1 #include "minelayer.qh"
5 void W_MineLayer_Stick(entity this, entity to)
7 spamsound(this, CH_SHOTS, SND_MINE_STICK, VOL_BASE, ATTN_NORM);
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
11 entity newmine = spawn();
12 IL_PUSH(g_mines, newmine);
13 newmine.weaponentity_fld = this.weaponentity_fld;
14 newmine.classname = this.classname;
16 newmine.bot_dodge = this.bot_dodge;
17 newmine.bot_dodgerating = this.bot_dodgerating;
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
26 newmine.mine_orientation = -trace_plane_normal;
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);
36 set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
37 newmine.projectiledeathtype = this.projectiledeathtype;
39 newmine.mine_time = this.mine_time;
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);
52 SetMovetypeFollow(newmine, to);
55 void W_MineLayer_Explode(entity this, entity directhitentity)
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);
64 this.event_damage = func_null;
65 this.takedamage = DAMAGE_NO;
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);
69 .entity weaponentity = this.weaponentity_fld;
70 Weapon thiswep = WEP_MINE_LAYER;
71 if(this.realowner.(weaponentity).m_weapon == thiswep)
73 entity own = this.realowner;
74 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
76 own.cnt = thiswep.m_id;
77 ATTACK_FINISHED(own, weaponentity) = time;
78 own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
84 void W_MineLayer_Explode_think(entity this)
86 W_MineLayer_Explode(this, NULL);
89 void W_MineLayer_DoRemoteExplode(entity this)
91 this.event_damage = func_null;
92 this.takedamage = DAMAGE_NO;
94 if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
95 this.velocity = this.mine_orientation; // particle fx and decals need .velocity
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);
100 .entity weaponentity = this.weaponentity_fld;
101 Weapon thiswep = WEP_MINE_LAYER;
102 if(this.realowner.(weaponentity).m_weapon == thiswep)
104 entity own = this.realowner;
105 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
107 own.cnt = thiswep.m_id;
108 ATTACK_FINISHED(own, weaponentity) = time;
109 own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
115 void W_MineLayer_RemoteExplode(entity this)
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
123 W_MineLayer_DoRemoteExplode(this);
127 void W_MineLayer_ProximityExplode(entity this)
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)
133 head = findradius(this.origin, WEP_CVAR(minelayer, radius));
136 if(head == this.realowner || SAME_TEAM(head, this.realowner))
143 W_MineLayer_Explode(this, NULL);
146 int W_MineLayer_Count(entity e, .entity weaponentity)
149 IL_EACH(g_mines, it.realowner == e && it.weaponentity_fld == weaponentity,
157 void W_MineLayer_Think(entity this)
161 this.nextthink = time;
163 if(this.move_movetype == MOVETYPE_FOLLOW)
165 if(LostMovetypeFollow(this))
167 UnsetMovetypeFollow(this);
168 set_movetype(this, MOVETYPE_NONE);
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))
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.
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))
186 this.projectiledeathtype |= HITTYPE_BOUNCE;
187 W_MineLayer_Explode(this, NULL);
191 // set the mine for detonation when a foe gets close enough
192 head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
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
199 spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM);
200 this.mine_time = time + WEP_CVAR(minelayer, time);
205 // explode if it's time to
206 if(this.mine_time && time >= this.mine_time)
208 W_MineLayer_ProximityExplode(this);
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);
220 void W_MineLayer_Touch(entity this, entity toucher)
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?
225 PROJECTILE_TOUCH(this, toucher);
227 if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner)
229 // hit a player or other mine
234 W_MineLayer_Stick(this, toucher);
238 void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
240 if(GetResource(this, RES_HEALTH) <= 0)
243 float is_from_enemy = (inflictor.realowner != this.realowner);
245 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
246 return; // g_projectiles_damage says to halt
248 TakeResource(this, RES_HEALTH, damage);
249 this.angles = vectoangles(this.velocity);
251 if(GetResource(this, RES_HEALTH) <= 0)
252 W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
255 void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
260 // scan how many mines we placed, and return if we reached our limit
261 if(WEP_CVAR(minelayer, limit))
263 int minecount = W_MineLayer_Count(actor, weaponentity);
264 if(minecount >= WEP_CVAR(minelayer, limit))
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));
273 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
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);
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);
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
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);
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
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);
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;
316 if(mine.cnt > 0) { mine.cnt += time; }
318 CSQCProjectile(mine, true, PROJECTILE_MINE, true);
320 // muzzle flash for 1st person view
321 // TODO: handle on the client
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');
330 MUTATOR_CALLHOOK(EditProjectile, actor, mine);
333 bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate)
335 bool minfound = false;
337 IL_EACH(g_mines, it.realowner == this && it.weaponentity_fld == weaponentity,
341 if(!it.minelayer_detonate)
343 it.minelayer_detonate = true;
353 METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
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;
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!
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;
374 IL_EACH(g_mines, it.realowner == actor,
377 IL_EACH(g_bot_targets, it.bot_attack,
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
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;
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;
398 makevectors(actor.v_angle);
399 IL_EACH(g_mines, it.realowner == actor,
401 if(skill > 9) // normal players only do this for the target they are tracking
404 IL_EACH(g_bot_targets, it.bot_attack,
406 if((v_forward * normalize(mine.origin - it.origin) < 0.1)
407 && desirabledamage > 0.1 * coredamage
408 ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
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)
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;
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;
438 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
440 actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity);
442 if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
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);
451 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
453 W_MineLayer_Attack(thiswep, actor, weaponentity);
454 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
460 if(W_MineLayer_PlacedMines(actor, weaponentity, true))
461 sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
464 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
466 // actually do // don't switch while placing a mine
467 //if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
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);
475 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
477 if(W_MineLayer_PlacedMines(actor, weaponentity, false))
482 METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
484 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
486 .entity weaponentity = weaponentities[slot];
487 actor.(weaponentity).minelayer_mines = 0;
490 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
492 W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD);
494 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
496 return WEAPON_MINELAYER_SUICIDE;
498 METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
500 return WEAPON_MINELAYER_MURDER;
506 METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
509 org2 = w_org + w_backoff * 12;
510 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
512 sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);