]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Weapons: Introduce concept of offhand weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index d2881e9ba98d8d1ff5336af4a656d5e0143ba4c0..0030a4fa81b0f0b1330bd8ee14bcbf90a4638d12 100644 (file)
@@ -1,21 +1,57 @@
+#ifndef MAGE_H
+#define MAGE_H
+
 #ifndef MENUQC
-bool M_Mage(int);
+MODEL(MON_MAGE, "models/monsters/mage.dpm");
 #endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id   */ MAGE,
-/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
-/* mins,maxs  */ '-36 -36 -24', '36 36 50',
-/* model      */ "mage.dpm",
-/* netname    */ "mage",
-/* fullname   */ _("Mage")
-) {
+
+CLASS(Mage, Monster)
+    ATTRIB(Mage, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED);
+    ATTRIB(Mage, mins, vector, '-36 -36 -24');
+    ATTRIB(Mage, maxs, vector, '36 36 50');
 #ifndef MENUQC
-    this.monster_func = M_Mage;
-    this.monster_func(MR_PRECACHE);
+    ATTRIB(Mage, m_model, Model, MDL_MON_MAGE);
+#endif
+    ATTRIB(Mage, netname, string, "mage");
+    ATTRIB(Mage, monster_name, string, _("Mage"));
+ENDCLASS(Mage)
+
+REGISTER_MONSTER(MAGE, NEW(Mage)) {
+#ifndef MENUQC
+    MON_ACTION(this, MR_PRECACHE);
 #endif
 }
 
+#include "../../weapons/all.qh"
+
+CLASS(MageSpike, PortoLaunch)
+/* flags     */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER);
+/* impulse   */ ATTRIB(MageSpike, impulse, int, 9);
+/* refname   */ ATTRIB(MageSpike, netname, string, "magespike");
+/* wepname   */ ATTRIB(MageSpike, message, string, _("Mage spike"));
+ENDCLASS(MageSpike)
+REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
 #ifdef SVQC
+
+void M_Mage_Attack_Spike(vector dir);
+METHOD(MageSpike, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
+       SELFPARAM();
+       if (fire1)
+       if (weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire))) {
+               if (!self.target_range) self.target_range = autocvar_g_monsters_target_range;
+               self.enemy = Monster_FindTarget(self);
+               W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+               M_Mage_Attack_Spike(w_shotdir);
+               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+       }
+       return true;
+}
+
 float autocvar_g_monster_mage_health;
 float autocvar_g_monster_mage_damageforcescale = 0.5;
 float autocvar_g_monster_mage_attack_spike_damage;
@@ -91,7 +127,7 @@ void M_Mage_Attack_Spike_Explode()
 {SELFPARAM();
        self.event_damage = func_null;
 
-       sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
+       sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
 
        self.realowner.mage_spike = world;
 
@@ -111,19 +147,12 @@ void M_Mage_Attack_Spike_Touch()
 // copied from W_Seeker_Think
 void M_Mage_Attack_Spike_Think()
 {SELFPARAM();
-       entity e;
-       vector desireddir, olddir, newdir, eorg;
-       float turnrate;
-       float dist;
-       float spd;
-
-       if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
-       {
+       if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
                self.projectiledeathtype |= HITTYPE_SPLASH;
                M_Mage_Attack_Spike_Explode();
        }
 
-       spd = vlen(self.velocity);
+       float spd = vlen(self.velocity);
        spd = bound(
                spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
                (autocvar_g_monster_mage_attack_spike_speed_max),
@@ -136,12 +165,12 @@ void M_Mage_Attack_Spike_Think()
 
        if (self.enemy != world)
        {
-               e                               = self.enemy;
-               eorg                    = 0.5 * (e.absmin + e.absmax);
-               turnrate                = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
-               desireddir              = normalize(eorg - self.origin);
-               olddir                  = normalize(self.velocity); // get my current direction
-               dist                    = vlen(eorg - self.origin);
+               entity e = self.enemy;
+               vector eorg = 0.5 * (e.absmin + e.absmax);
+               float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
+               vector desireddir = normalize(eorg - self.origin);
+               vector olddir = normalize(self.velocity); // get my current direction
+               float dist = vlen(eorg - self.origin);
 
                // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
                if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
@@ -159,11 +188,9 @@ void M_Mage_Attack_Spike_Think()
                        desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
                }
 
-               newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+               vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
                self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
        }
-       else
-               dist = 0;
 
        ///////////////
 
@@ -172,14 +199,19 @@ void M_Mage_Attack_Spike_Think()
        UpdateCSQCProjectile(self);
 }
 
-void M_Mage_Attack_Spike()
-{SELFPARAM();
-       entity missile;
-       vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+void M_Mage_Attack_Spike(vector dir);
+void M_Mage_Attack_Spike_Aim()
+{
+       SELFPARAM();
+       return M_Mage_Attack_Spike(normalize((self.enemy.origin + '0 0 10') - self.origin));
+}
 
+void M_Mage_Attack_Spike(vector dir)
+{
+       SELFPARAM();
        makevectors(self.angles);
 
-       missile = spawn ();
+       entity missile = spawn();
        missile.owner = missile.realowner = self;
        missile.think = M_Mage_Attack_Spike_Think;
        missile.ltime = time + 7;
@@ -188,7 +220,7 @@ void M_Mage_Attack_Spike()
        missile.movetype = MOVETYPE_FLYMISSILE;
        missile.flags = FL_PROJECTILE;
        setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
-       setsize (missile, '0 0 0', '0 0 0');
+       setsize(missile, '0 0 0', '0 0 0');
        missile.velocity = dir * 400;
        missile.avelocity = '300 300 300';
        missile.enemy = self.enemy;
@@ -258,7 +290,7 @@ void M_Mage_Defend_Heal()
 
 void M_Mage_Attack_Push()
 {SELFPARAM();
-       sound(self, CH_SHOTS, W_Sound("tagexp1"), 1, ATTEN_NORM);
+       sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
        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);
        Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
 
@@ -328,7 +360,7 @@ float M_Mage_Attack(float attack_type)
                                        setanim(self, self.anim_shoot, true, true, true);
                                        self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
                                        self.anim_finished = time + 1;
-                                       Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike);
+                                       Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike_Aim);
                                        return true;
                                }
                        }
@@ -347,13 +379,10 @@ void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
 
 #endif // SVQC
 
-bool M_Mage(int req)
-{SELFPARAM();
-       switch(req)
-       {
                #ifdef SVQC
-               case MR_THINK:
+               METHOD(Mage, mr_think, bool(Monster thismon))
                {
+                       SELFPARAM();
                        entity head;
                        bool need_help = false;
 
@@ -382,19 +411,21 @@ bool M_Mage(int req)
 
                        return true;
                }
-               case MR_PAIN:
+               METHOD(Mage, mr_pain, bool(Monster thismon))
                {
                        return true;
                }
-               case MR_DEATH:
+               METHOD(Mage, mr_death, bool(Monster thismon))
                {
+                       SELFPARAM();
                        setanim(self, self.anim_die1, false, true, true);
                        return true;
                }
                #endif
                #ifndef MENUQC
-               case MR_ANIM:
+               METHOD(Mage, mr_anim, bool(Monster thismon))
                {
+                       SELFPARAM();
                        vector none = '0 0 0';
                        self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
                        self.anim_walk = animfixfps(self, '1 1 1', none);
@@ -407,8 +438,9 @@ bool M_Mage(int req)
                }
                #endif
                #ifdef SVQC
-               case MR_SETUP:
+               METHOD(Mage, mr_setup, bool(Monster thismon))
                {
+                       SELFPARAM();
                        if(!self.health) self.health = (autocvar_g_monster_mage_health);
                        if(!self.speed) { self.speed = (autocvar_g_monster_mage_speed_walk); }
                        if(!self.speed2) { self.speed2 = (autocvar_g_monster_mage_speed_run); }
@@ -420,14 +452,10 @@ bool M_Mage(int req)
 
                        return true;
                }
-               case MR_PRECACHE:
+               METHOD(Mage, mr_precache, bool(Monster thismon))
                {
-                       precache_sound (W_Sound("grenade_impact"));
-                       precache_sound (W_Sound("tagexp1"));
                        return true;
                }
                #endif
-       }
 
-       return true;
-}
+#endif