2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
5 void W_Mine_Think (void);
6 .float minelayer_detonate, mine_explodeanyway;
9 void spawnfunc_weapon_minelayer (void)
11 weapon_defaultspawnfunc(WEP_MINE_LAYER);
16 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
18 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
22 newmine.classname = self.classname;
24 newmine.bot_dodge = self.bot_dodge;
25 newmine.bot_dodgerating = self.bot_dodgerating;
27 newmine.owner = self.owner;
28 setsize(newmine, '-4 -4 -4', '4 4 4');
29 setorigin(newmine, self.origin);
30 setmodel(newmine, "models/mine.md3");
31 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
33 newmine.takedamage = self.takedamage;
34 newmine.damageforcescale = self.damageforcescale;
35 newmine.health = self.health;
36 newmine.event_damage = self.event_damage;
37 newmine.spawnshieldtime = self.spawnshieldtime;
39 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
40 newmine.projectiledeathtype = self.projectiledeathtype;
42 newmine.mine_time = self.mine_time;
44 newmine.touch = SUB_Null;
45 newmine.think = W_Mine_Think;
46 newmine.nextthink = time;
47 newmine.cnt = self.cnt;
48 newmine.flags = self.flags;
54 void W_Mine_Explode ()
56 if(other.takedamage == DAMAGE_AIM)
57 if(other.classname == "player")
58 if(IsDifferentTeam(self.owner, other))
60 AnnounceTo(self.owner, "airshot");
62 self.event_damage = SUB_Null;
63 self.takedamage = DAMAGE_NO;
65 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
67 if (self.owner.weapon == WEP_MINE_LAYER)
72 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
74 self.cnt = WEP_MINE_LAYER;
75 ATTACK_FINISHED(self) = time;
76 self.switchweapon = w_getbestweapon(self);
80 self.owner.minelayer_mines -= 1;
84 void W_Mine_DoRemoteExplode ()
86 self.event_damage = SUB_Null;
87 self.takedamage = DAMAGE_NO;
89 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
91 if (self.owner.weapon == WEP_MINE_LAYER)
96 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
98 self.cnt = WEP_MINE_LAYER;
99 ATTACK_FINISHED(self) = time;
100 self.switchweapon = w_getbestweapon(self);
104 self.owner.minelayer_mines -= 1;
108 void W_Mine_RemoteExplode ()
110 if(self.owner.deadflag == DEAD_NO)
111 if((self.spawnshieldtime >= 0)
112 ? (time >= self.spawnshieldtime) // timer
113 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
116 W_Mine_DoRemoteExplode();
120 void W_Mine_ProximityExplode ()
122 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
123 if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
126 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
129 if(head == self.owner || !IsDifferentTeam(head, self.owner))
139 float W_Mine_Count(entity e)
143 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
149 void W_Mine_Think (void)
153 self.nextthink = time;
155 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
156 // TODO: replace this mine_trigger.wav sound with a real countdown
157 if ((time > self.cnt) && (!self.mine_time))
159 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
160 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
161 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
162 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
165 // a player's mines shall explode if he disconnects or dies
166 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
167 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
170 self.projectiledeathtype |= HITTYPE_BOUNCE;
175 // set the mine for detonation when a foe gets close enough
176 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
179 if(head.classname == "player" && head.deadflag == DEAD_NO)
180 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
183 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
184 self.mine_time = time + autocvar_g_balance_minelayer_time;
189 // explode if it's time to
190 if(self.mine_time && time >= self.mine_time)
192 W_Mine_ProximityExplode();
197 if (self.owner.weapon == WEP_MINE_LAYER)
198 if (self.owner.deadflag == DEAD_NO)
199 if (self.minelayer_detonate)
200 W_Mine_RemoteExplode();
203 void W_Mine_Touch (void)
206 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
208 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
209 self.velocity = '0 0 0';
212 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
214 if (self.health <= 0)
216 self.health = self.health - damage;
217 self.angles = vectoangles(self.velocity);
218 if (self.health <= 0)
219 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
222 void W_Mine_Attack (void)
227 // scan how many mines we placed, and return if we reached our limit
228 if(autocvar_g_balance_minelayer_limit)
231 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
233 // the refire delay keeps this message from being spammed
234 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
235 play2(self, "weapons/unavailable.wav");
240 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
242 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
243 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
245 mine = WarpZone_RefSys_SpawnSameRefSys(self);
247 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
248 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
250 mine.spawnshieldtime = -1;
251 mine.classname = "mine";
252 mine.bot_dodge = TRUE;
253 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
255 mine.takedamage = DAMAGE_YES;
256 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
257 mine.health = autocvar_g_balance_minelayer_health;
258 mine.event_damage = W_Mine_Damage;
260 mine.movetype = MOVETYPE_TOSS;
261 PROJECTILE_MAKETRIGGER(mine);
262 mine.projectiledeathtype = WEP_MINE_LAYER;
263 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
265 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
266 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
267 mine.angles = vectoangles (mine.velocity);
269 mine.touch = W_Mine_Touch;
270 mine.think = W_Mine_Think;
271 mine.nextthink = time;
272 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
273 mine.flags = FL_PROJECTILE;
275 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
277 // muzzle flash for 1st person view
279 setmodel (flash, "models/flash.md3"); // precision set below
280 SUB_SetFade (flash, time, 0.1);
281 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
282 W_AttachToShotorg(flash, '5 0 0');
286 other = mine; MUTATOR_CALLHOOK(EditProjectile);
288 self.minelayer_mines = W_Mine_Count(self);
291 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
293 float W_PlacedMines(float detonate)
298 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
302 if(!mine.minelayer_detonate)
304 mine.minelayer_detonate = TRUE;
314 float w_minelayer(float req)
321 // aim and decide to fire if appropriate
322 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
323 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
325 // decide whether to detonate mines
326 entity targetlist, targ;
327 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
328 float selfdamage, teamdamage, enemydamage;
329 edgedamage = autocvar_g_balance_minelayer_edgedamage;
330 coredamage = autocvar_g_balance_minelayer_damage;
331 edgeradius = autocvar_g_balance_minelayer_radius;
332 recipricoledgeradius = 1 / edgeradius;
336 targetlist = findchainfloat(bot_attack, TRUE);
337 mine = find(world, classname, "mine");
340 if (mine.owner != self)
342 mine = find(mine, classname, "mine");
348 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
349 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
350 // count potential damage according to type of target
352 selfdamage = selfdamage + d;
353 else if (targ.team == self.team && teams_matter)
354 teamdamage = teamdamage + d;
355 else if (bot_shouldattack(targ))
356 enemydamage = enemydamage + d;
359 mine = find(mine, classname, "mine");
361 float desirabledamage;
362 desirabledamage = enemydamage;
363 if (time > self.invincible_finished && time > self.spawnshieldtime)
364 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
365 if (teams_matter && self.team)
366 desirabledamage = desirabledamage - teamdamage;
368 mine = find(world, classname, "mine");
371 if (mine.owner != self)
373 mine = find(mine, classname, "mine");
376 makevectors(mine.v_angle);
378 if (skill > 9) // normal players only do this for the target they are tracking
384 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
385 && desirabledamage > 0.1*coredamage
386 )self.BUTTON_ATCK2 = TRUE;
390 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
391 //As the distance gets larger, a correct detonation gets near imposible
392 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
393 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
394 if(self.enemy.classname == "player")
395 if(desirabledamage >= 0.1*coredamage)
396 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
397 self.BUTTON_ATCK2 = TRUE;
398 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
401 mine = find(mine, classname, "mine");
403 // if we would be doing at X percent of the core damage, detonate it
404 // but don't fire a new shot at the same time!
405 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
406 self.BUTTON_ATCK2 = TRUE;
407 if ((skill > 6.5) && (selfdamage > self.health))
408 self.BUTTON_ATCK2 = FALSE;
409 //if(self.BUTTON_ATCK2 == TRUE)
410 // dprint(ftos(desirabledamage),"\n");
411 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
414 else if (req == WR_THINK)
416 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
418 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
419 if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
420 weapon_action(self.weapon, WR_RELOAD);
422 else if (self.BUTTON_ATCK)
424 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
427 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
431 if (self.BUTTON_ATCK2)
433 if(W_PlacedMines(TRUE))
434 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
437 else if (req == WR_PRECACHE)
439 precache_model ("models/flash.md3");
440 precache_model ("models/mine.md3");
441 precache_model ("models/weapons/g_minelayer.md3");
442 precache_model ("models/weapons/v_minelayer.md3");
443 precache_model ("models/weapons/h_minelayer.iqm");
444 precache_sound ("weapons/mine_det.wav");
445 precache_sound ("weapons/mine_fire.wav");
446 precache_sound ("weapons/mine_stick.wav");
447 precache_sound ("weapons/mine_trigger.wav");
448 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
450 else if (req == WR_SETUP)
452 weapon_setup(WEP_MINE_LAYER);
453 self.current_ammo = ammo_rockets;
455 else if (req == WR_CHECKAMMO1)
457 // don't switch while placing a mine
458 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
460 ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
461 ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo;
465 else if (req == WR_CHECKAMMO2)
467 if (W_PlacedMines(FALSE))
472 else if (req == WR_RELOAD)
474 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
480 float w_minelayer(float req)
482 if(req == WR_IMPACTEFFECT)
485 org2 = w_org + w_backoff * 12;
486 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
488 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
490 else if(req == WR_PRECACHE)
492 precache_sound("weapons/mine_exp.wav");
494 else if (req == WR_SUICIDEMESSAGE)
495 w_deathtypestring = _("%s exploded");
496 else if (req == WR_KILLMESSAGE)
498 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
499 w_deathtypestring = _("%s got too close to %s's mine");
500 else if(w_deathtype & HITTYPE_SPLASH)
501 w_deathtypestring = _("%s almost dodged %s's mine");
503 w_deathtypestring = _("%s stepped on %s's mine");