 WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
20 WEP_ADD_CVAR(weapon, MO_NONE, force) \
21 WEP_ADD_CVAR(weapon, MO_NONE, health) \
22 WEP_ADD_CVAR(weapon, MO_NONE, lifetime) \
23 WEP_ADD_CVAR(weapon, MO_NONE, lifetime_countdown) \
24 WEP_ADD_CVAR(weapon, MO_NONE, limit) \
25 WEP_ADD_CVAR(weapon, MO_NONE, protection) \
26 WEP_ADD_CVAR(weapon, MO_NONE, proximityradius) \
27 WEP_ADD_CVAR(weapon, MO_NONE, radius) \
28 WEP_ADD_CVAR(weapon, MO_NONE, refire) \
29 WEP_ADD_CVAR(weapon, MO_NONE, remote_damage) \
30 WEP_ADD_CVAR(weapon, MO_NONE, remote_edgedamage) \
31 WEP_ADD_CVAR(weapon, MO_NONE, remote_force) \
32 WEP_ADD_CVAR(weapon, MO_NONE, remote_radius) \
33 WEP_ADD_CVAR(weapon, MO_NONE, speed) \
34 WEP_ADD_CVAR(weapon, MO_NONE, time) \
35 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
36 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
37 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
38 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
41 MINELAYER_SETTINGS(minelayer)
42 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
44 void W_Mine_Think (void);
45 .float minelayer_detonate, mine_explodeanyway;
47 .vector mine_orientation;
52 void W_Mine_Stick (entity to)
54 spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
56 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
60 newmine.classname = self.classname;
62 newmine.bot_dodge = self.bot_dodge;
63 newmine.bot_dodgerating = self.bot_dodgerating;
65 newmine.owner = self.owner;
66 newmine.realowner = self.realowner;
67 setsize(newmine, '-4 -4 -4', '4 4 4');
68 setorigin(newmine, self.origin);
69 setmodel(newmine, "models/mine.md3");
70 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
72 newmine.mine_orientation = -trace_plane_normal;
74 newmine.takedamage = self.takedamage;
75 newmine.damageforcescale = self.damageforcescale;
76 newmine.health = self.health;
77 newmine.event_damage = self.event_damage;
78 newmine.spawnshieldtime = self.spawnshieldtime;
79 newmine.damagedbycontents = TRUE;
81 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
82 newmine.projectiledeathtype = self.projectiledeathtype;
84 newmine.mine_time = self.mine_time;
86 newmine.touch = func_null;
87 newmine.think = W_Mine_Think;
88 newmine.nextthink = time;
89 newmine.cnt = self.cnt;
90 newmine.flags = self.flags;
96 SetMovetypeFollow(self, to);
99 void W_Mine_Explode ()
101 if(other.takedamage == DAMAGE_AIM)
103 if(IsDifferentTeam(self.realowner, other))
104 if(other.deadflag == DEAD_NO)
106 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
108 self.event_damage = func_null;
109 self.takedamage = DAMAGE_NO;
111 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);
113 if (self.realowner.weapon == WEP_MINE_LAYER)
117 self = self.realowner;
118 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
120 self.cnt = WEP_MINE_LAYER;
121 ATTACK_FINISHED(self) = time;
122 self.switchweapon = w_getbestweapon(self);
126 self.realowner.minelayer_mines -= 1;
130 void W_Mine_DoRemoteExplode ()
132 self.event_damage = func_null;
133 self.takedamage = DAMAGE_NO;
135 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
136 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
138 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);
140 if (self.realowner.weapon == WEP_MINE_LAYER)
144 self = self.realowner;
145 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
147 self.cnt = WEP_MINE_LAYER;
148 ATTACK_FINISHED(self) = time;
149 self.switchweapon = w_getbestweapon(self);
153 self.realowner.minelayer_mines -= 1;
157 void W_Mine_RemoteExplode ()
159 if(self.realowner.deadflag == DEAD_NO)
160 if((self.spawnshieldtime >= 0)
161 ? (time >= self.spawnshieldtime) // timer
162 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
165 W_Mine_DoRemoteExplode();
169 void W_Mine_ProximityExplode ()
171 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
172 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
175 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
178 if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
188 float W_Mine_Count(entity e)
192 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
198 void W_Mine_Think (void)
202 self.nextthink = time;
204 if(self.movetype == MOVETYPE_FOLLOW)
206 if(LostMovetypeFollow(self))
208 UnsetMovetypeFollow(self);
209 self.movetype = MOVETYPE_NONE;
213 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
214 // TODO: replace this mine_trigger.wav sound with a real countdown
215 if ((time > self.cnt) && (!self.mine_time))
217 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
218 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
219 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
220 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
223 // a player's mines shall explode if he disconnects or dies
224 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
225 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
228 self.projectiledeathtype |= HITTYPE_BOUNCE;
233 // set the mine for detonation when a foe gets close enough
234 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
237 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
238 if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
241 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
242 self.mine_time = time + WEP_CVAR(minelayer, time);
247 // explode if it's time to
248 if(self.mine_time && time >= self.mine_time)
250 W_Mine_ProximityExplode();
255 if (self.realowner.weapon == WEP_MINE_LAYER)
256 if (self.realowner.deadflag == DEAD_NO)
257 if (self.minelayer_detonate)
258 W_Mine_RemoteExplode();
261 void W_Mine_Touch (void)
263 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
264 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
266 if(WarpZone_Projectile_Touch())
269 self.realowner.minelayer_mines -= 1;
273 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
284 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
286 if (self.health <= 0)
289 float is_from_enemy = (inflictor.realowner != self.realowner);
291 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
292 return; // g_projectiles_damage says to halt
294 self.health = self.health - damage;
295 self.angles = vectoangles(self.velocity);
297 if (self.health <= 0)
298 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
301 void W_Mine_Attack (void)
306 // scan how many mines we placed, and return if we reached our limit
307 if(WEP_CVAR(minelayer, limit))
309 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
311 // the refire delay keeps this message from being spammed
312 sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
313 play2(self, "weapons/unavailable.wav");
318 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo);
320 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
321 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
323 mine = WarpZone_RefSys_SpawnSameRefSys(self);
324 mine.owner = mine.realowner = self;
325 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
326 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
328 mine.spawnshieldtime = -1;
329 mine.classname = "mine";
330 mine.bot_dodge = TRUE;
331 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
333 mine.takedamage = DAMAGE_YES;
334 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
335 mine.health = WEP_CVAR(minelayer, health);
336 mine.event_damage = W_Mine_Damage;
337 mine.damagedbycontents = TRUE;
339 mine.movetype = MOVETYPE_TOSS;
340 PROJECTILE_MAKETRIGGER(mine);
341 mine.projectiledeathtype = WEP_MINE_LAYER;
342 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
344 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
345 W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
346 mine.angles = vectoangles (mine.velocity);
348 mine.touch = W_Mine_Touch;
349 mine.think = W_Mine_Think;
350 mine.nextthink = time;
351 mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
352 mine.flags = FL_PROJECTILE;
353 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
355 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
357 // muzzle flash for 1st person view
359 setmodel (flash, "models/flash.md3"); // precision set below
360 SUB_SetFade (flash, time, 0.1);
361 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
362 W_AttachToShotorg(flash, '5 0 0');
366 other = mine; MUTATOR_CALLHOOK(EditProjectile);
368 self.minelayer_mines = W_Mine_Count(self);
371 float W_PlacedMines(float detonate)
376 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
380 if(!mine.minelayer_detonate)
382 mine.minelayer_detonate = TRUE;
392 float w_minelayer(float req)
400 // aim and decide to fire if appropriate
401 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
402 self.BUTTON_ATCK = FALSE;
404 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
405 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
407 // decide whether to detonate mines
408 entity targetlist, targ;
409 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
410 float selfdamage, teamdamage, enemydamage;
411 edgedamage = WEP_CVAR(minelayer, edgedamage);
412 coredamage = WEP_CVAR(minelayer, damage);
413 edgeradius = WEP_CVAR(minelayer, radius);
414 recipricoledgeradius = 1 / edgeradius;
418 targetlist = findchainfloat(bot_attack, TRUE);
419 mine = find(world, classname, "mine");
422 if (mine.realowner != self)
424 mine = find(mine, classname, "mine");
430 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
431 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
432 // count potential damage according to type of target
434 selfdamage = selfdamage + d;
435 else if (targ.team == self.team && teamplay)
436 teamdamage = teamdamage + d;
437 else if (bot_shouldattack(targ))
438 enemydamage = enemydamage + d;
441 mine = find(mine, classname, "mine");
443 float desirabledamage;
444 desirabledamage = enemydamage;
445 if (time > self.invincible_finished && time > self.spawnshieldtime)
446 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
447 if (teamplay && self.team)
448 desirabledamage = desirabledamage - teamdamage;
450 mine = find(world, classname, "mine");
453 if (mine.realowner != self)
455 mine = find(mine, classname, "mine");
458 makevectors(mine.v_angle);
460 if (skill > 9) // normal players only do this for the target they are tracking
466 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
467 && desirabledamage > 0.1*coredamage
468 )self.BUTTON_ATCK2 = TRUE;
472 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
473 //As the distance gets larger, a correct detonation gets near imposible
474 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
475 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
476 if(IS_PLAYER(self.enemy))
477 if(desirabledamage >= 0.1*coredamage)
478 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
479 self.BUTTON_ATCK2 = TRUE;
480 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
483 mine = find(mine, classname, "mine");
485 // if we would be doing at X percent of the core damage, detonate it
486 // but don't fire a new shot at the same time!
487 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
488 self.BUTTON_ATCK2 = TRUE;
489 if ((skill > 6.5) && (selfdamage > self.health))
490 self.BUTTON_ATCK2 = FALSE;
491 //if(self.BUTTON_ATCK2 == TRUE)
492 // dprint(ftos(desirabledamage),"\n");
493 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
500 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
502 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
503 if not (W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo))
504 WEP_ACTION(self.weapon, WR_RELOAD);
506 else if (self.BUTTON_ATCK)
508 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
511 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
515 if (self.BUTTON_ATCK2)
517 if(W_PlacedMines(TRUE))
518 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
525 precache_model ("models/flash.md3");
526 precache_model ("models/mine.md3");
527 precache_model ("models/weapons/g_minelayer.md3");
528 precache_model ("models/weapons/v_minelayer.md3");
529 precache_model ("models/weapons/h_minelayer.iqm");
530 precache_sound ("weapons/mine_det.wav");
531 precache_sound ("weapons/mine_fire.wav");
532 precache_sound ("weapons/mine_stick.wav");
533 precache_sound ("weapons/mine_trigger.wav");
534 #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
535 #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_MINE_LAYER,weapon,prop,name)
536 MINELAYER_SETTINGS(minelayer)
543 weapon_setup(WEP_MINE_LAYER);
544 self.current_ammo = ammo_rockets;
549 // don't switch while placing a mine
550 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
552 ammo_amount = self.ammo_rockets >= WEP_CVAR(minelayer, ammo);
553 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
560 if (W_PlacedMines(FALSE))
567 self.minelayer_mines = 0;
572 W_Reload(WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
575 case WR_SUICIDEMESSAGE:
577 return WEAPON_MINELAYER_SUICIDE;
581 return WEAPON_MINELAYER_MURDER;
588 float w_minelayer(float req)
592 case WR_IMPACTEFFECT:
595 org2 = w_org + w_backoff * 12;
596 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
598 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
604 precache_sound("weapons/mine_exp.wav");