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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, 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, mine_explodeanyway;
7 .float mine_time;
8
9 void spawnfunc_weapon_minelayer (void)
10 {
11         weapon_defaultspawnfunc(WEP_MINE_LAYER);
12 }
13
14 void W_Mine_Stick (entity to)
15 {
16         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
17
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
19
20         entity newmine;
21         newmine = spawn();
22         newmine.classname = self.classname;
23
24         newmine.bot_dodge = self.bot_dodge;
25         newmine.bot_dodgerating = self.bot_dodgerating;
26
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
33
34         newmine.oldvelocity = self.velocity;
35
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;
41         newmine.damagedbycontents = TRUE;
42
43         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
44         newmine.projectiledeathtype = self.projectiledeathtype;
45
46         newmine.mine_time = self.mine_time;
47
48         newmine.touch = SUB_Null;
49         newmine.think = W_Mine_Think;
50         newmine.nextthink = time;
51         newmine.cnt = self.cnt;
52         newmine.flags = self.flags;
53
54         remove(self);
55         self = newmine;
56
57         if(to)
58                 SetMovetypeFollow(self, to);
59 }
60
61 void W_Mine_Explode ()
62 {
63         if(other.takedamage == DAMAGE_AIM)
64                 if(other.classname == "player")
65                         if(IsDifferentTeam(self.realowner, other))
66                                 if(other.deadflag == DEAD_NO)
67                                         if(IsFlying(other))
68                                                 AnnounceTo(self.realowner, "airshot");
69
70         self.event_damage = SUB_Null;
71         self.takedamage = DAMAGE_NO;
72
73         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
75         if (self.realowner.weapon == WEP_MINE_LAYER)
76         {
77                 entity oldself;
78                 oldself = self;
79                 self = self.realowner;
80                 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
81                 {
82                         self.cnt = WEP_MINE_LAYER;
83                         ATTACK_FINISHED(self) = time;
84                         self.switchweapon = w_getbestweapon(self);
85                 }
86                 self = oldself;
87         }
88         self.realowner.minelayer_mines -= 1;
89         remove (self);
90 }
91
92 void W_Mine_DoRemoteExplode ()
93 {
94         self.event_damage = SUB_Null;
95         self.takedamage = DAMAGE_NO;
96
97         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
98                 self.velocity = self.oldvelocity;
99
100         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
102         if (self.realowner.weapon == WEP_MINE_LAYER)
103         {
104                 entity oldself;
105                 oldself = self;
106                 self = self.realowner;
107                 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
108                 {
109                         self.cnt = WEP_MINE_LAYER;
110                         ATTACK_FINISHED(self) = time;
111                         self.switchweapon = w_getbestweapon(self);
112                 }
113                 self = oldself;
114         }
115         self.realowner.minelayer_mines -= 1;
116         remove (self);
117 }
118
119 void W_Mine_RemoteExplode ()
120 {
121         if(self.realowner.deadflag == DEAD_NO)
122                 if((self.spawnshieldtime >= 0)
123                         ? (time >= self.spawnshieldtime) // timer
124                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
125                 )
126                 {
127                         W_Mine_DoRemoteExplode();
128                 }
129 }
130
131 void W_Mine_ProximityExplode ()
132 {
133         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
134         if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
135         {
136                 entity head;
137                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
138                 while(head)
139                 {
140                         if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
141                                 return;
142                         head = head.chain;
143                 }
144         }
145
146         self.mine_time = 0;
147         W_Mine_Explode();
148 }
149
150 float W_Mine_Count(entity e)
151 {
152         float minecount;
153         entity mine;
154         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
155                 minecount += 1;
156                 
157         return minecount;
158 }
159
160 void W_Mine_Think (void)
161 {
162         entity head;
163
164         self.nextthink = time;
165
166         if(self.movetype == MOVETYPE_FOLLOW)
167         {
168                 if(LostMovetypeFollow(self))
169                 {
170                         UnsetMovetypeFollow(self);
171                         self.movetype = MOVETYPE_NONE;
172                 }
173         }
174         
175         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
176         // TODO: replace this mine_trigger.wav sound with a real countdown
177         if ((time > self.cnt) && (!self.mine_time))
178         {
179                 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
180                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
181                 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
182                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
183         }
184
185         // a player's mines shall explode if he disconnects or dies
186         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
187         if(self.realowner.classname != "player" || self.realowner.deadflag != DEAD_NO)
188         {
189                 other = world;
190                 self.projectiledeathtype |= HITTYPE_BOUNCE;
191                 W_Mine_Explode();
192                 return;
193         }
194
195         // set the mine for detonation when a foe gets close enough
196         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
197         while(head)
198         {
199                 if(head.classname == "player" && head.deadflag == DEAD_NO)
200                 if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
201                 if(!self.mine_time)
202                 {
203                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
204                         self.mine_time = time + autocvar_g_balance_minelayer_time;
205                 }
206                 head = head.chain;
207         }
208
209         // explode if it's time to
210         if(self.mine_time && time >= self.mine_time)
211         {
212                 W_Mine_ProximityExplode();
213                 return;
214         }
215
216         // remote detonation
217         if (self.realowner.weapon == WEP_MINE_LAYER)
218         if (self.realowner.deadflag == DEAD_NO)
219         if (self.minelayer_detonate)
220                 W_Mine_RemoteExplode();
221 }
222
223 void W_Mine_Touch (void)
224 {
225         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
226                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
227
228         PROJECTILE_TOUCH;
229
230         if(other && other.classname == "player" && other.deadflag == DEAD_NO)
231         {
232                 // hit a player
233                 // don't stick
234         }
235         else
236         {
237                 W_Mine_Stick(other);
238         }
239 }
240
241 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
242 {
243         if (self.health <= 0)
244                 return;
245         self.health = self.health - damage;
246         self.angles = vectoangles(self.velocity);
247         if (self.health <= 0)
248                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
249 }
250
251 void W_Mine_Attack (void)
252 {
253         entity mine;
254         entity flash;
255
256         // scan how many mines we placed, and return if we reached our limit
257         if(autocvar_g_balance_minelayer_limit)
258         {
259         
260                 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
261                 {
262                         // the refire delay keeps this message from being spammed
263                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
264                         play2(self, "weapons/unavailable.wav");
265                         return;
266                 }
267         }
268
269         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
270
271         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
272         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
273
274         mine = WarpZone_RefSys_SpawnSameRefSys(self);
275         mine.owner = mine.realowner = self;
276         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
277                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
278         else
279                 mine.spawnshieldtime = -1;
280         mine.classname = "mine";
281         mine.bot_dodge = TRUE;
282         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
283
284         mine.takedamage = DAMAGE_YES;
285         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
286         mine.health = autocvar_g_balance_minelayer_health;
287         mine.event_damage = W_Mine_Damage;
288
289         mine.movetype = MOVETYPE_TOSS;
290         PROJECTILE_MAKETRIGGER(mine);
291         mine.projectiledeathtype = WEP_MINE_LAYER;
292         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
293
294         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
295         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
296         mine.angles = vectoangles (mine.velocity);
297
298         mine.touch = W_Mine_Touch;
299         mine.think = W_Mine_Think;
300         mine.nextthink = time;
301         mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
302         mine.flags = FL_PROJECTILE;
303
304         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
305
306         // muzzle flash for 1st person view
307         flash = spawn ();
308         setmodel (flash, "models/flash.md3"); // precision set below
309         SUB_SetFade (flash, time, 0.1);
310         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
311         W_AttachToShotorg(flash, '5 0 0');
312
313         // common properties
314
315         other = mine; MUTATOR_CALLHOOK(EditProjectile);
316         
317         self.minelayer_mines = W_Mine_Count(self);
318 }
319
320 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
321
322 float W_PlacedMines(float detonate)
323 {
324         entity mine;
325         float minfound;
326
327         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
328         {
329                 if(detonate)
330                 {
331                         if(!mine.minelayer_detonate)
332                         {
333                                 mine.minelayer_detonate = TRUE;
334                                 minfound = 1;
335                         }
336                 }
337                 else
338                         minfound = 1;
339         }
340         return minfound;
341 }
342
343 float w_minelayer(float req)
344 {
345         entity mine;
346         float ammo_amount;
347
348         if (req == WR_AIM)
349         {
350                 // aim and decide to fire if appropriate
351                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
352                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
353                 {
354                         // decide whether to detonate mines
355                         entity targetlist, targ;
356                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
357                         float selfdamage, teamdamage, enemydamage;
358                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
359                         coredamage = autocvar_g_balance_minelayer_damage;
360                         edgeradius = autocvar_g_balance_minelayer_radius;
361                         recipricoledgeradius = 1 / edgeradius;
362                         selfdamage = 0;
363                         teamdamage = 0;
364                         enemydamage = 0;
365                         targetlist = findchainfloat(bot_attack, TRUE);
366                         mine = find(world, classname, "mine");
367                         while (mine)
368                         {
369                                 if (mine.realowner != self)
370                                 {
371                                         mine = find(mine, classname, "mine");
372                                         continue;
373                                 }
374                                 targ = targetlist;
375                                 while (targ)
376                                 {
377                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
378                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
379                                         // count potential damage according to type of target
380                                         if (targ == self)
381                                                 selfdamage = selfdamage + d;
382                                         else if (targ.team == self.team && teamplay)
383                                                 teamdamage = teamdamage + d;
384                                         else if (bot_shouldattack(targ))
385                                                 enemydamage = enemydamage + d;
386                                         targ = targ.chain;
387                                 }
388                                 mine = find(mine, classname, "mine");
389                         }
390                         float desirabledamage;
391                         desirabledamage = enemydamage;
392                         if (time > self.invincible_finished && time > self.spawnshieldtime)
393                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
394                         if (teamplay && self.team)
395                                 desirabledamage = desirabledamage - teamdamage;
396
397                         mine = find(world, classname, "mine");
398                         while (mine)
399                         {
400                                 if (mine.realowner != self)
401                                 {
402                                         mine = find(mine, classname, "mine");
403                                         continue;
404                                 }
405                                 makevectors(mine.v_angle);
406                                 targ = targetlist;
407                                 if (skill > 9) // normal players only do this for the target they are tracking
408                                 {
409                                         targ = targetlist;
410                                         while (targ)
411                                         {
412                                                 if (
413                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
414                                                         && desirabledamage > 0.1*coredamage
415                                                 )self.BUTTON_ATCK2 = TRUE;
416                                                 targ = targ.chain;
417                                         }
418                                 }else{
419                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
420                                         //As the distance gets larger, a correct detonation gets near imposible
421                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
422                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
423                                                 if(self.enemy.classname == "player")
424                                                         if(desirabledamage >= 0.1*coredamage)
425                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
426                                                                         self.BUTTON_ATCK2 = TRUE;
427                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
428                                 }
429
430                                 mine = find(mine, classname, "mine");
431                         }
432                         // if we would be doing at X percent of the core damage, detonate it
433                         // but don't fire a new shot at the same time!
434                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
435                                 self.BUTTON_ATCK2 = TRUE;
436                         if ((skill > 6.5) && (selfdamage > self.health))
437                                 self.BUTTON_ATCK2 = FALSE;
438                         //if(self.BUTTON_ATCK2 == TRUE)
439                         //      dprint(ftos(desirabledamage),"\n");
440                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
441                 }
442         }
443         else if (req == WR_THINK)
444         {
445                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
446                 {
447                         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
448                         if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
449                                 weapon_action(self.weapon, WR_RELOAD);
450                 }
451                 else if (self.BUTTON_ATCK)
452                 {
453                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
454                         {
455                                 W_Mine_Attack();
456                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
457                         }
458                 }
459
460                 if (self.BUTTON_ATCK2)
461                 {
462                         if(W_PlacedMines(TRUE))
463                                 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
464                 }
465         }
466         else if (req == WR_PRECACHE)
467         {
468                 precache_model ("models/flash.md3");
469                 precache_model ("models/mine.md3");
470                 precache_model ("models/weapons/g_minelayer.md3");
471                 precache_model ("models/weapons/v_minelayer.md3");
472                 precache_model ("models/weapons/h_minelayer.iqm");
473                 precache_sound ("weapons/mine_det.wav");
474                 precache_sound ("weapons/mine_fire.wav");
475                 precache_sound ("weapons/mine_stick.wav");
476                 precache_sound ("weapons/mine_trigger.wav");
477                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
478         }
479         else if (req == WR_SETUP)
480         {
481                 weapon_setup(WEP_MINE_LAYER);
482                 self.current_ammo = ammo_rockets;
483         }
484         else if (req == WR_CHECKAMMO1)
485         {
486                 // don't switch while placing a mine
487                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
488                 {
489                         ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
490                         ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo;
491                         return ammo_amount;
492                 }
493         }
494         else if (req == WR_CHECKAMMO2)
495         {
496                 if (W_PlacedMines(FALSE))
497                         return TRUE;
498                 else
499                         return FALSE;
500         }
501         else if (req == WR_RELOAD)
502         {
503                 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
504         }
505         return TRUE;
506 };
507 #endif
508 #ifdef CSQC
509 float w_minelayer(float req)
510 {
511         if(req == WR_IMPACTEFFECT)
512         {
513                 vector org2;
514                 org2 = w_org + w_backoff * 12;
515                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
516                 if(!w_issilent)
517                         sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
518         }
519         else if(req == WR_PRECACHE)
520         {
521                 precache_sound("weapons/mine_exp.wav");
522         }
523         else if (req == WR_SUICIDEMESSAGE)
524                 w_deathtypestring = _("%s exploded");
525         else if (req == WR_KILLMESSAGE)
526         {
527                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
528                         w_deathtypestring = _("%s got too close to %s's mine");
529                 else if(w_deathtype & HITTYPE_SPLASH)
530                         w_deathtypestring = _("%s almost dodged %s's mine");
531                 else
532                         w_deathtypestring = _("%s stepped on %s's mine");
533         }
534         return TRUE;
535 }
536 #endif
537 #endif