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Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
3 #else
4 #ifdef SVQC
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
7 .float mine_time;
8
9 void W_MineLayer_Reload()
10 {
11         self.reload_ammo_player = ammo_rockets;
12         self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
13         self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
14         self.reload_time = autocvar_g_balance_minelayer_reload_time;
15         self.reload_sound = "weapons/reload.wav";
16
17         W_Reload();
18 }
19
20 void spawnfunc_weapon_minelayer (void)
21 {
22         weapon_defaultspawnfunc(WEP_MINE_LAYER);
23 }
24
25 void W_Mine_Stick ()
26 {
27         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
28
29         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
30
31         entity newmine;
32         newmine = spawn();
33         newmine.classname = self.classname;
34
35         newmine.bot_dodge = self.bot_dodge;
36         newmine.bot_dodgerating = self.bot_dodgerating;
37
38         newmine.owner = self.owner;
39         setsize(newmine, '-4 -4 -4', '4 4 4');
40         setorigin(newmine, self.origin);
41         setmodel(newmine, "models/mine.md3");
42         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
43
44         newmine.takedamage = self.takedamage;
45         newmine.damageforcescale = self.damageforcescale;
46         newmine.health = self.health;
47         newmine.event_damage = self.event_damage;
48         newmine.spawnshieldtime = self.spawnshieldtime;
49
50         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
51         newmine.projectiledeathtype = self.projectiledeathtype;
52
53         newmine.mine_time = self.mine_time;
54
55         newmine.touch = SUB_Null;
56         newmine.think = W_Mine_Think;
57         newmine.nextthink = time;
58         newmine.cnt = self.cnt;
59         newmine.flags = self.flags;
60
61         remove(self);
62         self = newmine;
63 }
64
65 void W_Mine_Explode ()
66 {
67         if(other.takedamage == DAMAGE_AIM)
68                 if(other.classname == "player")
69                         if(IsDifferentTeam(self.owner, other))
70                                 if(IsFlying(other))
71                                         AnnounceTo(self.owner, "airshot");
72
73         self.event_damage = SUB_Null;
74         self.takedamage = DAMAGE_NO;
75
76         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);
77
78         if (self.owner.weapon == WEP_MINE_LAYER)
79         {
80                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
81                 {
82                         self.owner.cnt = WEP_MINE_LAYER;
83                         ATTACK_FINISHED(self.owner) = time;
84                         self.owner.switchweapon = w_getbestweapon(self.owner);
85                 }
86         }
87         remove (self);
88 }
89
90 void W_Mine_DoRemoteExplode ()
91 {
92         self.event_damage = SUB_Null;
93         self.takedamage = DAMAGE_NO;
94
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);
96
97         if (self.owner.weapon == WEP_MINE_LAYER)
98         {
99                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
100                 {
101                         self.owner.cnt = WEP_MINE_LAYER;
102                         ATTACK_FINISHED(self.owner) = time;
103                         self.owner.switchweapon = w_getbestweapon(self.owner);
104                 }
105         }
106         remove (self);
107 }
108
109 void W_Mine_RemoteExplode ()
110 {
111         if(self.owner.deadflag == DEAD_NO)
112                 if((self.spawnshieldtime >= 0)
113                         ? (time >= self.spawnshieldtime) // timer
114                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
115                 )
116                 {
117                         W_Mine_DoRemoteExplode();
118                 }
119 }
120
121 void W_Mine_ProximityExplode ()
122 {
123         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
124         if(autocvar_g_balance_minelayer_protection && self.minelayer_mines == 0)
125         {
126                 entity head;
127                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
128                 while(head)
129                 {
130                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
131                                 return;
132                         head = head.chain;
133                 }
134         }
135
136         self.mine_time = 0;
137         W_Mine_Explode();
138 }
139
140 void W_Mine_Think (void)
141 {
142         entity head;
143
144         self.nextthink = time;
145         
146         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
147         // TODO: replace this mine_trigger.wav sound with a real countdown
148         if ((time > self.cnt) && (!self.mine_time))
149         {
150                 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
151                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
152                 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
153                 self.minelayer_mines = 1; // make the mine super aggressive
154         }
155
156         // a player's mines shall explode if he disconnects or dies
157         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
158         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
159         {
160                 other = world;
161                 self.projectiledeathtype |= HITTYPE_BOUNCE;
162                 W_Mine_Explode();
163                 return;
164         }
165
166         // set the mine for detonation when a foe gets close enough
167         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
168         while(head)
169         {
170                 if(head.classname == "player" && head.deadflag == DEAD_NO)
171                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
172                 if(!self.mine_time)
173                 {
174                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
175                         self.mine_time = time + autocvar_g_balance_minelayer_time;
176                 }
177                 head = head.chain;
178         }
179
180         // explode if it's time to
181         if(self.mine_time && time >= self.mine_time)
182         {
183                 W_Mine_ProximityExplode();
184                 return;
185         }
186
187         // remote detonation
188         if (self.owner.weapon == WEP_MINE_LAYER)
189         if (self.owner.deadflag == DEAD_NO)
190         if (self.minelayer_detonate)
191                 W_Mine_RemoteExplode();
192 }
193
194 void W_Mine_Touch (void)
195 {
196         PROJECTILE_TOUCH;
197         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
198                 W_Mine_Stick();
199         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
200                 self.velocity = '0 0 0';
201 }
202
203 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
204 {
205         if (self.health <= 0)
206                 return;
207         self.health = self.health - damage;
208         self.angles = vectoangles(self.velocity);
209         if (self.health <= 0)
210                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
211 }
212
213 void W_Mine_Attack (void)
214 {
215         entity mine;
216         entity flash;
217
218         // scan how many mines we placed, and return if we reached our limit
219         if(autocvar_g_balance_minelayer_limit)
220         {
221                 self.minelayer_mines = 0;
222                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
223                         self.minelayer_mines += 1;
224
225                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
226                 {
227                         // the refire delay keeps this message from being spammed
228                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
229                         play2(self, "weapons/unavailable.wav");
230                         return;
231                 }
232         }
233
234         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
235         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
236         {
237                 if(autocvar_g_balance_minelayer_reload_ammo)
238                 {
239                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
240                         self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
241                 }
242                 else
243                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
244         }
245
246         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
247         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
248
249         mine = WarpZone_RefSys_SpawnSameRefSys(self);
250         mine.owner = self;
251         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
252                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
253         else
254                 mine.spawnshieldtime = -1;
255         mine.classname = "mine";
256         mine.bot_dodge = TRUE;
257         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
258
259         mine.takedamage = DAMAGE_YES;
260         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
261         mine.health = autocvar_g_balance_minelayer_health;
262         mine.event_damage = W_Mine_Damage;
263
264         mine.movetype = MOVETYPE_TOSS;
265         PROJECTILE_MAKETRIGGER(mine);
266         mine.projectiledeathtype = WEP_MINE_LAYER;
267         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
268
269         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
270         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
271         mine.angles = vectoangles (mine.velocity);
272
273         mine.touch = W_Mine_Touch;
274         mine.think = W_Mine_Think;
275         mine.nextthink = time;
276         mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
277         mine.flags = FL_PROJECTILE;
278
279         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
280
281         // muzzle flash for 1st person view
282         flash = spawn ();
283         setmodel (flash, "models/flash.md3"); // precision set below
284         SUB_SetFade (flash, time, 0.1);
285         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
286         W_AttachToShotorg(flash, '5 0 0');
287
288         // common properties
289
290         other = mine; MUTATOR_CALLHOOK(EditProjectile);
291 }
292
293 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
294
295 float w_minelayer(float req)
296 {
297         entity mine;
298         float minfound;
299         float ammo_amount;
300
301         if (req == WR_AIM)
302         {
303                 // aim and decide to fire if appropriate
304                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
305                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
306                 {
307                         // decide whether to detonate mines
308                         entity targetlist, targ;
309                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
310                         float selfdamage, teamdamage, enemydamage;
311                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
312                         coredamage = autocvar_g_balance_minelayer_damage;
313                         edgeradius = autocvar_g_balance_minelayer_radius;
314                         recipricoledgeradius = 1 / edgeradius;
315                         selfdamage = 0;
316                         teamdamage = 0;
317                         enemydamage = 0;
318                         targetlist = findchainfloat(bot_attack, TRUE);
319                         mine = find(world, classname, "mine");
320                         while (mine)
321                         {
322                                 if (mine.owner != self)
323                                 {
324                                         mine = find(mine, classname, "mine");
325                                         continue;
326                                 }
327                                 targ = targetlist;
328                                 while (targ)
329                                 {
330                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
331                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
332                                         // count potential damage according to type of target
333                                         if (targ == self)
334                                                 selfdamage = selfdamage + d;
335                                         else if (targ.team == self.team && teams_matter)
336                                                 teamdamage = teamdamage + d;
337                                         else if (bot_shouldattack(targ))
338                                                 enemydamage = enemydamage + d;
339                                         targ = targ.chain;
340                                 }
341                                 mine = find(mine, classname, "mine");
342                         }
343                         float desirabledamage;
344                         desirabledamage = enemydamage;
345                         if (time > self.invincible_finished && time > self.spawnshieldtime)
346                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
347                         if (teams_matter && self.team)
348                                 desirabledamage = desirabledamage - teamdamage;
349
350                         mine = find(world, classname, "mine");
351                         while (mine)
352                         {
353                                 if (mine.owner != self)
354                                 {
355                                         mine = find(mine, classname, "mine");
356                                         continue;
357                                 }
358                                 makevectors(mine.v_angle);
359                                 targ = targetlist;
360                                 if (skill > 9) // normal players only do this for the target they are tracking
361                                 {
362                                         targ = targetlist;
363                                         while (targ)
364                                         {
365                                                 if (
366                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
367                                                         && desirabledamage > 0.1*coredamage
368                                                 )self.BUTTON_ATCK2 = TRUE;
369                                                 targ = targ.chain;
370                                         }
371                                 }else{
372                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
373                                         //As the distance gets larger, a correct detonation gets near imposible
374                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
375                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
376                                                 if(self.enemy.classname == "player")
377                                                         if(desirabledamage >= 0.1*coredamage)
378                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
379                                                                         self.BUTTON_ATCK2 = TRUE;
380                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
381                                 }
382
383                                 mine = find(mine, classname, "mine");
384                         }
385                         // if we would be doing at X percent of the core damage, detonate it
386                         // but don't fire a new shot at the same time!
387                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
388                                 self.BUTTON_ATCK2 = TRUE;
389                         if ((skill > 6.5) && (selfdamage > self.health))
390                                 self.BUTTON_ATCK2 = FALSE;
391                         //if(self.BUTTON_ATCK2 == TRUE)
392                         //      dprint(ftos(desirabledamage),"\n");
393                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
394                 }
395         }
396         else if (req == WR_THINK)
397         {
398                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
399                         W_MineLayer_Reload();
400                 else if (self.BUTTON_ATCK)
401                 {
402                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
403                         {
404                                 W_Mine_Attack();
405                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
406                         }
407                 }
408
409                 else if (self.BUTTON_ATCK2)
410                 {
411                         minfound = 0;
412                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
413                         {
414                                 if(!mine.minelayer_detonate)
415                                 {
416                                         mine.minelayer_detonate = TRUE;
417                                         minfound = 1;
418                                 }
419                         }
420                         if(minfound)
421                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
422                 }
423         }
424         else if (req == WR_PRECACHE)
425         {
426                 precache_model ("models/flash.md3");
427                 precache_model ("models/mine.md3");
428                 precache_model ("models/weapons/g_minelayer.md3");
429                 precache_model ("models/weapons/v_minelayer.md3");
430                 precache_model ("models/weapons/h_minelayer.iqm");
431                 precache_sound ("weapons/mine_det.wav");
432                 precache_sound ("weapons/mine_fire.wav");
433                 precache_sound ("weapons/mine_stick.wav");
434                 precache_sound ("weapons/mine_trigger.wav");
435                 precache_sound ("weapons/reload.wav");
436         }
437         else if (req == WR_SETUP)
438         {
439                 weapon_setup(WEP_MINE_LAYER);
440         }
441         else if (req == WR_CHECKAMMO1)
442         {
443                 // don't switch while placing a mine
444                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
445                 {
446                         if(autocvar_g_balance_minelayer_reload_ammo)
447                         {
448                                 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
449                                         ammo_amount = TRUE;
450                         }
451                         else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
452                                 ammo_amount = TRUE;
453                         return !ammo_amount;
454                 }
455         }
456         else if (req == WR_CHECKAMMO2)
457         {
458                 return FALSE;
459         }
460         else if (req == WR_RELOAD)
461         {
462                 W_MineLayer_Reload();
463         }
464         return TRUE;
465 };
466 #endif
467 #ifdef CSQC
468 float w_minelayer(float req)
469 {
470         if(req == WR_IMPACTEFFECT)
471         {
472                 vector org2;
473                 org2 = w_org + w_backoff * 12;
474                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
475                 if(!w_issilent)
476                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
477         }
478         else if(req == WR_PRECACHE)
479         {
480                 precache_sound("weapons/mine_exp.wav");
481         }
482         else if (req == WR_SUICIDEMESSAGE)
483                 w_deathtypestring = _("%s exploded");
484         else if (req == WR_KILLMESSAGE)
485         {
486                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
487                         w_deathtypestring = _("%s got too close to %s's mine");
488                 else if(w_deathtype & HITTYPE_SPLASH)
489                         w_deathtypestring = _("%s almost dodged %s's mine");
490                 else
491                         w_deathtypestring = _("%s stepped on %s's mine");
492         }
493         return TRUE;
494 }
495 #endif
496 #endif