]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Hook: merge offhand and weapon behaviour
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index 02f37c890ac44e68f9f8249f1fcf766f6ffac34d..9952063f60133e5fe4845ffd5f76e66ae7065d30 100644 (file)
@@ -1,21 +1,77 @@
+#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;
+    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
+    this.mr_precache(this);
 #endif
 }
 
+#include "../../weapons/all.qh"
+
+CLASS(MageSpike, PortoLaunch)
+/* flags     */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
+/* 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);
+void M_Mage_Attack_Push();
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, bool fire1, bool fire2)) {
+    if (fire1)
+    if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, false, 0.2)) {
+        if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
+        actor.enemy = Monster_FindTarget(actor);
+        W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+       if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
+        M_Mage_Attack_Spike(w_shotdir);
+        weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
+    }
+    if (fire2)
+    if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, true, 0.5)) {
+        M_Mage_Attack_Push();
+        weapon_thinkf(actor, WFRAME_FIRE2, 0, w_ready);
+    }
+}
+
+void M_Mage_Attack_Teleport();
+
+CLASS(OffhandMageTeleport, OffhandWeapon)
+    .bool OffhandMageTeleport_key_pressed;
+    METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
+    {
+        if (key_pressed && !player.OffhandMageTeleport_key_pressed)
+            WITH(entity, self, player, M_Mage_Attack_Teleport());
+        player.OffhandMageTeleport_key_pressed = key_pressed;
+    }
+ENDCLASS(OffhandMageTeleport)
+OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
+
 float autocvar_g_monster_mage_health;
+float autocvar_g_monster_mage_damageforcescale = 0.5;
 float autocvar_g_monster_mage_attack_spike_damage;
 float autocvar_g_monster_mage_attack_spike_radius;
 float autocvar_g_monster_mage_attack_spike_delay;
@@ -43,31 +99,34 @@ float autocvar_g_monster_mage_speed_stop;
 float autocvar_g_monster_mage_speed_run;
 float autocvar_g_monster_mage_speed_walk;
 
+/*
 const float mage_anim_idle             = 0;
 const float mage_anim_walk             = 1;
 const float mage_anim_attack   = 2;
 const float mage_anim_pain             = 3;
 const float mage_anim_death            = 4;
 const float mage_anim_run              = 5;
+*/
 
-void() mage_heal;
-void() mage_shield;
+void() M_Mage_Defend_Heal;
+void() M_Mage_Defend_Shield;
 
 .entity mage_spike;
-.float shield_ltime;
+.float mage_shield_delay;
+.float mage_shield_time;
 
-float friend_needshelp(entity e)
-{
+float M_Mage_Defend_Heal_Check(entity e)
+{SELFPARAM();
        if(e == world)
                return false;
        if(e.health <= 0)
                return false;
-       if(DIFF_TEAM(e, self) && e != self.monster_owner)
+       if(DIFF_TEAM(e, self) && e != self.monster_follow)
                return false;
        if(e.frozen)
                return false;
        if(!IS_PLAYER(e))
-               return ((e.flags & FL_MONSTER) && e.health < e.max_health);
+               return (IS_MONSTER(e) && e.health < e.max_health);
        if(e.items & ITEM_Shield.m_itemid)
                return false;
 
@@ -82,43 +141,36 @@ float friend_needshelp(entity e)
        return false;
 }
 
-void mage_spike_explode()
-{
+void M_Mage_Attack_Spike_Explode()
+{SELFPARAM();
        self.event_damage = func_null;
 
-       sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
 
        self.realowner.mage_spike = world;
 
-       Send_Effect("explosion_small", self.origin, '0 0 0', 1);
+       Send_Effect(EFFECT_EXPLOSION_SMALL, self.origin, '0 0 0', 1);
        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);
 
        remove (self);
 }
 
-void mage_spike_touch()
+void M_Mage_Attack_Spike_Touch()
 {
        PROJECTILE_TOUCH;
 
-       mage_spike_explode();
+       M_Mage_Attack_Spike_Explode();
 }
 
 // copied from W_Seeker_Think
-void mage_spike_think()
-{
-       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)
-       {
+void M_Mage_Attack_Spike_Think()
+{SELFPARAM();
+       if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
                self.projectiledeathtype |= HITTYPE_SPLASH;
-               mage_spike_explode();
+               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),
@@ -131,12 +183,12 @@ void mage_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)))
@@ -154,11 +206,9 @@ void mage_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;
 
        ///////////////
 
@@ -167,39 +217,37 @@ void mage_spike_think()
        UpdateCSQCProjectile(self);
 }
 
-void mage_attack_spike()
+void M_Mage_Attack_Spike(vector dir)
 {
-       entity missile;
-       vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-
+       SELFPARAM();
        makevectors(self.angles);
 
-       missile = spawn ();
+       entity missile = spawn();
        missile.owner = missile.realowner = self;
-       missile.think = mage_spike_think;
+       missile.think = M_Mage_Attack_Spike_Think;
        missile.ltime = time + 7;
        missile.nextthink = time;
        missile.solid = SOLID_BBOX;
        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;
-       missile.touch = mage_spike_touch;
+       missile.touch = M_Mage_Attack_Spike_Touch;
 
        self.mage_spike = missile;
 
        CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
 }
 
-void mage_heal()
-{
+void M_Mage_Defend_Heal()
+{SELFPARAM();
        entity head;
        float washealed = false;
 
-       for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(friend_needshelp(head))
+       for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(head))
        {
                washealed = true;
                string fx = "";
@@ -209,7 +257,7 @@ void mage_heal()
                        {
                                case 0:
                                        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);
-                                       fx = "healing_fx";
+                                       fx = EFFECT_HEALING.eent_eff_name;
                                        break;
                                case 1:
                                        if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
@@ -228,82 +276,91 @@ void mage_heal()
                                        break;
                                case 3:
                                        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);
-                                       fx = "rage";
+                                       fx = EFFECT_RAGE.eent_eff_name;
                                        break;
                        }
 
-                       Send_Effect(fx, head.origin, '0 0 0', 1);
+                       Send_Effect_(fx, head.origin, '0 0 0', 1);
                }
                else
                {
-                       Send_Effect("healing_fx", head.origin, '0 0 0', 1);
+                       Send_Effect(EFFECT_HEALING, head.origin, '0 0 0', 1);
                        head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
-                       if(!(head.spawnflags & MONSTERFLAG_INVINCIBLE))
+                       if(!(head.spawnflags & MONSTERFLAG_INVINCIBLE) && head.sprite)
                                WaypointSprite_UpdateHealth(head.sprite, head.health);
                }
        }
 
        if(washealed)
        {
-               self.frame = mage_anim_attack;
+               setanim(self, self.anim_shoot, true, true, true);
                self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
+               self.anim_finished = time + 1.5;
        }
 }
 
-void mage_push()
-{
-       sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+void M_Mage_Attack_Push()
+{SELFPARAM();
+       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("TE_EXPLOSION", self.origin, '0 0 0', 1);
+       Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
 
-       self.frame = mage_anim_attack;
+       setanim(self, self.anim_shoot, true, true, true);
        self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
 }
 
-void mage_teleport()
-{
-       if(vlen(self.enemy.origin - self.origin) >= 500)
-               return;
+void M_Mage_Attack_Teleport()
+{SELFPARAM();
+       entity targ = self.enemy;
+       if (!targ) return;
+       if (vlen(targ.origin - self.origin) > 1500) return;
 
-       makevectors(self.enemy.angles);
-       tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+       makevectors(targ.angles);
+       tracebox(targ.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
 
        if(trace_fraction < 1)
                return;
 
-       Send_Effect("spawn_event_neutral", self.origin, '0 0 0', 1);
-       setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
+       Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
+       setorigin(self, targ.origin + ((v_forward * -1) * 200));
+
+       vector a = vectoangles(targ.origin - self.origin);
+       a.x = -a.x;
+       self.angles_x = a.x;
+       self.angles_y = a.y;
+       self.fixangle = true;
+       self.velocity *= 0.5;
 
        self.attack_finished_single = time + 0.2;
 }
 
-void mage_shield_remove()
-{
+void M_Mage_Defend_Shield_Remove()
+{SELFPARAM();
        self.effects &= ~(EF_ADDITIVE | EF_BLUE);
-       self.armorvalue = 0;
-       self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-void mage_shield()
-{
+void M_Mage_Defend_Shield()
+{SELFPARAM();
        self.effects |= (EF_ADDITIVE | EF_BLUE);
-       self.lastshielded = time + (autocvar_g_monster_mage_shield_delay);
-       self.m_armor_blockpercent = (autocvar_g_monster_mage_shield_blockpercent);
-       self.armorvalue = self.health;
-       self.shield_ltime = time + (autocvar_g_monster_mage_shield_time);
-       self.frame = mage_anim_attack;
+       self.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
+       self.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
+       self.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
+       setanim(self, self.anim_shoot, true, true, true);
        self.attack_finished_single = time + 1;
+       self.anim_finished = time + 1;
 }
 
-float mage_attack(float attack_type)
-{
+float M_Mage_Attack(float attack_type, entity targ)
+{SELFPARAM();
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
                        if(random() <= 0.7)
                        {
-                               mage_push();
+                               Weapon wep = WEP_MAGE_SPIKE;
+                               wep.wr_think(wep, self, false, true);
                                return true;
                        }
 
@@ -315,14 +372,17 @@ float mage_attack(float attack_type)
                        {
                                if(random() <= 0.4)
                                {
-                                       mage_teleport();
+                                       OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+                                       off.offhand_think(off, self, true);
                                        return true;
                                }
                                else
                                {
-                                       self.frame = mage_anim_attack;
+                                       setanim(self, self.anim_shoot, true, true, true);
                                        self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
-                                       defer(0.2, mage_attack_spike);
+                                       self.anim_finished = time + 1;
+                                       Weapon wep = WEP_MAGE_SPIKE;
+                                       wep.wr_think(wep, self, true, false);
                                        return true;
                                }
                        }
@@ -337,28 +397,21 @@ float mage_attack(float attack_type)
        return false;
 }
 
-void spawnfunc_monster_mage()
-{
-       self.classname = "monster_mage";
+spawnfunc(monster_mage) { Monster_Spawn(MON_MAGE.monsterid); }
 
-       if(!monster_initialize(MON_MAGE.monsterid)) { remove(self); return; }
-}
-
-// compatibility with old spawns
-void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
+#endif // SVQC
 
-float m_mage(float req)
-{
-       switch(req)
-       {
-               case MR_THINK:
+               #ifdef SVQC
+               METHOD(Mage, mr_think, bool(Monster thismon))
                {
+                       SELFPARAM();
                        entity head;
-                       float need_help = false;
+                       bool need_help = false;
 
-                       for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain)
+                       for(head = world; (head = findfloat(head, iscreature, true)); )
                        if(head != self)
-                       if(friend_needshelp(head))
+                       if(vlen(head.origin - self.origin) <= (autocvar_g_monster_mage_heal_range))
+                       if(M_Mage_Defend_Heal_Check(head))
                        {
                                need_help = true;
                                break;
@@ -367,60 +420,64 @@ float m_mage(float req)
                        if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
                        if(time >= self.attack_finished_single)
                        if(random() < 0.5)
-                               mage_heal();
+                               M_Mage_Defend_Heal();
 
-                       if(time >= self.shield_ltime && self.armorvalue)
-                               mage_shield_remove();
+                       if(time >= self.mage_shield_time && self.armorvalue)
+                               M_Mage_Defend_Shield_Remove();
 
                        if(self.enemy)
                        if(self.health < self.max_health)
-                       if(time >= self.lastshielded)
+                       if(time >= self.mage_shield_delay)
                        if(random() < 0.5)
-                               mage_shield();
+                               M_Mage_Defend_Shield();
 
-                       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);
                        return true;
                }
-               case MR_DEATH:
+               METHOD(Mage, mr_pain, bool(Monster thismon))
                {
-                       self.frame = mage_anim_death;
                        return true;
                }
-               case MR_SETUP:
+               METHOD(Mage, mr_death, bool(Monster thismon))
                {
-                       if(!self.health) self.health = (autocvar_g_monster_mage_health);
-
-                       self.monster_loot = spawnfunc_item_health_large;
-                       self.monster_attackfunc = mage_attack;
-                       self.frame = mage_anim_walk;
-
+                       SELFPARAM();
+                       setanim(self, self.anim_die1, false, true, true);
                        return true;
                }
-               case MR_PRECACHE:
+               #endif
+               #ifndef MENUQC
+               METHOD(Mage, mr_anim, bool(Monster thismon))
                {
-                       precache_model("models/monsters/mage.dpm");
-                       precache_sound ("weapons/grenade_impact.wav");
-                       precache_sound ("weapons/tagexp1.wav");
+                       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);
+                       self.anim_idle = animfixfps(self, '0 1 1', none);
+                       self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
+                       self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
+                       self.anim_run = animfixfps(self, '5 1 1', none);
+
                        return true;
                }
-       }
+               #endif
+               #ifdef SVQC
+               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); }
+                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_mage_speed_stop); }
+                       if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
 
-       return true;
-}
+                       self.monster_loot = spawnfunc_item_health_large;
+                       self.monster_attackfunc = M_Mage_Attack;
 
-#endif // SVQC
-#ifdef CSQC
-float m_mage(float req)
-{
-       switch(req)
-       {
-               case MR_PRECACHE:
+                       return true;
+               }
+               METHOD(Mage, mr_precache, bool(Monster thismon))
                {
                        return true;
                }
-       }
+               #endif
 
-       return true;
-}
-
-#endif // CSQC
+#endif