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;
60 void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
62 void W_MineLayer_Stick(entity to)
64 spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
66 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
70 newmine.classname = self.classname;
72 newmine.bot_dodge = self.bot_dodge;
73 newmine.bot_dodgerating = self.bot_dodgerating;
75 newmine.owner = self.owner;
76 newmine.realowner = self.realowner;
77 setsize(newmine, '-4 -4 -4', '4 4 4');
78 setorigin(newmine, self.origin);
79 setmodel(newmine, "models/mine.md3");
80 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
82 newmine.mine_orientation = -trace_plane_normal;
84 newmine.takedamage = self.takedamage;
85 newmine.damageforcescale = self.damageforcescale;
86 newmine.health = self.health;
87 newmine.event_damage = self.event_damage;
88 newmine.spawnshieldtime = self.spawnshieldtime;
89 newmine.damagedbycontents = true;
91 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
92 newmine.projectiledeathtype = self.projectiledeathtype;
94 newmine.mine_time = self.mine_time;
96 newmine.touch = func_null;
97 newmine.think = W_MineLayer_Think;
98 newmine.nextthink = time;
99 newmine.cnt = self.cnt;
100 newmine.flags = self.flags;
106 SetMovetypeFollow(self, to);
109 void W_MineLayer_Explode(void)
111 if(other.takedamage == DAMAGE_AIM)
113 if(DIFF_TEAM(self.realowner, other))
114 if(other.deadflag == DEAD_NO)
116 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
118 self.event_damage = func_null;
119 self.takedamage = DAMAGE_NO;
121 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);
123 if(self.realowner.weapon == WEP_MINE_LAYER)
127 self = self.realowner;
128 if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
130 self.cnt = WEP_MINE_LAYER;
131 ATTACK_FINISHED(self) = time;
132 self.switchweapon = w_getbestweapon(self);
136 self.realowner.minelayer_mines -= 1;
140 void W_MineLayer_DoRemoteExplode(void)
142 self.event_damage = func_null;
143 self.takedamage = DAMAGE_NO;
145 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
146 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
148 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);
150 if(self.realowner.weapon == WEP_MINE_LAYER)
154 self = self.realowner;
155 if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
157 self.cnt = WEP_MINE_LAYER;
158 ATTACK_FINISHED(self) = time;
159 self.switchweapon = w_getbestweapon(self);
163 self.realowner.minelayer_mines -= 1;
167 void W_MineLayer_RemoteExplode(void)
169 if(self.realowner.deadflag == DEAD_NO)
170 if((self.spawnshieldtime >= 0)
171 ? (time >= self.spawnshieldtime) // timer
172 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
175 W_MineLayer_DoRemoteExplode();
179 void W_MineLayer_ProximityExplode(void)
181 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
182 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
185 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
188 if(head == self.realowner || SAME_TEAM(head, self.realowner))
195 W_MineLayer_Explode();
198 int W_MineLayer_Count(entity e)
202 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
208 void W_MineLayer_Think(void)
212 self.nextthink = time;
214 if(self.movetype == MOVETYPE_FOLLOW)
216 if(LostMovetypeFollow(self))
218 UnsetMovetypeFollow(self);
219 self.movetype = MOVETYPE_NONE;
223 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
224 // TODO: replace this mine_trigger.wav sound with a real countdown
225 if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
227 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
228 spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
229 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
230 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
233 // a player's mines shall explode if he disconnects or dies
234 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
235 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
238 self.projectiledeathtype |= HITTYPE_BOUNCE;
239 W_MineLayer_Explode();
243 // set the mine for detonation when a foe gets close enough
244 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
247 if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
248 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
251 spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
252 self.mine_time = time + WEP_CVAR(minelayer, time);
257 // explode if it's time to
258 if(self.mine_time && time >= self.mine_time)
260 W_MineLayer_ProximityExplode();
265 if(self.realowner.weapon == WEP_MINE_LAYER)
266 if(self.realowner.deadflag == DEAD_NO)
267 if(self.minelayer_detonate)
268 W_MineLayer_RemoteExplode();
271 void W_MineLayer_Touch(void)
273 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
274 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
276 if(WarpZone_Projectile_Touch())
279 self.realowner.minelayer_mines -= 1;
283 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
290 W_MineLayer_Stick(other);
294 void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
299 float is_from_enemy = (inflictor.realowner != self.realowner);
301 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
302 return; // g_projectiles_damage says to halt
304 self.health = self.health - damage;
305 self.angles = vectoangles(self.velocity);
308 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
311 void W_MineLayer_Attack(void)
316 // scan how many mines we placed, and return if we reached our limit
317 if(WEP_CVAR(minelayer, limit))
319 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
321 // the refire delay keeps this message from being spammed
322 Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
323 play2(self, "weapons/unavailable.wav");
328 W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
330 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
331 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
333 mine = WarpZone_RefSys_SpawnSameRefSys(self);
334 mine.owner = mine.realowner = self;
335 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
336 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
338 mine.spawnshieldtime = -1;
339 mine.classname = "mine";
340 mine.bot_dodge = true;
341 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
343 mine.takedamage = DAMAGE_YES;
344 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
345 mine.health = WEP_CVAR(minelayer, health);
346 mine.event_damage = W_MineLayer_Damage;
347 mine.damagedbycontents = true;
349 mine.movetype = MOVETYPE_TOSS;
350 PROJECTILE_MAKETRIGGER(mine);
351 mine.projectiledeathtype = WEP_MINE_LAYER;
352 setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
354 setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
355 W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
356 mine.angles = vectoangles(mine.velocity);
358 mine.touch = W_MineLayer_Touch;
359 mine.think = W_MineLayer_Think;
360 mine.nextthink = time;
361 mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
362 mine.flags = FL_PROJECTILE;
363 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
365 if(mine.cnt > 0) { mine.cnt += time; }
367 CSQCProjectile(mine, true, PROJECTILE_MINE, true);
369 // muzzle flash for 1st person view
371 setmodel(flash, "models/flash.md3"); // precision set below
372 SUB_SetFade(flash, time, 0.1);
373 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
374 W_AttachToShotorg(flash, '5 0 0');
378 other = mine; MUTATOR_CALLHOOK(EditProjectile);
380 self.minelayer_mines = W_MineLayer_Count(self);
383 float W_MineLayer_PlacedMines(float detonate)
388 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
392 if(!mine.minelayer_detonate)
394 mine.minelayer_detonate = true;
404 bool W_MineLayer(int req)
412 // aim and decide to fire if appropriate
413 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
414 self.BUTTON_ATCK = false;
416 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
417 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
419 // decide whether to detonate mines
420 entity targetlist, targ;
421 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
422 float selfdamage, teamdamage, enemydamage;
423 edgedamage = WEP_CVAR(minelayer, edgedamage);
424 coredamage = WEP_CVAR(minelayer, damage);
425 edgeradius = WEP_CVAR(minelayer, radius);
426 recipricoledgeradius = 1 / edgeradius;
430 targetlist = findchainfloat(bot_attack, true);
431 mine = find(world, classname, "mine");
434 if(mine.realowner != self)
436 mine = find(mine, classname, "mine");
442 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
443 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
444 // count potential damage according to type of target
446 selfdamage = selfdamage + d;
447 else if(targ.team == self.team && teamplay)
448 teamdamage = teamdamage + d;
449 else if(bot_shouldattack(targ))
450 enemydamage = enemydamage + d;
453 mine = find(mine, classname, "mine");
455 float desirabledamage;
456 desirabledamage = enemydamage;
457 if(time > self.invincible_finished && time > self.spawnshieldtime)
458 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
459 if(teamplay && self.team)
460 desirabledamage = desirabledamage - teamdamage;
462 mine = find(world, classname, "mine");
465 if(mine.realowner != self)
467 mine = find(mine, classname, "mine");
470 makevectors(mine.v_angle);
472 if(skill > 9) // normal players only do this for the target they are tracking
478 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
479 && desirabledamage > 0.1*coredamage
480 )self.BUTTON_ATCK2 = true;
484 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
485 //As the distance gets larger, a correct detonation gets near imposible
486 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
487 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
488 if(IS_PLAYER(self.enemy))
489 if(desirabledamage >= 0.1*coredamage)
490 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
491 self.BUTTON_ATCK2 = true;
492 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
495 mine = find(mine, classname, "mine");
497 // if we would be doing at X percent of the core damage, detonate it
498 // but don't fire a new shot at the same time!
499 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
500 self.BUTTON_ATCK2 = true;
501 if((skill > 6.5) && (selfdamage > self.health))
502 self.BUTTON_ATCK2 = false;
503 //if(self.BUTTON_ATCK2 == true)
504 // dprint(ftos(desirabledamage),"\n");
505 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
512 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
514 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
515 if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
516 WEP_ACTION(self.weapon, WR_RELOAD);
518 else if(self.BUTTON_ATCK)
520 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
522 W_MineLayer_Attack();
523 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
527 if(self.BUTTON_ATCK2)
529 if(W_MineLayer_PlacedMines(true))
530 sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
537 precache_model("models/flash.md3");
538 precache_model("models/mine.md3");
539 precache_model("models/weapons/g_minelayer.md3");
540 precache_model("models/weapons/v_minelayer.md3");
541 precache_model("models/weapons/h_minelayer.iqm");
542 precache_sound("weapons/mine_det.wav");
543 precache_sound("weapons/mine_fire.wav");
544 precache_sound("weapons/mine_stick.wav");
545 precache_sound("weapons/mine_trigger.wav");
546 MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
551 // don't switch while placing a mine
552 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
554 ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
555 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
562 if(W_MineLayer_PlacedMines(false))
569 MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
574 self.minelayer_mines = 0;
579 W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
582 case WR_SUICIDEMESSAGE:
584 return WEAPON_MINELAYER_SUICIDE;
588 return WEAPON_MINELAYER_MURDER;
595 bool W_MineLayer(int req)
599 case WR_IMPACTEFFECT:
602 org2 = w_org + w_backoff * 12;
603 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
605 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
611 precache_sound("weapons/mine_exp.wav");
616 // no weapon specific image for this weapon