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);
14 void W_Mine_Stick (entity to)
16 spamsound (self, CH_SHOTS, "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 newmine.realowner = self.realowner;
29 setsize(newmine, '-4 -4 -4', '4 4 4');
30 setorigin(newmine, self.origin);
31 setmodel(newmine, "models/mine.md3");
32 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
34 newmine.oldvelocity = self.velocity;
36 newmine.takedamage = self.takedamage;
37 newmine.damageforcescale = self.damageforcescale;
38 newmine.health = self.health;
39 newmine.event_damage = self.event_damage;
40 newmine.spawnshieldtime = self.spawnshieldtime;
42 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
43 newmine.projectiledeathtype = self.projectiledeathtype;
45 newmine.mine_time = self.mine_time;
47 newmine.touch = SUB_Null;
48 newmine.think = W_Mine_Think;
49 newmine.nextthink = time;
50 newmine.cnt = self.cnt;
51 newmine.flags = self.flags;
57 SetMovetypeFollow(self, to);
60 void W_Mine_Explode ()
62 if(other.takedamage == DAMAGE_AIM)
63 if(other.classname == "player")
64 if(IsDifferentTeam(self.realowner, other))
65 if(other.deadflag == DEAD_NO)
67 AnnounceTo(self.realowner, "airshot");
69 self.event_damage = SUB_Null;
70 self.takedamage = DAMAGE_NO;
72 RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
74 if (self.realowner.weapon == WEP_MINE_LAYER)
78 self = self.realowner;
79 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
81 self.cnt = WEP_MINE_LAYER;
82 ATTACK_FINISHED(self) = time;
83 self.switchweapon = w_getbestweapon(self);
87 self.realowner.minelayer_mines -= 1;
91 void W_Mine_DoRemoteExplode ()
93 self.event_damage = SUB_Null;
94 self.takedamage = DAMAGE_NO;
96 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
97 self.velocity = self.oldvelocity;
99 RadiusDamage (self, self.realowner, 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);
101 if (self.realowner.weapon == WEP_MINE_LAYER)
105 self = self.realowner;
106 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
108 self.cnt = WEP_MINE_LAYER;
109 ATTACK_FINISHED(self) = time;
110 self.switchweapon = w_getbestweapon(self);
114 self.realowner.minelayer_mines -= 1;
118 void W_Mine_RemoteExplode ()
120 if(self.realowner.deadflag == DEAD_NO)
121 if((self.spawnshieldtime >= 0)
122 ? (time >= self.spawnshieldtime) // timer
123 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
126 W_Mine_DoRemoteExplode();
130 void W_Mine_ProximityExplode ()
132 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
133 if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
136 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
139 if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
149 float W_Mine_Count(entity e)
153 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
159 void W_Mine_Think (void)
163 self.nextthink = time;
165 if(self.movetype == MOVETYPE_FOLLOW)
167 if(LostMovetypeFollow(self))
169 UnsetMovetypeFollow(self);
170 self.movetype = MOVETYPE_NONE;
174 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
175 // TODO: replace this mine_trigger.wav sound with a real countdown
176 if ((time > self.cnt) && (!self.mine_time))
178 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
179 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
180 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
181 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
184 // a player's mines shall explode if he disconnects or dies
185 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
186 if(self.realowner.classname != "player" || self.realowner.deadflag != DEAD_NO)
189 self.projectiledeathtype |= HITTYPE_BOUNCE;
194 // set the mine for detonation when a foe gets close enough
195 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
198 if(head.classname == "player" && head.deadflag == DEAD_NO)
199 if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
202 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
203 self.mine_time = time + autocvar_g_balance_minelayer_time;
208 // explode if it's time to
209 if(self.mine_time && time >= self.mine_time)
211 W_Mine_ProximityExplode();
216 if (self.realowner.weapon == WEP_MINE_LAYER)
217 if (self.realowner.deadflag == DEAD_NO)
218 if (self.minelayer_detonate)
219 W_Mine_RemoteExplode();
222 void W_Mine_Touch (void)
224 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
225 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
229 if(other && other.classname == "player" && other.deadflag == DEAD_NO)
240 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
242 if (self.health <= 0)
244 self.health = self.health - damage;
245 self.angles = vectoangles(self.velocity);
246 if (self.health <= 0)
247 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
250 void W_Mine_Attack (void)
255 // scan how many mines we placed, and return if we reached our limit
256 if(autocvar_g_balance_minelayer_limit)
259 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
261 // the refire delay keeps this message from being spammed
262 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
263 play2(self, "weapons/unavailable.wav");
268 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
270 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
271 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
273 mine = WarpZone_RefSys_SpawnSameRefSys(self);
274 mine.owner = mine.realowner = self;
275 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
276 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
278 mine.spawnshieldtime = -1;
279 mine.classname = "mine";
280 mine.bot_dodge = TRUE;
281 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
283 mine.takedamage = DAMAGE_YES;
284 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
285 mine.health = autocvar_g_balance_minelayer_health;
286 mine.event_damage = W_Mine_Damage;
288 mine.movetype = MOVETYPE_TOSS;
289 PROJECTILE_MAKETRIGGER(mine);
290 mine.projectiledeathtype = WEP_MINE_LAYER;
291 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
293 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
294 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
295 mine.angles = vectoangles (mine.velocity);
297 mine.touch = W_Mine_Touch;
298 mine.think = W_Mine_Think;
299 mine.nextthink = time;
300 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
301 mine.flags = FL_PROJECTILE;
303 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
305 // muzzle flash for 1st person view
307 setmodel (flash, "models/flash.md3"); // precision set below
308 SUB_SetFade (flash, time, 0.1);
309 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
310 W_AttachToShotorg(flash, '5 0 0');
314 other = mine; MUTATOR_CALLHOOK(EditProjectile);
316 self.minelayer_mines = W_Mine_Count(self);
319 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
321 float W_PlacedMines(float detonate)
326 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
330 if(!mine.minelayer_detonate)
332 mine.minelayer_detonate = TRUE;
342 float w_minelayer(float req)
349 // aim and decide to fire if appropriate
350 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
351 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
353 // decide whether to detonate mines
354 entity targetlist, targ;
355 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
356 float selfdamage, teamdamage, enemydamage;
357 edgedamage = autocvar_g_balance_minelayer_edgedamage;
358 coredamage = autocvar_g_balance_minelayer_damage;
359 edgeradius = autocvar_g_balance_minelayer_radius;
360 recipricoledgeradius = 1 / edgeradius;
364 targetlist = findchainfloat(bot_attack, TRUE);
365 mine = find(world, classname, "mine");
368 if (mine.realowner != self)
370 mine = find(mine, classname, "mine");
376 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
377 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
378 // count potential damage according to type of target
380 selfdamage = selfdamage + d;
381 else if (targ.team == self.team && teamplay)
382 teamdamage = teamdamage + d;
383 else if (bot_shouldattack(targ))
384 enemydamage = enemydamage + d;
387 mine = find(mine, classname, "mine");
389 float desirabledamage;
390 desirabledamage = enemydamage;
391 if (time > self.invincible_finished && time > self.spawnshieldtime)
392 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
393 if (teamplay && self.team)
394 desirabledamage = desirabledamage - teamdamage;
396 mine = find(world, classname, "mine");
399 if (mine.realowner != self)
401 mine = find(mine, classname, "mine");
404 makevectors(mine.v_angle);
406 if (skill > 9) // normal players only do this for the target they are tracking
412 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
413 && desirabledamage > 0.1*coredamage
414 )self.BUTTON_ATCK2 = TRUE;
418 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
419 //As the distance gets larger, a correct detonation gets near imposible
420 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
421 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
422 if(self.enemy.classname == "player")
423 if(desirabledamage >= 0.1*coredamage)
424 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
425 self.BUTTON_ATCK2 = TRUE;
426 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
429 mine = find(mine, classname, "mine");
431 // if we would be doing at X percent of the core damage, detonate it
432 // but don't fire a new shot at the same time!
433 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
434 self.BUTTON_ATCK2 = TRUE;
435 if ((skill > 6.5) && (selfdamage > self.health))
436 self.BUTTON_ATCK2 = FALSE;
437 //if(self.BUTTON_ATCK2 == TRUE)
438 // dprint(ftos(desirabledamage),"\n");
439 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
442 else if (req == WR_THINK)
444 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
446 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
447 if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
448 weapon_action(self.weapon, WR_RELOAD);
450 else if (self.BUTTON_ATCK)
452 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
455 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
459 if (self.BUTTON_ATCK2)
461 if(W_PlacedMines(TRUE))
462 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
465 else if (req == WR_PRECACHE)
467 precache_model ("models/flash.md3");
468 precache_model ("models/mine.md3");
469 precache_model ("models/weapons/g_minelayer.md3");
470 precache_model ("models/weapons/v_minelayer.md3");
471 precache_model ("models/weapons/h_minelayer.iqm");
472 precache_sound ("weapons/mine_det.wav");
473 precache_sound ("weapons/mine_fire.wav");
474 precache_sound ("weapons/mine_stick.wav");
475 precache_sound ("weapons/mine_trigger.wav");
476 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
478 else if (req == WR_SETUP)
480 weapon_setup(WEP_MINE_LAYER);
481 self.current_ammo = ammo_rockets;
483 else if (req == WR_CHECKAMMO1)
485 // don't switch while placing a mine
486 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
488 ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
489 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
493 else if (req == WR_CHECKAMMO2)
495 if (W_PlacedMines(FALSE))
500 else if (req == WR_RELOAD)
502 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
508 float w_minelayer(float req)
510 if(req == WR_IMPACTEFFECT)
513 org2 = w_org + w_backoff * 12;
514 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
516 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
518 else if(req == WR_PRECACHE)
520 precache_sound("weapons/mine_exp.wav");
522 else if (req == WR_SUICIDEMESSAGE)
523 w_deathtypestring = _("%s exploded");
524 else if (req == WR_KILLMESSAGE)
526 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
527 w_deathtypestring = _("%s got too close to %s's mine");
528 else if(w_deathtype & HITTYPE_SPLASH)
529 w_deathtypestring = _("%s almost dodged %s's mine");
531 w_deathtypestring = _("%s stepped on %s's mine");