3 /* WEP_##id */ MINE_LAYER,
4 /* function */ W_MineLayer,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* color */ '0.75 1 0',
10 /* modelname */ "minelayer",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminelayer 0.9",
13 /* wepimg */ "weaponminelayer",
14 /* refname */ "minelayer",
15 /* wepname */ _("Mine Layer")
18 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
19 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, ammo) \
21 w_cvar(id, sn, NONE, animtime) \
22 w_cvar(id, sn, NONE, damage) \
23 w_cvar(id, sn, NONE, damageforcescale) \
24 w_cvar(id, sn, NONE, detonatedelay) \
25 w_cvar(id, sn, NONE, edgedamage) \
26 w_cvar(id, sn, NONE, force) \
27 w_cvar(id, sn, NONE, health) \
28 w_cvar(id, sn, NONE, lifetime) \
29 w_cvar(id, sn, NONE, lifetime_countdown) \
30 w_cvar(id, sn, NONE, limit) \
31 w_cvar(id, sn, NONE, protection) \
32 w_cvar(id, sn, NONE, proximityradius) \
33 w_cvar(id, sn, NONE, radius) \
34 w_cvar(id, sn, NONE, refire) \
35 w_cvar(id, sn, NONE, remote_damage) \
36 w_cvar(id, sn, NONE, remote_edgedamage) \
37 w_cvar(id, sn, NONE, remote_force) \
38 w_cvar(id, sn, NONE, remote_radius) \
39 w_cvar(id, sn, NONE, speed) \
40 w_cvar(id, sn, NONE, time) \
41 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
42 w_prop(id, sn, float, reloading_time, reload_time) \
43 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
44 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
45 w_prop(id, sn, string, weaponreplace, weaponreplace) \
46 w_prop(id, sn, float, weaponstart, weaponstart) \
47 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
48 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
51 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 void W_MineLayer_Think (void);
53 .float minelayer_detonate, mine_explodeanyway;
55 .vector mine_orientation;
59 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
61 void W_MineLayer_Stick (entity to)
63 spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
65 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
69 newmine.classname = self.classname;
71 newmine.bot_dodge = self.bot_dodge;
72 newmine.bot_dodgerating = self.bot_dodgerating;
74 newmine.owner = self.owner;
75 newmine.realowner = self.realowner;
76 setsize(newmine, '-4 -4 -4', '4 4 4');
77 setorigin(newmine, self.origin);
78 setmodel(newmine, "models/mine.md3");
79 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
81 newmine.mine_orientation = -trace_plane_normal;
83 newmine.takedamage = self.takedamage;
84 newmine.damageforcescale = self.damageforcescale;
85 newmine.health = self.health;
86 newmine.event_damage = self.event_damage;
87 newmine.spawnshieldtime = self.spawnshieldtime;
88 newmine.damagedbycontents = TRUE;
90 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
91 newmine.projectiledeathtype = self.projectiledeathtype;
93 newmine.mine_time = self.mine_time;
95 newmine.touch = func_null;
96 newmine.think = W_MineLayer_Think;
97 newmine.nextthink = time;
98 newmine.cnt = self.cnt;
99 newmine.flags = self.flags;
105 SetMovetypeFollow(self, to);
108 void W_MineLayer_Explode()
110 if(other.takedamage == DAMAGE_AIM)
112 if(DIFF_TEAM(self.realowner, other))
113 if(other.deadflag == DEAD_NO)
115 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
117 self.event_damage = func_null;
118 self.takedamage = DAMAGE_NO;
120 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);
122 if (self.realowner.weapon == WEP_MINE_LAYER)
126 self = self.realowner;
127 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
129 self.cnt = WEP_MINE_LAYER;
130 ATTACK_FINISHED(self) = time;
131 self.switchweapon = w_getbestweapon(self);
135 self.realowner.minelayer_mines -= 1;
139 void W_MineLayer_DoRemoteExplode ()
141 self.event_damage = func_null;
142 self.takedamage = DAMAGE_NO;
144 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
145 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
147 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);
149 if (self.realowner.weapon == WEP_MINE_LAYER)
153 self = self.realowner;
154 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
156 self.cnt = WEP_MINE_LAYER;
157 ATTACK_FINISHED(self) = time;
158 self.switchweapon = w_getbestweapon(self);
162 self.realowner.minelayer_mines -= 1;
166 void W_MineLayer_RemoteExplode ()
168 if(self.realowner.deadflag == DEAD_NO)
169 if((self.spawnshieldtime >= 0)
170 ? (time >= self.spawnshieldtime) // timer
171 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
174 W_MineLayer_DoRemoteExplode();
178 void W_MineLayer_ProximityExplode ()
180 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
181 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
184 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
187 if(head == self.realowner || SAME_TEAM(head, self.realowner))
194 W_MineLayer_Explode();
197 float W_MineLayer_Count(entity e)
201 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
207 void W_MineLayer_Think (void)
211 self.nextthink = time;
213 if(self.movetype == MOVETYPE_FOLLOW)
215 if(LostMovetypeFollow(self))
217 UnsetMovetypeFollow(self);
218 self.movetype = MOVETYPE_NONE;
222 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
223 // TODO: replace this mine_trigger.wav sound with a real countdown
224 if ((time > self.cnt) && (!self.mine_time))
226 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
227 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
228 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
229 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
232 // a player's mines shall explode if he disconnects or dies
233 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
234 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
237 self.projectiledeathtype |= HITTYPE_BOUNCE;
238 W_MineLayer_Explode();
242 // set the mine for detonation when a foe gets close enough
243 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
246 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
247 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
250 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
251 self.mine_time = time + WEP_CVAR(minelayer, time);
256 // explode if it's time to
257 if(self.mine_time && time >= self.mine_time)
259 W_MineLayer_ProximityExplode();
264 if (self.realowner.weapon == WEP_MINE_LAYER)
265 if (self.realowner.deadflag == DEAD_NO)
266 if (self.minelayer_detonate)
267 W_MineLayer_RemoteExplode();
270 void W_MineLayer_Touch (void)
272 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
273 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
275 if(WarpZone_Projectile_Touch())
278 self.realowner.minelayer_mines -= 1;
282 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
289 W_MineLayer_Stick(other);
293 void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
295 if (self.health <= 0)
298 float is_from_enemy = (inflictor.realowner != self.realowner);
300 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
301 return; // g_projectiles_damage says to halt
303 self.health = self.health - damage;
304 self.angles = vectoangles(self.velocity);
306 if (self.health <= 0)
307 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
310 void W_MineLayer_Attack()
315 // scan how many mines we placed, and return if we reached our limit
316 if(WEP_CVAR(minelayer, limit))
318 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
320 // the refire delay keeps this message from being spammed
321 sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
322 play2(self, "weapons/unavailable.wav");
327 W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
329 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
330 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
332 mine = WarpZone_RefSys_SpawnSameRefSys(self);
333 mine.owner = mine.realowner = self;
334 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
335 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
337 mine.spawnshieldtime = -1;
338 mine.classname = "mine";
339 mine.bot_dodge = TRUE;
340 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
342 mine.takedamage = DAMAGE_YES;
343 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
344 mine.health = WEP_CVAR(minelayer, health);
345 mine.event_damage = W_MineLayer_Damage;
346 mine.damagedbycontents = TRUE;
348 mine.movetype = MOVETYPE_TOSS;
349 PROJECTILE_MAKETRIGGER(mine);
350 mine.projectiledeathtype = WEP_MINE_LAYER;
351 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
353 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
354 W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
355 mine.angles = vectoangles (mine.velocity);
357 mine.touch = W_MineLayer_Touch;
358 mine.think = W_MineLayer_Think;
359 mine.nextthink = time;
360 mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
361 mine.flags = FL_PROJECTILE;
362 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
364 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
366 // muzzle flash for 1st person view
368 setmodel (flash, "models/flash.md3"); // precision set below
369 SUB_SetFade (flash, time, 0.1);
370 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
371 W_AttachToShotorg(flash, '5 0 0');
375 other = mine; MUTATOR_CALLHOOK(EditProjectile);
377 self.minelayer_mines = W_MineLayer_Count(self);
380 float W_MineLayer_PlacedMines(float detonate)
385 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
389 if(!mine.minelayer_detonate)
391 mine.minelayer_detonate = TRUE;
401 float W_MineLayer(float req)
409 // aim and decide to fire if appropriate
410 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
411 self.BUTTON_ATCK = FALSE;
413 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
414 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
416 // decide whether to detonate mines
417 entity targetlist, targ;
418 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
419 float selfdamage, teamdamage, enemydamage;
420 edgedamage = WEP_CVAR(minelayer, edgedamage);
421 coredamage = WEP_CVAR(minelayer, damage);
422 edgeradius = WEP_CVAR(minelayer, radius);
423 recipricoledgeradius = 1 / edgeradius;
427 targetlist = findchainfloat(bot_attack, TRUE);
428 mine = find(world, classname, "mine");
431 if (mine.realowner != self)
433 mine = find(mine, classname, "mine");
439 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
440 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
441 // count potential damage according to type of target
443 selfdamage = selfdamage + d;
444 else if (targ.team == self.team && teamplay)
445 teamdamage = teamdamage + d;
446 else if (bot_shouldattack(targ))
447 enemydamage = enemydamage + d;
450 mine = find(mine, classname, "mine");
452 float desirabledamage;
453 desirabledamage = enemydamage;
454 if (time > self.invincible_finished && time > self.spawnshieldtime)
455 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
456 if (teamplay && self.team)
457 desirabledamage = desirabledamage - teamdamage;
459 mine = find(world, classname, "mine");
462 if (mine.realowner != self)
464 mine = find(mine, classname, "mine");
467 makevectors(mine.v_angle);
469 if (skill > 9) // normal players only do this for the target they are tracking
475 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
476 && desirabledamage > 0.1*coredamage
477 )self.BUTTON_ATCK2 = TRUE;
481 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
482 //As the distance gets larger, a correct detonation gets near imposible
483 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
484 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
485 if(IS_PLAYER(self.enemy))
486 if(desirabledamage >= 0.1*coredamage)
487 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
488 self.BUTTON_ATCK2 = TRUE;
489 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
492 mine = find(mine, classname, "mine");
494 // if we would be doing at X percent of the core damage, detonate it
495 // but don't fire a new shot at the same time!
496 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
497 self.BUTTON_ATCK2 = TRUE;
498 if ((skill > 6.5) && (selfdamage > self.health))
499 self.BUTTON_ATCK2 = FALSE;
500 //if(self.BUTTON_ATCK2 == TRUE)
501 // dprint(ftos(desirabledamage),"\n");
502 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
509 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
511 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
512 if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
513 WEP_ACTION(self.weapon, WR_RELOAD);
515 else if (self.BUTTON_ATCK)
517 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
519 W_MineLayer_Attack();
520 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
524 if (self.BUTTON_ATCK2)
526 if(W_MineLayer_PlacedMines(TRUE))
527 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
534 precache_model ("models/flash.md3");
535 precache_model ("models/mine.md3");
536 precache_model ("models/weapons/g_minelayer.md3");
537 precache_model ("models/weapons/v_minelayer.md3");
538 precache_model ("models/weapons/h_minelayer.iqm");
539 precache_sound ("weapons/mine_det.wav");
540 precache_sound ("weapons/mine_fire.wav");
541 precache_sound ("weapons/mine_stick.wav");
542 precache_sound ("weapons/mine_trigger.wav");
543 MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
548 // don't switch while placing a mine
549 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
551 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
552 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
559 if (W_MineLayer_PlacedMines(FALSE))
566 MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
571 self.minelayer_mines = 0;
576 W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
579 case WR_SUICIDEMESSAGE:
581 return WEAPON_MINELAYER_SUICIDE;
585 return WEAPON_MINELAYER_MURDER;
592 float W_MineLayer(float req)
596 case WR_IMPACTEFFECT:
599 org2 = w_org + w_backoff * 12;
600 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
602 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
608 precache_sound("weapons/mine_exp.wav");
613 // no weapon specific image for this weapon