Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
1 #include "mage.qh"
2
3 #ifdef SVQC
4
5 SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
6 void M_Mage_Attack_Spike(entity this, vector dir);
7 void M_Mage_Attack_Push(entity this);
8 METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire))
9 {
10     TC(MageSpike, thiswep);
11     if (fire & 1)
12     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
13         if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
14         actor.enemy = Monster_FindTarget(actor);
15         W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_MAGE.m_id);
16         if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
17         M_Mage_Attack_Spike(actor, w_shotdir);
18         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
19     }
20     if (fire & 2)
21     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
22         M_Mage_Attack_Push(actor);
23         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
24     }
25 }
26
27 void M_Mage_Attack_Teleport(entity this, entity targ);
28
29 CLASS(OffhandMageTeleport, OffhandWeapon)
30     .bool OffhandMageTeleport_key_pressed;
31     METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
32     {
33         TC(OffhandMageTeleport, this);
34         if (key_pressed && !player.OffhandMageTeleport_key_pressed)
35                 M_Mage_Attack_Teleport(player, player.enemy);
36         player.OffhandMageTeleport_key_pressed = key_pressed;
37     }
38 ENDCLASS(OffhandMageTeleport)
39 OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
40
41 float autocvar_g_monster_mage_health;
42 float autocvar_g_monster_mage_damageforcescale = 0.5;
43 float autocvar_g_monster_mage_attack_spike_damage;
44 float autocvar_g_monster_mage_attack_spike_radius;
45 float autocvar_g_monster_mage_attack_spike_delay;
46 float autocvar_g_monster_mage_attack_spike_accel;
47 float autocvar_g_monster_mage_attack_spike_decel;
48 float autocvar_g_monster_mage_attack_spike_turnrate;
49 float autocvar_g_monster_mage_attack_spike_speed_max;
50 float autocvar_g_monster_mage_attack_spike_smart;
51 float autocvar_g_monster_mage_attack_spike_smart_trace_min;
52 float autocvar_g_monster_mage_attack_spike_smart_trace_max;
53 float autocvar_g_monster_mage_attack_spike_smart_mindist;
54 float autocvar_g_monster_mage_attack_push_damage;
55 float autocvar_g_monster_mage_attack_push_radius;
56 float autocvar_g_monster_mage_attack_push_delay;
57 float autocvar_g_monster_mage_attack_push_force;
58 float autocvar_g_monster_mage_heal_self;
59 float autocvar_g_monster_mage_heal_allies;
60 float autocvar_g_monster_mage_heal_minhealth;
61 float autocvar_g_monster_mage_heal_range;
62 float autocvar_g_monster_mage_heal_delay;
63 float autocvar_g_monster_mage_shield_time;
64 float autocvar_g_monster_mage_shield_delay;
65 float autocvar_g_monster_mage_shield_blockpercent;
66 float autocvar_g_monster_mage_speed_stop;
67 float autocvar_g_monster_mage_speed_run;
68 float autocvar_g_monster_mage_speed_walk;
69
70 /*
71 const float mage_anim_idle              = 0;
72 const float mage_anim_walk              = 1;
73 const float mage_anim_attack    = 2;
74 const float mage_anim_pain              = 3;
75 const float mage_anim_death             = 4;
76 const float mage_anim_run               = 5;
77 */
78
79 void M_Mage_Defend_Heal(entity this);
80 void M_Mage_Defend_Shield(entity this);
81
82 .entity mage_spike;
83 .float mage_shield_delay;
84 .float mage_shield_time;
85
86 bool M_Mage_Defend_Heal_Check(entity this, entity targ)
87 {
88         if(targ == NULL)
89                 return false;
90         if(targ.health <= 0)
91                 return false;
92         if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
93                 return false;
94         if(STAT(FROZEN, targ))
95                 return false;
96         if(!IS_PLAYER(targ))
97                 return (IS_MONSTER(targ) && targ.health < targ.max_health);
98         if(targ.items & ITEM_Shield.m_itemid)
99                 return false;
100
101         switch(this.skin)
102         {
103                 case 0: return (targ.health < autocvar_g_balance_health_regenstable);
104                 case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
105                 case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
106                 case 3: return (targ.health > 0);
107         }
108
109         return false;
110 }
111
112 void M_Mage_Attack_Spike_Explode(entity this, entity directhitentity)
113 {
114         this.event_damage = func_null;
115
116         sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
117
118         this.realowner.mage_spike = NULL;
119
120         Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
121         RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), 
122                                                 NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, directhitentity);
123
124         delete(this);
125 }
126
127 void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
128 {
129         PROJECTILE_TOUCH(this, toucher);
130
131         M_Mage_Attack_Spike_Explode(this, toucher);
132 }
133
134 .float wait;
135
136 // copied from W_Seeker_Think
137 void M_Mage_Attack_Spike_Think(entity this)
138 {
139         if (time > this.ltime || (this.enemy && this.enemy.health <= 0) || this.owner.health <= 0) {
140                 this.projectiledeathtype |= HITTYPE_SPLASH;
141                 M_Mage_Attack_Spike_Explode(this, NULL);
142         }
143
144         float spd = vlen(this.velocity);
145         spd = bound(
146                 spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
147                 (autocvar_g_monster_mage_attack_spike_speed_max),
148                 spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
149         );
150
151         if (this.enemy != NULL)
152                 if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
153                         this.enemy = NULL;
154
155         if (this.enemy != NULL)
156         {
157                 entity e = this.enemy;
158                 vector eorg = 0.5 * (e.absmin + e.absmax);
159                 float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
160                 vector desireddir = normalize(eorg - this.origin);
161                 vector olddir = normalize(this.velocity); // get my current direction
162
163                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
164                 if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - this.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
165                 {
166                         // Is it a better idea (shorter distance) to trace to the target itself?
167                         if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
168                                 traceline(this.origin, this.origin + olddir * this.wait, false, this);
169                         else
170                                 traceline(this.origin, eorg, false, this);
171
172                         // Setup adaptive tracelength
173                         this.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
174
175                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
176                         desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
177                 }
178
179                 vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
180                 this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
181         }
182
183         ///////////////
184
185         //this.angles = vectoangles(this.velocity);                     // turn model in the new flight direction
186         this.nextthink = time;// + 0.05; // csqc projectiles
187         UpdateCSQCProjectile(this);
188 }
189
190 void M_Mage_Attack_Spike(entity this, vector dir)
191 {
192         makevectors(this.angles);
193
194         entity missile = spawn();
195         missile.owner = missile.realowner = this;
196         setthink(missile, M_Mage_Attack_Spike_Think);
197         missile.ltime = time + 7;
198         missile.nextthink = time;
199         missile.solid = SOLID_BBOX;
200         set_movetype(missile, MOVETYPE_FLYMISSILE);
201         missile.flags = FL_PROJECTILE;
202         IL_PUSH(g_projectiles, missile);
203         IL_PUSH(g_bot_dodge, missile);
204         setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
205         setsize(missile, '0 0 0', '0 0 0');
206         missile.velocity = dir * 400;
207         missile.avelocity = '300 300 300';
208         missile.enemy = this.enemy;
209         settouch(missile, M_Mage_Attack_Spike_Touch);
210
211         this.mage_spike = missile;
212
213         CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
214 }
215
216 void M_Mage_Defend_Heal(entity this)
217 {
218         float washealed = false;
219
220         FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
221         {
222                 washealed = true;
223                 entity fx = EFFECT_Null;
224                 if(IS_PLAYER(it))
225                 {
226                         switch(this.skin)
227                         {
228                                 case 0:
229                                         if(it.health < autocvar_g_balance_health_regenstable) it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
230                                         fx = EFFECT_HEALING;
231                                         break;
232                                 case 1:
233                                         if(it.ammo_cells) it.ammo_cells = bound(it.ammo_cells, it.ammo_cells + 1, g_pickup_cells_max);
234                                         if(it.ammo_plasma) it.ammo_plasma = bound(it.ammo_plasma, it.ammo_plasma + 1, g_pickup_plasma_max);
235                                         if(it.ammo_rockets) it.ammo_rockets = bound(it.ammo_rockets, it.ammo_rockets + 1, g_pickup_rockets_max);
236                                         if(it.ammo_shells) it.ammo_shells = bound(it.ammo_shells, it.ammo_shells + 2, g_pickup_shells_max);
237                                         if(it.ammo_nails) it.ammo_nails = bound(it.ammo_nails, it.ammo_nails + 5, g_pickup_nails_max);
238                                         fx = EFFECT_AMMO_REGEN;
239                                         break;
240                                 case 2:
241                                         if(it.armorvalue < autocvar_g_balance_armor_regenstable)
242                                         {
243                                                 it.armorvalue = bound(0, it.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
244                                                 fx = EFFECT_ARMOR_REPAIR;
245                                         }
246                                         break;
247                                 case 3:
248                                         it.health = bound(0, it.health - ((it == this)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
249                                         fx = EFFECT_RAGE;
250                                         break;
251                         }
252
253                         Send_Effect(fx, it.origin, '0 0 0', 1);
254                 }
255                 else
256                 {
257                         Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
258                         it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), it.max_health);
259                         if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
260                                 WaypointSprite_UpdateHealth(it.sprite, it.health);
261                 }
262         });
263
264         if(washealed)
265         {
266                 setanim(this, this.anim_shoot, true, true, true);
267                 this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
268                 this.anim_finished = time + 1.5;
269         }
270 }
271
272 void M_Mage_Attack_Push(entity this)
273 {
274         sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
275         RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), 
276                                                 NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy);
277         Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
278
279         setanim(this, this.anim_shoot, true, true, true);
280         this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
281 }
282
283 void M_Mage_Attack_Teleport(entity this, entity targ)
284 {
285         if(!targ) return;
286         if(vdist(targ.origin - this.origin, >, 1500)) return;
287
288         makevectors(targ.angles);
289         tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
290
291         if(trace_fraction < 1)
292                 return;
293
294         vector newpos = targ.origin + ((v_forward * -1) * 200);
295
296         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
297         Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
298
299         setorigin(this, newpos);
300
301         vector a = vectoangles(targ.origin - this.origin);
302         a.x = -a.x;
303         this.angles_x = a.x;
304         this.angles_y = a.y;
305         this.fixangle = true;
306         this.velocity *= 0.5;
307
308         this.attack_finished_single[0] = time + 0.2;
309 }
310
311 void M_Mage_Defend_Shield_Remove(entity this)
312 {
313         this.effects &= ~(EF_ADDITIVE | EF_BLUE);
314         this.armorvalue = autocvar_g_monsters_armor_blockpercent;
315 }
316
317 void M_Mage_Defend_Shield(entity this)
318 {
319         this.effects |= (EF_ADDITIVE | EF_BLUE);
320         this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
321         this.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
322         this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
323         setanim(this, this.anim_shoot, true, true, true);
324         this.attack_finished_single[0] = time + 1;
325         this.anim_finished = time + 1;
326 }
327
328 bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
329 {
330         switch(attack_type)
331         {
332                 case MONSTER_ATTACK_MELEE:
333                 {
334                         if(random() <= 0.7)
335                         {
336                                 Weapon wep = WEP_MAGE_SPIKE;
337
338                                 wep.wr_think(wep, actor, weaponentity, 2);
339                                 return true;
340                         }
341
342                         return false;
343                 }
344                 case MONSTER_ATTACK_RANGED:
345                 {
346                         if(!actor.mage_spike)
347                         {
348                                 if(random() <= 0.4)
349                                 {
350                                         OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
351                                         off.offhand_think(off, actor, true);
352                                         return true;
353                                 }
354                                 else
355                                 {
356                                         setanim(actor, actor.anim_shoot, true, true, true);
357                                         actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
358                                         actor.anim_finished = time + 1;
359                                         Weapon wep = WEP_MAGE_SPIKE;
360                                         wep.wr_think(wep, actor, weaponentity, 1);
361                                         return true;
362                                 }
363                         }
364
365                         if(actor.mage_spike)
366                                 return true;
367                         else
368                                 return false;
369                 }
370         }
371
372         return false;
373 }
374
375 spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE.monsterid); }
376
377 #endif // SVQC
378
379 #ifdef SVQC
380 METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
381 {
382     TC(Mage, thismon);
383     bool need_help = false;
384
385     FOREACH_CLIENT(IS_PLAYER(it) && it != actor,
386     {
387         if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
388         if(M_Mage_Defend_Heal_Check(actor, it))
389         {
390             need_help = true;
391             break;
392         }
393     });
394
395     if(!need_help)
396     {
397         IL_EACH(g_monsters, it != actor,
398         {
399                 if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
400                 if(M_Mage_Defend_Heal_Check(actor, it))
401                 {
402                     need_help = true;
403                     break;
404                 }
405         });
406     }
407
408     if(actor.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
409     if(time >= actor.attack_finished_single[0])
410     if(random() < 0.5)
411         M_Mage_Defend_Heal(actor);
412
413     if(time >= actor.mage_shield_time && actor.armorvalue)
414         M_Mage_Defend_Shield_Remove(actor);
415
416     if(actor.enemy)
417     if(actor.health < actor.max_health)
418     if(time >= actor.mage_shield_delay)
419     if(random() < 0.5)
420         M_Mage_Defend_Shield(actor);
421
422     return true;
423 }
424
425 METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype))
426 {
427     TC(Mage, this);
428     return damage_take;
429 }
430
431 METHOD(Mage, mr_death, bool(Mage this, entity actor))
432 {
433     TC(Mage, this);
434     setanim(actor, actor.anim_die1, false, true, true);
435     return true;
436 }
437
438 #endif
439 #ifdef GAMEQC
440 METHOD(Mage, mr_anim, bool(Mage this, entity actor))
441 {
442     TC(Mage, this);
443     vector none = '0 0 0';
444     actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
445     actor.anim_walk = animfixfps(actor, '1 1 1', none);
446     actor.anim_idle = animfixfps(actor, '0 1 1', none);
447     actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
448     actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
449     actor.anim_run = animfixfps(actor, '5 1 1', none);
450     return true;
451 }
452 #endif
453 #ifdef SVQC
454 .float speed;
455 METHOD(Mage, mr_setup, bool(Mage this, entity actor))
456 {
457     TC(Mage, this);
458     if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
459     if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
460     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
461     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
462     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
463
464     actor.monster_loot = ITEM_HealthBig;
465     actor.monster_attackfunc = M_Mage_Attack;
466
467     return true;
468 }
469 #endif