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.oldvelocity = self.velocity;
35 newmine.takedamage = self.takedamage;
36 newmine.damageforcescale = self.damageforcescale;
37 newmine.health = self.health;
38 newmine.event_damage = self.event_damage;
39 newmine.spawnshieldtime = self.spawnshieldtime;
41 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
42 newmine.projectiledeathtype = self.projectiledeathtype;
44 newmine.mine_time = self.mine_time;
46 newmine.touch = SUB_Null;
47 newmine.think = W_Mine_Think;
48 newmine.nextthink = time;
49 newmine.cnt = self.cnt;
50 newmine.flags = self.flags;
56 void W_Mine_Explode ()
58 if(other.takedamage == DAMAGE_AIM)
59 if(other.classname == "player")
60 if(IsDifferentTeam(self.owner, other))
61 if(other.deadflag == DEAD_NO)
63 AnnounceTo(self.owner, "airshot");
65 self.event_damage = SUB_Null;
66 self.takedamage = DAMAGE_NO;
68 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);
70 if (self.owner.weapon == WEP_MINE_LAYER)
75 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
77 self.cnt = WEP_MINE_LAYER;
78 ATTACK_FINISHED(self) = time;
79 self.switchweapon = w_getbestweapon(self);
83 self.owner.minelayer_mines -= 1;
87 void W_Mine_DoRemoteExplode ()
89 self.event_damage = SUB_Null;
90 self.takedamage = DAMAGE_NO;
92 if(self.movetype == MOVETYPE_NONE)
93 self.velocity = self.oldvelocity;
95 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);
97 if (self.owner.weapon == WEP_MINE_LAYER)
102 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
104 self.cnt = WEP_MINE_LAYER;
105 ATTACK_FINISHED(self) = time;
106 self.switchweapon = w_getbestweapon(self);
110 self.owner.minelayer_mines -= 1;
114 void W_Mine_RemoteExplode ()
116 if(self.owner.deadflag == DEAD_NO)
117 if((self.spawnshieldtime >= 0)
118 ? (time >= self.spawnshieldtime) // timer
119 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
122 W_Mine_DoRemoteExplode();
126 void W_Mine_ProximityExplode ()
128 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
129 if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
132 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
135 if(head == self.owner || !IsDifferentTeam(head, self.owner))
145 float W_Mine_Count(entity e)
149 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
155 void W_Mine_Think (void)
159 self.nextthink = time;
161 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
162 // TODO: replace this mine_trigger.wav sound with a real countdown
163 if ((time > self.cnt) && (!self.mine_time))
165 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
166 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
167 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
168 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
171 // a player's mines shall explode if he disconnects or dies
172 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
173 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
176 self.projectiledeathtype |= HITTYPE_BOUNCE;
181 // set the mine for detonation when a foe gets close enough
182 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
185 if(head.classname == "player" && head.deadflag == DEAD_NO)
186 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
189 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
190 self.mine_time = time + autocvar_g_balance_minelayer_time;
195 // explode if it's time to
196 if(self.mine_time && time >= self.mine_time)
198 W_Mine_ProximityExplode();
203 if (self.owner.weapon == WEP_MINE_LAYER)
204 if (self.owner.deadflag == DEAD_NO)
205 if (self.minelayer_detonate)
206 W_Mine_RemoteExplode();
209 void W_Mine_Touch (void)
212 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
214 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
215 self.velocity = '0 0 0';
218 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
220 if (self.health <= 0)
222 self.health = self.health - damage;
223 self.angles = vectoangles(self.velocity);
224 if (self.health <= 0)
225 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
228 void W_Mine_Attack (void)
233 // scan how many mines we placed, and return if we reached our limit
234 if(autocvar_g_balance_minelayer_limit)
237 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
239 // the refire delay keeps this message from being spammed
240 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
241 play2(self, "weapons/unavailable.wav");
246 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
248 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
249 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
251 mine = WarpZone_RefSys_SpawnSameRefSys(self);
253 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
254 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
256 mine.spawnshieldtime = -1;
257 mine.classname = "mine";
258 mine.bot_dodge = TRUE;
259 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
261 mine.takedamage = DAMAGE_YES;
262 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
263 mine.health = autocvar_g_balance_minelayer_health;
264 mine.event_damage = W_Mine_Damage;
266 mine.movetype = MOVETYPE_TOSS;
267 PROJECTILE_MAKETRIGGER(mine);
268 mine.projectiledeathtype = WEP_MINE_LAYER;
269 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
271 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
272 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
273 mine.angles = vectoangles (mine.velocity);
275 mine.touch = W_Mine_Touch;
276 mine.think = W_Mine_Think;
277 mine.nextthink = time;
278 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
279 mine.flags = FL_PROJECTILE;
281 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
283 // muzzle flash for 1st person view
285 setmodel (flash, "models/flash.md3"); // precision set below
286 SUB_SetFade (flash, time, 0.1);
287 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
288 W_AttachToShotorg(flash, '5 0 0');
292 other = mine; MUTATOR_CALLHOOK(EditProjectile);
294 self.minelayer_mines = W_Mine_Count(self);
297 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
299 float W_PlacedMines(float detonate)
304 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
308 if(!mine.minelayer_detonate)
310 mine.minelayer_detonate = TRUE;
320 float w_minelayer(float req)
327 // aim and decide to fire if appropriate
328 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
329 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
331 // decide whether to detonate mines
332 entity targetlist, targ;
333 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
334 float selfdamage, teamdamage, enemydamage;
335 edgedamage = autocvar_g_balance_minelayer_edgedamage;
336 coredamage = autocvar_g_balance_minelayer_damage;
337 edgeradius = autocvar_g_balance_minelayer_radius;
338 recipricoledgeradius = 1 / edgeradius;
342 targetlist = findchainfloat(bot_attack, TRUE);
343 mine = find(world, classname, "mine");
346 if (mine.owner != self)
348 mine = find(mine, classname, "mine");
354 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
355 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
356 // count potential damage according to type of target
358 selfdamage = selfdamage + d;
359 else if (targ.team == self.team && teamplay)
360 teamdamage = teamdamage + d;
361 else if (bot_shouldattack(targ))
362 enemydamage = enemydamage + d;
365 mine = find(mine, classname, "mine");
367 float desirabledamage;
368 desirabledamage = enemydamage;
369 if (time > self.invincible_finished && time > self.spawnshieldtime)
370 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
371 if (teamplay && self.team)
372 desirabledamage = desirabledamage - teamdamage;
374 mine = find(world, classname, "mine");
377 if (mine.owner != self)
379 mine = find(mine, classname, "mine");
382 makevectors(mine.v_angle);
384 if (skill > 9) // normal players only do this for the target they are tracking
390 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
391 && desirabledamage > 0.1*coredamage
392 )self.BUTTON_ATCK2 = TRUE;
396 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
397 //As the distance gets larger, a correct detonation gets near imposible
398 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
399 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
400 if(self.enemy.classname == "player")
401 if(desirabledamage >= 0.1*coredamage)
402 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
403 self.BUTTON_ATCK2 = TRUE;
404 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
407 mine = find(mine, classname, "mine");
409 // if we would be doing at X percent of the core damage, detonate it
410 // but don't fire a new shot at the same time!
411 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
412 self.BUTTON_ATCK2 = TRUE;
413 if ((skill > 6.5) && (selfdamage > self.health))
414 self.BUTTON_ATCK2 = FALSE;
415 //if(self.BUTTON_ATCK2 == TRUE)
416 // dprint(ftos(desirabledamage),"\n");
417 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
420 else if (req == WR_THINK)
422 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
424 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
425 if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
426 weapon_action(self.weapon, WR_RELOAD);
428 else if (self.BUTTON_ATCK)
430 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
433 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
437 if (self.BUTTON_ATCK2)
439 if(W_PlacedMines(TRUE))
440 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
443 else if (req == WR_PRECACHE)
445 precache_model ("models/flash.md3");
446 precache_model ("models/mine.md3");
447 precache_model ("models/weapons/g_minelayer.md3");
448 precache_model ("models/weapons/v_minelayer.md3");
449 precache_model ("models/weapons/h_minelayer.iqm");
450 precache_sound ("weapons/mine_det.wav");
451 precache_sound ("weapons/mine_fire.wav");
452 precache_sound ("weapons/mine_stick.wav");
453 precache_sound ("weapons/mine_trigger.wav");
454 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
456 else if (req == WR_SETUP)
458 weapon_setup(WEP_MINE_LAYER);
459 self.current_ammo = ammo_rockets;
461 else if (req == WR_CHECKAMMO1)
463 // don't switch while placing a mine
464 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
466 ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
467 ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo;
471 else if (req == WR_CHECKAMMO2)
473 if (W_PlacedMines(FALSE))
478 else if (req == WR_RELOAD)
480 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
486 float w_minelayer(float req)
488 if(req == WR_IMPACTEFFECT)
491 org2 = w_org + w_backoff * 12;
492 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
494 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
496 else if(req == WR_PRECACHE)
498 precache_sound("weapons/mine_exp.wav");
500 else if (req == WR_SUICIDEMESSAGE)
501 w_deathtypestring = _("%s exploded");
502 else if (req == WR_KILLMESSAGE)
504 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
505 w_deathtypestring = _("%s got too close to %s's mine");
506 else if(w_deathtype & HITTYPE_SPLASH)
507 w_deathtypestring = _("%s almost dodged %s's mine");
509 w_deathtypestring = _("%s stepped on %s's mine");