#include "minelayer.qh" #ifdef SVQC void W_MineLayer_Stick(entity this, entity to) { spamsound(this, CH_SHOTS, SND_MINE_STICK, VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile entity newmine = spawn(); IL_PUSH(g_mines, newmine); newmine.weaponentity_fld = this.weaponentity_fld; newmine.classname = this.classname; newmine.bot_dodge = this.bot_dodge; newmine.bot_dodgerating = this.bot_dodgerating; newmine.owner = this.owner; newmine.realowner = this.realowner; newmine.glowmod = colormapPaletteColor(this.realowner.clientcolors & 0x0F, true); PROJECTILE_MAKETRIGGER(newmine); setorigin(newmine, this.origin); setmodel(newmine, MDL_MINELAYER_MINE); setsize(newmine, '-4 -4 -4', '4 4 4'); newmine.angles = vectoangles(-trace_plane_normal); // face against the surface newmine.movedir = -trace_plane_normal; newmine.takedamage = this.takedamage; newmine.damageforcescale = this.damageforcescale; SetResourceExplicit(newmine, RES_HEALTH, GetResource(this, RES_HEALTH)); newmine.event_damage = this.event_damage; newmine.spawnshieldtime = this.spawnshieldtime; newmine.damagedbycontents = true; IL_PUSH(g_damagedbycontents, newmine); set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place newmine.projectiledeathtype = this.projectiledeathtype; newmine.mine_time = this.mine_time; settouch(newmine, func_null); setthink(newmine, W_MineLayer_Think); newmine.nextthink = time; newmine.cnt = this.cnt; newmine.flags = this.flags; IL_PUSH(g_projectiles, newmine); IL_PUSH(g_bot_dodge, newmine); delete(this); if (to) SetMovetypeFollow(newmine, to); } void W_MineLayer_Explode(entity this, entity directhitentity) { if (directhitentity.takedamage == DAMAGE_AIM && IS_PLAYER(directhitentity) && DIFF_TEAM(this.realowner, directhitentity) && !IS_DEAD(directhitentity) && IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); this.event_damage = func_null; this.takedamage = DAMAGE_NO; RadiusDamage(this, this.realowner, WEP_CVAR(WEP_MINE_LAYER, damage), WEP_CVAR(WEP_MINE_LAYER, edgedamage), WEP_CVAR(WEP_MINE_LAYER, radius), NULL, NULL, WEP_CVAR(WEP_MINE_LAYER, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity ); .entity weaponentity = this.weaponentity_fld; Weapon thiswep = WEP_MINE_LAYER; if (this.realowner.(weaponentity).m_weapon == thiswep) { entity own = this.realowner; if (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO)) { own.cnt = thiswep.m_id; ATTACK_FINISHED(own, weaponentity) = time; own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } delete(this); } void W_MineLayer_Explode_think(entity this) { W_MineLayer_Explode(this, NULL); } void W_MineLayer_DoRemoteExplode(entity this) { this.event_damage = func_null; this.takedamage = DAMAGE_NO; if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW) this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work RadiusDamage(this, this.realowner, WEP_CVAR(WEP_MINE_LAYER, remote_damage), WEP_CVAR(WEP_MINE_LAYER, remote_edgedamage), WEP_CVAR(WEP_MINE_LAYER, remote_radius), NULL, NULL, WEP_CVAR(WEP_MINE_LAYER, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL ); .entity weaponentity = this.weaponentity_fld; Weapon thiswep = WEP_MINE_LAYER; if (this.realowner.(weaponentity).m_weapon == thiswep) { entity own = this.realowner; if (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO)) { own.cnt = thiswep.m_id; ATTACK_FINISHED(own, weaponentity) = time; own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } delete(this); } void W_MineLayer_RemoteExplode(entity this) { if (IS_DEAD(this.realowner)) return; if (this.spawnshieldtime >= 0) { if (time < this.spawnshieldtime) // timer return; } else { /* make sure no friend is in the mine's radius. * WEAPONTODO: modify protection cvar to allow disabling remote detonation protection. * disabling it currently allows Mine Layer-flying, even more powerful than rocket-flying * ... even without Rocket Flying mutator enabled */ entity head = WarpZone_FindRadius(this.origin, WEP_CVAR(WEP_MINE_LAYER, remote_radius), false); for (; head; head = head.chain) if (SAME_TEAM(head, this.realowner)) return; } W_MineLayer_DoRemoteExplode(this); } void W_MineLayer_ProximityExplode(entity this) { // make sure no friend is in the mine's radius. If there is any, explosion is delayed until they're at a safe distance if (WEP_CVAR(WEP_MINE_LAYER, protection) && this.mine_explodeanyway == 0) { entity head = WarpZone_FindRadius(this.origin, WEP_CVAR(WEP_MINE_LAYER, radius), false); for (; head; head = head.chain) if (SAME_TEAM(head, this.realowner)) return; } this.mine_time = 0; W_MineLayer_Explode(this, NULL); } int W_MineLayer_Count(entity e, .entity weaponentity) { int minecount = 0; IL_EACH(g_mines, it.realowner == e && it.weaponentity_fld == weaponentity, ++minecount); return minecount; } void W_MineLayer_Think(entity this) { this.nextthink = time; if (this.move_movetype == MOVETYPE_FOLLOW && LostMovetypeFollow(this)) { UnsetMovetypeFollow(this); set_movetype(this, MOVETYPE_NONE); } // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // WEAPONTODO: replace this mine_trigger.wav sound with a real countdown if (time > this.cnt && !this.mine_time && this.cnt > 0) { if (WEP_CVAR(WEP_MINE_LAYER, lifetime_countdown) > 0) spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM); this.mine_time = time + WEP_CVAR(WEP_MINE_LAYER, lifetime_countdown); this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a teammate is near. } // a player's mines shall explode if they disconnect or die if (!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner)) { this.projectiledeathtype |= HITTYPE_BOUNCE; W_MineLayer_Explode(this, NULL); return; } // set the mine for detonation when a foe gets close enough float time_core = WEP_CVAR(WEP_MINE_LAYER, proximity_time_core); float time_edge = WEP_CVAR(WEP_MINE_LAYER, proximity_time_edge); float proxrad = WEP_CVAR(WEP_MINE_LAYER, proximity_radius); float new_mine_time; entity head = WarpZone_FindRadius(this.origin, proxrad, false); for (; head; head = head.chain) if (IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head) && !IS_INDEPENDENT_PLAYER(head) && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates { if (!this.mine_time) // don't repeat the sound spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM); // scale from time_edge to time_core based on how close the player is to the mine new_mine_time = time + time_core; if (time_edge != time_core) new_mine_time += (time_edge - time_core) * vlen(head.WarpZone_findradius_dist) / proxrad; if (!this.mine_time || this.mine_time > new_mine_time) // choose the earliest explosion time this.mine_time = new_mine_time; } // explode if it's time to if (this.mine_time && time >= this.mine_time) { W_MineLayer_ProximityExplode(this); return; } // remote detonation .entity weaponentity = this.weaponentity_fld; if (this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER && !IS_DEAD(this.realowner) && this.minelayer_detonate) { W_MineLayer_RemoteExplode(this); return; } // if it was detached by damage but landed during the bounce time, reenable gravity so it will touch and reattach if (this.move_movetype == MOVETYPE_BOUNCE && IS_ONGROUND(this)) UNSET_ONGROUND(this); } void W_MineLayer_Touch(entity this, entity toucher) { if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? if (time <= this.wait) return; // don't reattach yet PROJECTILE_TOUCH(this, toucher); if (toucher.solid == SOLID_BSP) W_MineLayer_Stick(this, toucher); } void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if (GetResource(this, RES_HEALTH) <= 0) return; // Reading the cvar here because this.damageforcescale is overridden in blaster.qc // this way the blaster can hit mines midair but can only detach them when enabled by this cvar. if (WEP_CVAR(WEP_MINE_LAYER, damageforcescale) && inflictor.classname != "mine") { set_movetype(this, MOVETYPE_BOUNCE); // not TOSS: so a direct perpendicular hit can move the mine this.wait = time + 0.0625; // after this time it will reattach instead of bouncing settouch(this, W_MineLayer_Touch); this.avelocity += force * -WEP_CVAR(WEP_MINE_LAYER, damageforcescale); } float is_from_enemy = (inflictor.realowner != this.realowner); if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt TakeResource(this, RES_HEALTH, damage); this.angles = vectoangles(this.velocity); if (GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think); } void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) { // scan how many mines we placed, and return if we reached our limit if (WEP_CVAR(WEP_MINE_LAYER, limit) && W_MineLayer_Count(actor, weaponentity) >= WEP_CVAR(WEP_MINE_LAYER, limit)) { // the refire delay keeps this message from being spammed Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(WEP_MINE_LAYER, limit)); play2(actor, SND(UNAVAILABLE)); return; } W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_MINE_LAYER, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(WEP_MINE_LAYER, damage), thiswep.m_id); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity mine = WarpZone_RefSys_SpawnSameRefSys(actor); mine.weaponentity_fld = weaponentity; IL_PUSH(g_mines, mine); mine.owner = mine.realowner = actor; if (WEP_CVAR(WEP_MINE_LAYER, detonatedelay) >= 0) mine.spawnshieldtime = time + WEP_CVAR(WEP_MINE_LAYER, detonatedelay); else mine.spawnshieldtime = -1; mine.classname = "mine"; mine.bot_dodge = true; mine.bot_dodgerating = WEP_CVAR(WEP_MINE_LAYER, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous mine.takedamage = DAMAGE_YES; mine.damageforcescale = WEP_CVAR(WEP_MINE_LAYER, damageforcescale); SetResourceExplicit(mine, RES_HEALTH, WEP_CVAR(WEP_MINE_LAYER, health)); mine.event_damage = W_MineLayer_Damage; mine.damagedbycontents = true; IL_PUSH(g_damagedbycontents, mine); set_movetype(mine, MOVETYPE_TOSS); PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = thiswep.m_id; mine.weaponentity_fld = weaponentity; setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point W_SetupProjVelocity_Basic(mine, WEP_CVAR(WEP_MINE_LAYER, speed), 0); mine.angles = vectoangles(mine.velocity); settouch(mine, W_MineLayer_Touch); setthink(mine, W_MineLayer_Think); mine.nextthink = time; mine.cnt = (WEP_CVAR(WEP_MINE_LAYER, lifetime) - WEP_CVAR(WEP_MINE_LAYER, lifetime_countdown)); mine.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, mine); IL_PUSH(g_bot_dodge, mine); mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; if (mine.cnt > 0) mine.cnt += time; CSQCProjectile(mine, true, PROJECTILE_MINE, true); // common properties MUTATOR_CALLHOOK(EditProjectile, actor, mine); } bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate) { bool minfound = false; IL_EACH(g_mines, it.realowner == this && it.weaponentity_fld == weaponentity, { if (detonate) { if (!it.minelayer_detonate) { it.minelayer_detonate = true; minfound = true; } } else minfound = true; }); return minfound; } METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { // aim and decide to fire if appropriate if (WEP_CVAR(WEP_MINE_LAYER, limit) && W_MineLayer_Count(actor, weaponentity) >= WEP_CVAR(WEP_MINE_LAYER, limit)) PHYS_INPUT_BUTTON_ATCK(actor) = false; else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(WEP_MINE_LAYER, speed), 0, WEP_CVAR(WEP_MINE_LAYER, lifetime), false, false); if (skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines float edgedamage, coredamage, edgeradius, recipricoledgeradius; float selfdamage, teamdamage, enemydamage; edgedamage = WEP_CVAR(WEP_MINE_LAYER, edgedamage); coredamage = WEP_CVAR(WEP_MINE_LAYER, damage); edgeradius = WEP_CVAR(WEP_MINE_LAYER, radius); recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; IL_EACH(g_mines, it.realowner == actor, { entity mine = it; IL_EACH(g_bot_targets, it.bot_attack, { float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target if (it == actor) selfdamage += d; else if (SAME_TEAM(it, actor)) teamdamage += d; else if (bot_shouldattack(actor, it)) enemydamage += d; }); }); float desirabledamage = enemydamage; if (StatusEffects_active(STATUSEFFECT_Shield, actor) && !StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) desirabledamage -= selfdamage * autocvar_g_balance_selfdamagepercent; if (teamplay && actor.team) desirabledamage -= teamdamage; makevectors(actor.v_angle); IL_EACH(g_mines, it.realowner == actor, { if (skill > 9) // normal players only do this for the target they are tracking { entity mine = it; IL_EACH(g_bot_targets, it.bot_attack, { if (v_forward * normalize(mine.origin - it.origin) < 0.1 && desirabledamage >= 0.1 * coredamage) PHYS_INPUT_BUTTON_ATCK2(actor) = true; }); } else { // As the distance gets larger, a correct detonation gets near imposible // Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player if (v_forward * normalize(it.origin - actor.enemy.origin) < 0.1 && IS_PLAYER(actor.enemy) && desirabledamage >= 0.1 * coredamage) { float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000); if (random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1)) PHYS_INPUT_BUTTON_ATCK2(actor) = true; } } }); // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! if (desirabledamage >= 0.75 * coredamage) // this should do group damage in rare fortunate events PHYS_INPUT_BUTTON_ATCK2(actor) = true; if (skill > 6.5 && selfdamage > GetResource(actor, RES_HEALTH)) PHYS_INPUT_BUTTON_ATCK2(actor) = false; //if (PHYS_INPUT_BUTTON_ATCK2(actor) == true) // dprint(ftos(desirabledamage), "\n"); if (PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false; } } METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity); if (autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(WEP_MINE_LAYER, ammo)) // forced reload { // not if we're holding the minelayer without enough ammo, but can detonate existing mines bool enough_ammo = (GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MINE_LAYER, ammo) || (actor.items & IT_UNLIMITED_AMMO)); if (!W_MineLayer_PlacedMines(actor, weaponentity, false) || enough_ammo) thiswep.wr_reload(thiswep, actor, weaponentity); } else if (fire & 1) { if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(WEP_MINE_LAYER, refire))) { W_MineLayer_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MINE_LAYER, animtime), w_ready); } } if (fire & 2) { if (W_MineLayer_PlacedMines(actor, weaponentity, true)) sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); } } METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { // actually do // don't switch while placing a mine //if (ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_MINE_LAYER) //{ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MINE_LAYER, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_MINE_LAYER, ammo); return ammo_amount; //} //return true; } METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return W_MineLayer_PlacedMines(actor, weaponentity, false); } METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor)) { for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; actor.(weaponentity).minelayer_mines = 0; } } METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR(WEP_MINE_LAYER, ammo), SND_RELOAD); } METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_MINELAYER_SUICIDE; } METHOD(MineLayer, wr_killmessage, Notification(entity thiswep)) { return WEAPON_MINELAYER_MURDER; } #endif // SVQC #ifdef CSQC METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); if (!w_issilent) sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM); } #endif // CSQC #ifdef MENUQC #include #include #include #include METHOD(MineLayer, describe, string(MineLayer this)) { TC(MineLayer, this); PAGE_TEXT_INIT(); PAR(_("The %s places mines on the ground when fired, which detonate and damage enemies if stepped on. " "Only a couple mines can be placed at any time, and after several seconds they will self-detonate."), COLORED_NAME(this)); PAR(_("The secondary fire instantaneously detonates any mines fired by the primary fire, first waiting until you're far enough away.")); PAR(_("It consumes %s ammo for each mine laid."), COLORED_NAME(ITEM_Rockets)); PAR(_("The mines are not launched very far before they hit the ground, so the %s isn't very effective at medium to long ranges. " "It is often used to protect important areas of the map such as the flag in %s, control points in %s, or checkpoints in %s."), COLORED_NAME(this), COLORED_NAME(MAPINFO_TYPE_CTF), COLORED_NAME(MAPINFO_TYPE_ONSLAUGHT), COLORED_NAME(MAPINFO_TYPE_ASSAULT)); PAR(W_Guide_Keybinds(this)); PAR(W_Guide_DPS_onlyOne_unnamed(this.netname)); return PAGE_TEXT; } #endif // MENUQC