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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
1 #ifndef MENUQC
2 bool m_mage(int);
3 #endif
4 REGISTER_MONSTER_SIMPLE(
5 /* MON_##id   */ MAGE,
6 /* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
7 /* mins,maxs  */ '-36 -36 -24', '36 36 50',
8 /* model      */ "mage.dpm",
9 /* netname    */ "mage",
10 /* fullname   */ _("Mage")
11 ) {
12 #ifndef MENUQC
13     this.monster_func = m_mage;
14 #endif
15 }
16
17 #ifdef SVQC
18 float autocvar_g_monster_mage_health;
19 float autocvar_g_monster_mage_attack_spike_damage;
20 float autocvar_g_monster_mage_attack_spike_radius;
21 float autocvar_g_monster_mage_attack_spike_delay;
22 float autocvar_g_monster_mage_attack_spike_accel;
23 float autocvar_g_monster_mage_attack_spike_decel;
24 float autocvar_g_monster_mage_attack_spike_turnrate;
25 float autocvar_g_monster_mage_attack_spike_speed_max;
26 float autocvar_g_monster_mage_attack_spike_smart;
27 float autocvar_g_monster_mage_attack_spike_smart_trace_min;
28 float autocvar_g_monster_mage_attack_spike_smart_trace_max;
29 float autocvar_g_monster_mage_attack_spike_smart_mindist;
30 float autocvar_g_monster_mage_attack_push_damage;
31 float autocvar_g_monster_mage_attack_push_radius;
32 float autocvar_g_monster_mage_attack_push_delay;
33 float autocvar_g_monster_mage_attack_push_force;
34 float autocvar_g_monster_mage_heal_self;
35 float autocvar_g_monster_mage_heal_allies;
36 float autocvar_g_monster_mage_heal_minhealth;
37 float autocvar_g_monster_mage_heal_range;
38 float autocvar_g_monster_mage_heal_delay;
39 float autocvar_g_monster_mage_shield_time;
40 float autocvar_g_monster_mage_shield_delay;
41 float autocvar_g_monster_mage_shield_blockpercent;
42 float autocvar_g_monster_mage_speed_stop;
43 float autocvar_g_monster_mage_speed_run;
44 float autocvar_g_monster_mage_speed_walk;
45
46 const float mage_anim_idle              = 0;
47 const float mage_anim_walk              = 1;
48 const float mage_anim_attack    = 2;
49 const float mage_anim_pain              = 3;
50 const float mage_anim_death             = 4;
51 const float mage_anim_run               = 5;
52
53 void() mage_heal;
54 void() mage_shield;
55
56 .entity mage_spike;
57 .float shield_ltime;
58
59 float friend_needshelp(entity e)
60 {
61         if(e == world)
62                 return false;
63         if(e.health <= 0)
64                 return false;
65         if(DIFF_TEAM(e, self) && e != self.monster_owner)
66                 return false;
67         if(e.frozen)
68                 return false;
69         if(!IS_PLAYER(e))
70                 return (IS_MONSTER(e) && e.health < e.max_health);
71         if(e.items & ITEM_Shield.m_itemid)
72                 return false;
73
74         switch(self.skin)
75         {
76                 case 0: return (e.health < autocvar_g_balance_health_regenstable);
77                 case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
78                 case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
79                 case 3: return (e.health > 0);
80         }
81
82         return false;
83 }
84
85 void mage_spike_explode()
86 {
87         self.event_damage = func_null;
88
89         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
90
91         self.realowner.mage_spike = world;
92
93         Send_Effect("explosion_small", self.origin, '0 0 0', 1);
94         RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, world, 0, DEATH_MONSTER_MAGE, other);
95
96         remove (self);
97 }
98
99 void mage_spike_touch()
100 {
101         PROJECTILE_TOUCH;
102
103         mage_spike_explode();
104 }
105
106 // copied from W_Seeker_Think
107 void mage_spike_think()
108 {
109         entity e;
110         vector desireddir, olddir, newdir, eorg;
111         float turnrate;
112         float dist;
113         float spd;
114
115         if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
116         {
117                 self.projectiledeathtype |= HITTYPE_SPLASH;
118                 mage_spike_explode();
119         }
120
121         spd = vlen(self.velocity);
122         spd = bound(
123                 spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
124                 (autocvar_g_monster_mage_attack_spike_speed_max),
125                 spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
126         );
127
128         if (self.enemy != world)
129                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
130                         self.enemy = world;
131
132         if (self.enemy != world)
133         {
134                 e                               = self.enemy;
135                 eorg                    = 0.5 * (e.absmin + e.absmax);
136                 turnrate                = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
137                 desireddir              = normalize(eorg - self.origin);
138                 olddir                  = normalize(self.velocity); // get my current direction
139                 dist                    = vlen(eorg - self.origin);
140
141                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
142                 if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
143                 {
144                         // Is it a better idea (shorter distance) to trace to the target itself?
145                         if ( vlen(self.origin + olddir * self.wait) < dist)
146                                 traceline(self.origin, self.origin + olddir * self.wait, false, self);
147                         else
148                                 traceline(self.origin, eorg, false, self);
149
150                         // Setup adaptive tracelength
151                         self.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
152
153                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
154                         desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
155                 }
156
157                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
158                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
159         }
160         else
161                 dist = 0;
162
163         ///////////////
164
165         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
166         self.nextthink = time;// + 0.05; // csqc projectiles
167         UpdateCSQCProjectile(self);
168 }
169
170 void mage_attack_spike()
171 {
172         entity missile;
173         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
174
175         makevectors(self.angles);
176
177         missile = spawn ();
178         missile.owner = missile.realowner = self;
179         missile.think = mage_spike_think;
180         missile.ltime = time + 7;
181         missile.nextthink = time;
182         missile.solid = SOLID_BBOX;
183         missile.movetype = MOVETYPE_FLYMISSILE;
184         missile.flags = FL_PROJECTILE;
185         setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
186         setsize (missile, '0 0 0', '0 0 0');
187         missile.velocity = dir * 400;
188         missile.avelocity = '300 300 300';
189         missile.enemy = self.enemy;
190         missile.touch = mage_spike_touch;
191
192         self.mage_spike = missile;
193
194         CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
195 }
196
197 void mage_heal()
198 {
199         entity head;
200         float washealed = false;
201
202         for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(friend_needshelp(head))
203         {
204                 washealed = true;
205                 string fx = "";
206                 if(IS_PLAYER(head))
207                 {
208                         switch(self.skin)
209                         {
210                                 case 0:
211                                         if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
212                                         fx = "healing_fx";
213                                         break;
214                                 case 1:
215                                         if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
216                                         if(head.ammo_plasma) head.ammo_plasma = bound(head.ammo_plasma, head.ammo_plasma + 1, g_pickup_plasma_max);
217                                         if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
218                                         if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
219                                         if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
220                                         fx = "ammoregen_fx";
221                                         break;
222                                 case 2:
223                                         if(head.armorvalue < autocvar_g_balance_armor_regenstable)
224                                         {
225                                                 head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
226                                                 fx = "armorrepair_fx";
227                                         }
228                                         break;
229                                 case 3:
230                                         head.health = bound(0, head.health - ((head == self)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
231                                         fx = "rage";
232                                         break;
233                         }
234
235                         Send_Effect(fx, head.origin, '0 0 0', 1);
236                 }
237                 else
238                 {
239                         Send_Effect("healing_fx", head.origin, '0 0 0', 1);
240                         head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
241                         if(!(head.spawnflags & MONSTERFLAG_INVINCIBLE))
242                                 WaypointSprite_UpdateHealth(head.sprite, head.health);
243                 }
244         }
245
246         if(washealed)
247         {
248                 self.frame = mage_anim_attack;
249                 self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
250         }
251 }
252
253 void mage_push()
254 {
255         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
256         RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
257         Send_Effect("TE_EXPLOSION", self.origin, '0 0 0', 1);
258
259         self.frame = mage_anim_attack;
260         self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
261 }
262
263 void mage_teleport()
264 {
265         if(vlen(self.enemy.origin - self.origin) >= 500)
266                 return;
267
268         makevectors(self.enemy.angles);
269         tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
270
271         if(trace_fraction < 1)
272                 return;
273
274         Send_Effect("spawn_event_neutral", self.origin, '0 0 0', 1);
275         setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
276
277         self.attack_finished_single = time + 0.2;
278 }
279
280 void mage_shield_remove()
281 {
282         self.effects &= ~(EF_ADDITIVE | EF_BLUE);
283         self.armorvalue = 0;
284         self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
285 }
286
287 void mage_shield()
288 {
289         self.effects |= (EF_ADDITIVE | EF_BLUE);
290         self.lastshielded = time + (autocvar_g_monster_mage_shield_delay);
291         self.m_armor_blockpercent = (autocvar_g_monster_mage_shield_blockpercent);
292         self.armorvalue = self.health;
293         self.shield_ltime = time + (autocvar_g_monster_mage_shield_time);
294         self.frame = mage_anim_attack;
295         self.attack_finished_single = time + 1;
296 }
297
298 float mage_attack(float attack_type)
299 {
300         switch(attack_type)
301         {
302                 case MONSTER_ATTACK_MELEE:
303                 {
304                         if(random() <= 0.7)
305                         {
306                                 mage_push();
307                                 return true;
308                         }
309
310                         return false;
311                 }
312                 case MONSTER_ATTACK_RANGED:
313                 {
314                         if(!self.mage_spike)
315                         {
316                                 if(random() <= 0.4)
317                                 {
318                                         mage_teleport();
319                                         return true;
320                                 }
321                                 else
322                                 {
323                                         self.frame = mage_anim_attack;
324                                         self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
325                                         defer(0.2, mage_attack_spike);
326                                         return true;
327                                 }
328                         }
329
330                         if(self.mage_spike)
331                                 return true;
332                         else
333                                 return false;
334                 }
335         }
336
337         return false;
338 }
339
340 void spawnfunc_monster_mage()
341 {
342         self.classname = "monster_mage";
343
344         if(!monster_initialize(MON_MAGE.monsterid)) { remove(self); return; }
345 }
346
347 // compatibility with old spawns
348 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
349
350 float m_mage(float req)
351 {
352         switch(req)
353         {
354                 case MR_THINK:
355                 {
356                         entity head;
357                         float need_help = false;
358
359                         for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain)
360                         if(head != self)
361                         if(friend_needshelp(head))
362                         {
363                                 need_help = true;
364                                 break;
365                         }
366
367                         if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
368                         if(time >= self.attack_finished_single)
369                         if(random() < 0.5)
370                                 mage_heal();
371
372                         if(time >= self.shield_ltime && self.armorvalue)
373                                 mage_shield_remove();
374
375                         if(self.enemy)
376                         if(self.health < self.max_health)
377                         if(time >= self.lastshielded)
378                         if(random() < 0.5)
379                                 mage_shield();
380
381                         monster_move((autocvar_g_monster_mage_speed_run), (autocvar_g_monster_mage_speed_walk), (autocvar_g_monster_mage_speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
382                         return true;
383                 }
384                 case MR_DEATH:
385                 {
386                         self.frame = mage_anim_death;
387                         return true;
388                 }
389                 case MR_SETUP:
390                 {
391                         if(!self.health) self.health = (autocvar_g_monster_mage_health);
392
393                         self.monster_loot = spawnfunc_item_health_large;
394                         self.monster_attackfunc = mage_attack;
395                         self.frame = mage_anim_walk;
396
397                         return true;
398                 }
399                 case MR_PRECACHE:
400                 {
401                         precache_model("models/monsters/mage.dpm");
402                         precache_sound ("weapons/grenade_impact.wav");
403                         precache_sound ("weapons/tagexp1.wav");
404                         return true;
405                 }
406         }
407
408         return true;
409 }
410
411 #endif // SVQC
412 #ifdef CSQC
413 float m_mage(float req)
414 {
415         switch(req)
416         {
417                 case MR_PRECACHE:
418                 {
419                         return true;
420                 }
421         }
422
423         return true;
424 }
425
426 #endif // CSQC