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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
1 #include "minelayer.qh"
2
3 #ifdef SVQC
4
5 void W_MineLayer_Stick(entity this, entity to)
6 {
7         spamsound(this, CH_SHOTS, SND_MINE_STICK, VOL_BASE, ATTN_NORM);
8
9         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
10
11         entity newmine = spawn();
12         IL_PUSH(g_mines, newmine);
13         newmine.weaponentity_fld = this.weaponentity_fld;
14         newmine.classname = this.classname;
15
16         newmine.bot_dodge = this.bot_dodge;
17         newmine.bot_dodgerating = this.bot_dodgerating;
18
19         newmine.owner = this.owner;
20         newmine.realowner = this.realowner;
21         setsize(newmine, '-4 -4 -4', '4 4 4');
22         setorigin(newmine, this.origin);
23         setmodel(newmine, MDL_MINELAYER_MINE);
24         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
25
26         newmine.mine_orientation = -trace_plane_normal;
27
28         newmine.takedamage = this.takedamage;
29         newmine.damageforcescale = this.damageforcescale;
30         SetResourceExplicit(newmine, RES_HEALTH, GetResource(this, RES_HEALTH));
31         newmine.event_damage = this.event_damage;
32         newmine.spawnshieldtime = this.spawnshieldtime;
33         newmine.damagedbycontents = true;
34         IL_PUSH(g_damagedbycontents, newmine);
35
36         set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
37         newmine.projectiledeathtype = this.projectiledeathtype;
38
39         newmine.mine_time = this.mine_time;
40
41         settouch(newmine, func_null);
42         setthink(newmine, W_MineLayer_Think);
43         newmine.nextthink = time;
44         newmine.cnt = this.cnt;
45         newmine.flags = this.flags;
46         IL_PUSH(g_projectiles, newmine);
47         IL_PUSH(g_bot_dodge, newmine);
48
49         delete(this);
50
51         if(to)
52                 SetMovetypeFollow(newmine, to);
53 }
54
55 void W_MineLayer_Explode(entity this, entity directhitentity)
56 {
57         if(directhitentity.takedamage == DAMAGE_AIM)
58                 if(IS_PLAYER(directhitentity))
59                         if(DIFF_TEAM(this.realowner, directhitentity))
60                                 if(!IS_DEAD(directhitentity))
61                                         if(IsFlying(directhitentity))
62                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
63
64         this.event_damage = func_null;
65         this.takedamage = DAMAGE_NO;
66
67         RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
68
69         .entity weaponentity = this.weaponentity_fld;
70         Weapon thiswep = WEP_MINE_LAYER;
71         if(this.realowner.(weaponentity).m_weapon == thiswep)
72         {
73                 entity own = this.realowner;
74                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
75                 {
76                         own.cnt = thiswep.m_id;
77                         ATTACK_FINISHED(own, weaponentity) = time;
78                         own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
79                 }
80         }
81         delete(this);
82 }
83
84 void W_MineLayer_Explode_think(entity this)
85 {
86         W_MineLayer_Explode(this, NULL);
87 }
88
89 void W_MineLayer_DoRemoteExplode(entity this)
90 {
91         this.event_damage = func_null;
92         this.takedamage = DAMAGE_NO;
93
94         if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
95                 this.velocity = this.mine_orientation; // particle fx and decals need .velocity
96
97         RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius),
98                                                 NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL);
99
100         .entity weaponentity = this.weaponentity_fld;
101         Weapon thiswep = WEP_MINE_LAYER;
102         if(this.realowner.(weaponentity).m_weapon == thiswep)
103         {
104                 entity own = this.realowner;
105                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
106                 {
107                         own.cnt = thiswep.m_id;
108                         ATTACK_FINISHED(own, weaponentity) = time;
109                         own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
110                 }
111         }
112         delete(this);
113 }
114
115 void W_MineLayer_RemoteExplode(entity this)
116 {
117         if(!IS_DEAD(this.realowner))
118                 if((this.spawnshieldtime >= 0)
119                         ? (time >= this.spawnshieldtime) // timer
120                         : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
121                 )
122                 {
123                         W_MineLayer_DoRemoteExplode(this);
124                 }
125 }
126
127 void W_MineLayer_ProximityExplode(entity this)
128 {
129         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
130         if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0)
131         {
132                 entity head;
133                 head = findradius(this.origin, WEP_CVAR(minelayer, radius));
134                 while(head)
135                 {
136                         if(head == this.realowner || SAME_TEAM(head, this.realowner))
137                                 return;
138                         head = head.chain;
139                 }
140         }
141
142         this.mine_time = 0;
143         W_MineLayer_Explode(this, NULL);
144 }
145
146 int W_MineLayer_Count(entity e, .entity weaponentity)
147 {
148         int minecount = 0;
149         IL_EACH(g_mines, it.realowner == e && it.weaponentity_fld == weaponentity,
150         {
151                 minecount += 1;
152         });
153
154         return minecount;
155 }
156
157 void W_MineLayer_Think(entity this)
158 {
159         entity head;
160
161         this.nextthink = time;
162
163         if(this.move_movetype == MOVETYPE_FOLLOW)
164         {
165                 if(LostMovetypeFollow(this))
166                 {
167                         UnsetMovetypeFollow(this);
168                         set_movetype(this, MOVETYPE_NONE);
169                 }
170         }
171
172         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
173         // TODO: replace this mine_trigger.wav sound with a real countdown
174         if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
175         {
176                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
177                         spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM);
178                 this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
179                 this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
180         }
181
182         // a player's mines shall explode if he disconnects or dies
183         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
184         if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
185         {
186                 this.projectiledeathtype |= HITTYPE_BOUNCE;
187                 W_MineLayer_Explode(this, NULL);
188                 return;
189         }
190
191         // set the mine for detonation when a foe gets close enough
192         head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
193         while(head)
194         {
195                 if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
196                 if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
197                 if(!this.mine_time)
198                 {
199                         spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM);
200                         this.mine_time = time + WEP_CVAR(minelayer, time);
201                 }
202                 head = head.chain;
203         }
204
205         // explode if it's time to
206         if(this.mine_time && time >= this.mine_time)
207         {
208                 W_MineLayer_ProximityExplode(this);
209                 return;
210         }
211
212         // remote detonation
213         .entity weaponentity = this.weaponentity_fld;
214         if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
215         if(!IS_DEAD(this.realowner))
216         if(this.minelayer_detonate)
217                 W_MineLayer_RemoteExplode(this);
218 }
219
220 void W_MineLayer_Touch(entity this, entity toucher)
221 {
222         if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
223                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
224
225         PROJECTILE_TOUCH(this, toucher);
226
227         if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner)
228         {
229                 // hit a player or other mine
230                 // don't stick
231         }
232         else
233         {
234                 W_MineLayer_Stick(this, toucher);
235         }
236 }
237
238 void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
239 {
240         if(GetResource(this, RES_HEALTH) <= 0)
241                 return;
242
243         float is_from_enemy = (inflictor.realowner != this.realowner);
244
245         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
246                 return; // g_projectiles_damage says to halt
247
248         TakeResource(this, RES_HEALTH, damage);
249         this.angles = vectoangles(this.velocity);
250
251         if(GetResource(this, RES_HEALTH) <= 0)
252                 W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
253 }
254
255 void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
256 {
257         entity mine;
258         entity flash;
259
260         // scan how many mines we placed, and return if we reached our limit
261         if(WEP_CVAR(minelayer, limit))
262         {
263                 int minecount = W_MineLayer_Count(actor, weaponentity);
264                 if(minecount >= WEP_CVAR(minelayer, limit))
265                 {
266                         // the refire delay keeps this message from being spammed
267                         Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
268                         play2(actor, SND(UNAVAILABLE));
269                         return;
270                 }
271         }
272
273         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
274
275         W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
276         W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
277
278         mine = WarpZone_RefSys_SpawnSameRefSys(actor);
279         mine.weaponentity_fld = weaponentity;
280         IL_PUSH(g_mines, mine);
281         mine.owner = mine.realowner = actor;
282         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
283                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
284         else
285                 mine.spawnshieldtime = -1;
286         mine.classname = "mine";
287         mine.bot_dodge = true;
288         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
289
290         mine.takedamage = DAMAGE_YES;
291         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
292         SetResourceExplicit(mine, RES_HEALTH, WEP_CVAR(minelayer, health));
293         mine.event_damage = W_MineLayer_Damage;
294         mine.damagedbycontents = true;
295         IL_PUSH(g_damagedbycontents, mine);
296
297         set_movetype(mine, MOVETYPE_TOSS);
298         PROJECTILE_MAKETRIGGER(mine);
299         mine.projectiledeathtype = thiswep.m_id;
300         mine.weaponentity_fld = weaponentity;
301         setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
302
303         setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
304         W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
305         mine.angles = vectoangles(mine.velocity);
306
307         settouch(mine, W_MineLayer_Touch);
308         setthink(mine, W_MineLayer_Think);
309         mine.nextthink = time;
310         mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
311         mine.flags = FL_PROJECTILE;
312         IL_PUSH(g_projectiles, mine);
313         IL_PUSH(g_bot_dodge, mine);
314         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
315
316         if(mine.cnt > 0) { mine.cnt += time; }
317
318         CSQCProjectile(mine, true, PROJECTILE_MINE, true);
319
320         // muzzle flash for 1st person view
321         // TODO: handle on the client
322         flash = spawn();
323         setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
324         SUB_SetFade(flash, time, 0.1);
325         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
326         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
327
328         // common properties
329
330         MUTATOR_CALLHOOK(EditProjectile, actor, mine);
331 }
332
333 bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate)
334 {
335         bool minfound = false;
336
337         IL_EACH(g_mines, it.realowner == this && it.weaponentity_fld == weaponentity,
338         {
339                 if(detonate)
340                 {
341                         if(!it.minelayer_detonate)
342                         {
343                                 it.minelayer_detonate = true;
344                                 minfound = true;
345                         }
346                 }
347                 else
348                         minfound = true;
349         });
350         return minfound;
351 }
352
353 METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
354 {
355     // aim and decide to fire if appropriate
356     int minecount = W_MineLayer_Count(actor, weaponentity);
357     if(minecount >= WEP_CVAR(minelayer, limit))
358         PHYS_INPUT_BUTTON_ATCK(actor) = false;
359     else
360         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
361     if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
362     {
363         // decide whether to detonate mines
364         float edgedamage, coredamage, edgeradius, recipricoledgeradius;
365         float selfdamage, teamdamage, enemydamage;
366         edgedamage = WEP_CVAR(minelayer, edgedamage);
367         coredamage = WEP_CVAR(minelayer, damage);
368         edgeradius = WEP_CVAR(minelayer, radius);
369         recipricoledgeradius = 1 / edgeradius;
370         selfdamage = 0;
371         teamdamage = 0;
372         enemydamage = 0;
373
374         IL_EACH(g_mines, it.realowner == actor,
375         {
376                 entity mine = it;
377                 IL_EACH(g_bot_targets, it.bot_attack,
378                 {
379                         float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
380                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
381                 // count potential damage according to type of target
382                 if(it == actor)
383                     selfdamage = selfdamage + d;
384                 else if(SAME_TEAM(it, actor))
385                     teamdamage = teamdamage + d;
386                 else if(bot_shouldattack(actor, it))
387                     enemydamage = enemydamage + d;
388                 });
389         });
390
391         float desirabledamage;
392         desirabledamage = enemydamage;
393         if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
394             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
395         if(teamplay && actor.team)
396             desirabledamage = desirabledamage - teamdamage;
397
398         makevectors(actor.v_angle);
399         IL_EACH(g_mines, it.realowner == actor,
400         {
401             if(skill > 9) // normal players only do this for the target they are tracking
402             {
403                     entity mine = it;
404                     IL_EACH(g_bot_targets, it.bot_attack,
405                     {
406                         if((v_forward * normalize(mine.origin - it.origin) < 0.1)
407                             && desirabledamage > 0.1 * coredamage
408                             ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
409                     });
410                 }
411                 else
412                 {
413                 //As the distance gets larger, a correct detonation gets near imposible
414                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
415                 if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
416                         && IS_PLAYER(actor.enemy)
417                         && (desirabledamage >= 0.1 * coredamage)
418                         )
419                 {
420                         float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
421                         if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
422                                 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
423                 }
424                 }
425         });
426
427         // if we would be doing at X percent of the core damage, detonate it
428         // but don't fire a new shot at the same time!
429         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
430             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
431         if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
432             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
433         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
434         //      dprint(ftos(desirabledamage),"\n");
435         if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
436     }
437 }
438 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
439 {
440         actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity);
441
442     if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
443     {
444         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
445         if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResource(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
446             thiswep.wr_reload(thiswep, actor, weaponentity);
447         }
448     }
449     else if(fire & 1)
450     {
451         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
452         {
453             W_MineLayer_Attack(thiswep, actor, weaponentity);
454             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
455         }
456     }
457
458     if(fire & 2)
459     {
460         if(W_MineLayer_PlacedMines(actor, weaponentity, true))
461             sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
462     }
463 }
464 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
465 {
466     // actually do // don't switch while placing a mine
467     //if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
468     //{
469         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
470         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(minelayer, ammo);
471         return ammo_amount;
472     //}
473     //return true;
474 }
475 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
476 {
477     if(W_MineLayer_PlacedMines(actor, weaponentity, false))
478         return true;
479     else
480         return false;
481 }
482 METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
483 {
484     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
485     {
486         .entity weaponentity = weaponentities[slot];
487         actor.(weaponentity).minelayer_mines = 0;
488     }
489 }
490 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
491 {
492     W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD);
493 }
494 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
495 {
496     return WEAPON_MINELAYER_SUICIDE;
497 }
498 METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
499 {
500     return WEAPON_MINELAYER_MURDER;
501 }
502
503 #endif
504 #ifdef CSQC
505
506 METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
507 {
508     vector org2;
509     org2 = w_org + w_backoff * 12;
510     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
511     if(!w_issilent)
512         sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
513 }
514
515 #endif