2 CLASS(MineLayer, Weapon)
3 /* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(MineLayer, impulse, int, 4)
5 /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
8 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
10 /* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
12 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
13 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
14 /* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
15 /* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
16 /* wepname */ ATTRIB(MineLayer, message, string, _("Mine Layer"));
18 REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
20 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
21 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, ammo) \
23 w_cvar(id, sn, NONE, animtime) \
24 w_cvar(id, sn, NONE, damage) \
25 w_cvar(id, sn, NONE, damageforcescale) \
26 w_cvar(id, sn, NONE, detonatedelay) \
27 w_cvar(id, sn, NONE, edgedamage) \
28 w_cvar(id, sn, NONE, force) \
29 w_cvar(id, sn, NONE, health) \
30 w_cvar(id, sn, NONE, lifetime) \
31 w_cvar(id, sn, NONE, lifetime_countdown) \
32 w_cvar(id, sn, NONE, limit) \
33 w_cvar(id, sn, NONE, protection) \
34 w_cvar(id, sn, NONE, proximityradius) \
35 w_cvar(id, sn, NONE, radius) \
36 w_cvar(id, sn, NONE, refire) \
37 w_cvar(id, sn, NONE, remote_damage) \
38 w_cvar(id, sn, NONE, remote_edgedamage) \
39 w_cvar(id, sn, NONE, remote_force) \
40 w_cvar(id, sn, NONE, remote_radius) \
41 w_cvar(id, sn, NONE, speed) \
42 w_cvar(id, sn, NONE, time) \
43 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
44 w_prop(id, sn, float, reloading_time, reload_time) \
45 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
46 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
47 w_prop(id, sn, string, weaponreplace, weaponreplace) \
48 w_prop(id, sn, float, weaponstart, weaponstart) \
49 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
50 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
53 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
54 void W_MineLayer_Think(void);
55 .float minelayer_detonate, mine_explodeanyway;
57 .vector mine_orientation;
62 void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
64 void W_MineLayer_Stick(entity to)
66 spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
68 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
72 newmine.classname = self.classname;
74 newmine.bot_dodge = self.bot_dodge;
75 newmine.bot_dodgerating = self.bot_dodgerating;
77 newmine.owner = self.owner;
78 newmine.realowner = self.realowner;
79 setsize(newmine, '-4 -4 -4', '4 4 4');
80 setorigin(newmine, self.origin);
81 setmodel(newmine, MDL_MINELAYER_MINE);
82 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
84 newmine.mine_orientation = -trace_plane_normal;
86 newmine.takedamage = self.takedamage;
87 newmine.damageforcescale = self.damageforcescale;
88 newmine.health = self.health;
89 newmine.event_damage = self.event_damage;
90 newmine.spawnshieldtime = self.spawnshieldtime;
91 newmine.damagedbycontents = true;
93 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
94 newmine.projectiledeathtype = self.projectiledeathtype;
96 newmine.mine_time = self.mine_time;
98 newmine.touch = func_null;
99 newmine.think = W_MineLayer_Think;
100 newmine.nextthink = time;
101 newmine.cnt = self.cnt;
102 newmine.flags = self.flags;
108 SetMovetypeFollow(self, to);
111 void W_MineLayer_Explode(void)
113 if(other.takedamage == DAMAGE_AIM)
115 if(DIFF_TEAM(self.realowner, other))
116 if(other.deadflag == DEAD_NO)
118 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
120 self.event_damage = func_null;
121 self.takedamage = DAMAGE_NO;
123 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);
125 if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
127 setself(self.realowner);
128 if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
130 self.cnt = WEP_MINE_LAYER.m_id;
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.m_id)
152 setself(self.realowner);
153 if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
155 self.cnt = WEP_MINE_LAYER.m_id;
156 ATTACK_FINISHED(self) = time;
157 self.switchweapon = w_getbestweapon(self);
161 self.realowner.minelayer_mines -= 1;
165 void W_MineLayer_RemoteExplode(void)
167 if(self.realowner.deadflag == DEAD_NO)
168 if((self.spawnshieldtime >= 0)
169 ? (time >= self.spawnshieldtime) // timer
170 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
173 W_MineLayer_DoRemoteExplode();
177 void W_MineLayer_ProximityExplode(void)
179 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
180 if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
183 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
186 if(head == self.realowner || SAME_TEAM(head, self.realowner))
193 W_MineLayer_Explode();
196 int W_MineLayer_Count(entity e)
200 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
206 void W_MineLayer_Think(void)
210 self.nextthink = time;
212 if(self.movetype == MOVETYPE_FOLLOW)
214 if(LostMovetypeFollow(self))
216 UnsetMovetypeFollow(self);
217 self.movetype = MOVETYPE_NONE;
221 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
222 // TODO: replace this mine_trigger.wav sound with a real countdown
223 if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
225 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
226 spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
227 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
228 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
231 // a player's mines shall explode if he disconnects or dies
232 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
233 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
236 self.projectiledeathtype |= HITTYPE_BOUNCE;
237 W_MineLayer_Explode();
241 // set the mine for detonation when a foe gets close enough
242 head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
245 if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
246 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
249 spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
250 self.mine_time = time + WEP_CVAR(minelayer, time);
255 // explode if it's time to
256 if(self.mine_time && time >= self.mine_time)
258 W_MineLayer_ProximityExplode();
263 if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
264 if(self.realowner.deadflag == DEAD_NO)
265 if(self.minelayer_detonate)
266 W_MineLayer_RemoteExplode();
269 void W_MineLayer_Touch(void)
271 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
272 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
274 if(WarpZone_Projectile_Touch())
277 self.realowner.minelayer_mines -= 1;
281 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
288 W_MineLayer_Stick(other);
292 void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
297 float is_from_enemy = (inflictor.realowner != self.realowner);
299 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
300 return; // g_projectiles_damage says to halt
302 self.health = self.health - damage;
303 self.angles = vectoangles(self.velocity);
306 W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
309 void W_MineLayer_Attack(void)
314 // scan how many mines we placed, and return if we reached our limit
315 if(WEP_CVAR(minelayer, limit))
317 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
319 // the refire delay keeps this message from being spammed
320 Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
321 play2(self, SND(UNAVAILABLE));
326 W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
328 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
329 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
331 mine = WarpZone_RefSys_SpawnSameRefSys(self);
332 mine.owner = mine.realowner = self;
333 if(WEP_CVAR(minelayer, detonatedelay) >= 0)
334 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
336 mine.spawnshieldtime = -1;
337 mine.classname = "mine";
338 mine.bot_dodge = true;
339 mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
341 mine.takedamage = DAMAGE_YES;
342 mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
343 mine.health = WEP_CVAR(minelayer, health);
344 mine.event_damage = W_MineLayer_Damage;
345 mine.damagedbycontents = true;
347 mine.movetype = MOVETYPE_TOSS;
348 PROJECTILE_MAKETRIGGER(mine);
349 mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
350 setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
352 setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
353 W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
354 mine.angles = vectoangles(mine.velocity);
356 mine.touch = W_MineLayer_Touch;
357 mine.think = W_MineLayer_Think;
358 mine.nextthink = time;
359 mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
360 mine.flags = FL_PROJECTILE;
361 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
363 if(mine.cnt > 0) { mine.cnt += time; }
365 CSQCProjectile(mine, true, PROJECTILE_MINE, true);
367 // muzzle flash for 1st person view
369 setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
370 SUB_SetFade(flash, time, 0.1);
371 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
372 W_AttachToShotorg(flash, '5 0 0');
376 MUTATOR_CALLHOOK(EditProjectile, self, mine);
378 self.minelayer_mines = W_MineLayer_Count(self);
381 float W_MineLayer_PlacedMines(float detonate)
386 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
390 if(!mine.minelayer_detonate)
392 mine.minelayer_detonate = true;
402 METHOD(MineLayer, wr_aim, bool(entity thiswep))
404 // aim and decide to fire if appropriate
405 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
406 self.BUTTON_ATCK = false;
408 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
409 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
411 // decide whether to detonate mines
412 entity targetlist, targ;
413 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
414 float selfdamage, teamdamage, enemydamage;
415 edgedamage = WEP_CVAR(minelayer, edgedamage);
416 coredamage = WEP_CVAR(minelayer, damage);
417 edgeradius = WEP_CVAR(minelayer, radius);
418 recipricoledgeradius = 1 / edgeradius;
422 targetlist = findchainfloat(bot_attack, true);
423 entity mine = find(world, classname, "mine");
426 if(mine.realowner != self)
428 mine = find(mine, classname, "mine");
434 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
435 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
436 // count potential damage according to type of target
438 selfdamage = selfdamage + d;
439 else if(targ.team == self.team && teamplay)
440 teamdamage = teamdamage + d;
441 else if(bot_shouldattack(targ))
442 enemydamage = enemydamage + d;
445 mine = find(mine, classname, "mine");
447 float desirabledamage;
448 desirabledamage = enemydamage;
449 if(time > self.invincible_finished && time > self.spawnshieldtime)
450 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
451 if(teamplay && self.team)
452 desirabledamage = desirabledamage - teamdamage;
454 mine = find(world, classname, "mine");
457 if(mine.realowner != self)
459 mine = find(mine, classname, "mine");
462 makevectors(mine.v_angle);
464 if(skill > 9) // normal players only do this for the target they are tracking
470 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
471 && desirabledamage > 0.1*coredamage
472 )self.BUTTON_ATCK2 = true;
476 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
477 //As the distance gets larger, a correct detonation gets near imposible
478 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
479 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
480 if(IS_PLAYER(self.enemy))
481 if(desirabledamage >= 0.1*coredamage)
482 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
483 self.BUTTON_ATCK2 = true;
484 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
487 mine = find(mine, classname, "mine");
489 // if we would be doing at X percent of the core damage, detonate it
490 // but don't fire a new shot at the same time!
491 if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
492 self.BUTTON_ATCK2 = true;
493 if((skill > 6.5) && (selfdamage > self.health))
494 self.BUTTON_ATCK2 = false;
495 //if(self.BUTTON_ATCK2 == true)
496 // dprint(ftos(desirabledamage),"\n");
497 if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
502 METHOD(MineLayer, wr_think, bool(entity thiswep, bool fire1, bool fire2))
504 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
506 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
507 if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
508 _WEP_ACTION(self.weapon, WR_RELOAD);
512 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
514 W_MineLayer_Attack();
515 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
521 if(W_MineLayer_PlacedMines(true))
522 sound(self, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
527 METHOD(MineLayer, wr_init, bool(entity thiswep))
529 MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
532 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
534 // don't switch while placing a mine
535 if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
537 float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
538 ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
543 METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
545 if(W_MineLayer_PlacedMines(false))
550 METHOD(MineLayer, wr_config, bool(entity thiswep))
552 MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
555 METHOD(MineLayer, wr_resetplayers, bool(entity thiswep))
557 self.minelayer_mines = 0;
560 METHOD(MineLayer, wr_reload, bool(entity thiswep))
562 W_Reload(WEP_CVAR(minelayer, ammo), SND(RELOAD));
565 METHOD(MineLayer, wr_suicidemessage, bool(entity thiswep))
567 return WEAPON_MINELAYER_SUICIDE;
569 METHOD(MineLayer, wr_killmessage, bool(entity thiswep))
571 return WEAPON_MINELAYER_MURDER;
577 METHOD(MineLayer, wr_impacteffect, bool(entity thiswep))
580 org2 = w_org + w_backoff * 12;
581 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
583 sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
587 METHOD(MineLayer, wr_init, bool(entity thiswep))
591 METHOD(MineLayer, wr_zoomreticle, bool(entity thiswep))
593 // no weapon specific image for this weapon