]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index 19d7b116d7273562d975c663fe505fd647408eb0..fdba5c0a98e20b87a41e6c9d413f455af638ff0c 100644 (file)
@@ -2,7 +2,7 @@
 REGISTER_MONSTER(
 /* MON_##id   */ MAGE,
 /* function   */ m_mage,
-/* spawnflags */ 0,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
 /* mins,maxs  */ '-36 -36 -24', '36 36 50',
 /* model      */ "mage.dpm",
 /* netname    */ "mage",
@@ -14,6 +14,14 @@ REGISTER_MONSTER(
        MON_ADD_CVAR(monster, attack_spike_damage) \
        MON_ADD_CVAR(monster, attack_spike_radius) \
        MON_ADD_CVAR(monster, attack_spike_delay) \
+       MON_ADD_CVAR(monster, attack_spike_accel) \
+       MON_ADD_CVAR(monster, attack_spike_decel) \
+       MON_ADD_CVAR(monster, attack_spike_turnrate) \
+       MON_ADD_CVAR(monster, attack_spike_speed_max) \
+       MON_ADD_CVAR(monster, attack_spike_smart) \
+       MON_ADD_CVAR(monster, attack_spike_smart_trace_min) \
+       MON_ADD_CVAR(monster, attack_spike_smart_trace_max) \
+       MON_ADD_CVAR(monster, attack_spike_smart_mindist) \
        MON_ADD_CVAR(monster, attack_melee_damage) \
        MON_ADD_CVAR(monster, attack_melee_delay) \
        MON_ADD_CVAR(monster, attack_grenade_damage) \
@@ -50,7 +58,6 @@ const float mage_anim_run             = 5;
 
 void() mage_heal;
 void() mage_shield;
-void() mage_shield_die;
 
 float friend_needshelp(entity e)
 {
@@ -60,7 +67,7 @@ float friend_needshelp(entity e)
                return FALSE;
        if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
                return FALSE;
-       if(IsDifferentTeam(e, self))
+       if(DIFF_TEAM(e, self))
                return FALSE;
        if(e.frozen)
                return FALSE;
@@ -71,30 +78,10 @@ float friend_needshelp(entity e)
 
        switch(self.skin)
        {
-               case 0:
-               {
-                       if(e.health < autocvar_g_balance_health_regenstable)
-                               return TRUE;
-                       break;
-               }
-               case 1:
-               {
-                       if((e.ammo_cells && e.ammo_cells < g_pickup_cells_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))
-                               return TRUE;
-                       break;
-               }
-               case 2:
-               {
-                       if(e.armorvalue < autocvar_g_balance_armor_regenstable)
-                               return TRUE;
-                       break;
-               }
-               case 3:
-               {
-                       if(e.health > 0)
-                               return TRUE;
-                       break;
-               }
+               case 0: return (e.health < autocvar_g_balance_health_regenstable);
+               case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_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));
+               case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
+               case 3: return (e.health > 0);
        }
        
        return FALSE;
@@ -102,14 +89,14 @@ float friend_needshelp(entity e)
 
 void mageattack_melee()
 {
-       monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), 0.3, DEATH_MONSTER_MAGE, TRUE);
+       monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), mage_anim_attack, self.attack_range, MON_CVAR(mage, attack_melee_delay) - 0.2, DEATH_MONSTER_MAGE, TRUE);
 }
 
 void mage_grenade_explode()
 {
        pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
        
-       sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+       sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
        RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_grenade_damage), MON_CVAR(mage, attack_grenade_edgedamage), MON_CVAR(mage, attack_grenade_radius), world, MON_CVAR(mage, attack_grenade_force), DEATH_MONSTER_MAGE, other);
        remove(self);
 }
@@ -135,7 +122,7 @@ void mage_throw_itemgrenade()
        gren.movetype = MOVETYPE_BOUNCE;
        gren.solid = SOLID_TRIGGER;
        gren.projectiledeathtype = DEATH_MONSTER_MAGE;
-       setorigin(gren, w_shotorg);
+       setorigin(gren, CENTER_OR_VIEWOFS(self));
        setsize(gren, '-64 -64 -64', '64 64 64');
 
        gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
@@ -156,7 +143,9 @@ void mage_throw_itemgrenade()
 void mage_spike_explode()
 {
        self.event_damage = func_null;
-
+       
+       sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+       
        pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
        RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_spike_damage), MON_CVAR(mage, attack_spike_damage) * 0.5, MON_CVAR(mage, attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
 
@@ -170,25 +159,68 @@ void mage_spike_touch()
        mage_spike_explode();
 }
 
+// copied from W_Seeker_Think
 void mage_spike_think()
 {
-       if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
+       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)
        {
+               self.projectiledeathtype |= HITTYPE_SPLASH;
                mage_spike_explode();
-               return;
        }
-       
-       vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-       
-       UpdateCSQCProjectile(self);
-       
-       if (monster_skill == 3)
-               self.velocity = dir * 350;
+
+       spd = vlen(self.velocity);
+       spd = bound(
+               spd - MON_CVAR(mage, attack_spike_decel) * frametime,
+               MON_CVAR(mage, attack_spike_speed_max),
+               spd + MON_CVAR(mage, attack_spike_accel) * frametime
+       );
+
+       if (self.enemy != world)
+               if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+                       self.enemy = world;
+
+       if (self.enemy != world)
+       {
+               e               = self.enemy;
+               eorg            = 0.5 * (e.absmin + e.absmax);
+               turnrate        = MON_CVAR(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);
+
+               // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
+               if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
+               {
+                       // Is it a better idea (shorter distance) to trace to the target itself?
+                       if ( vlen(self.origin + olddir * self.wait) < dist)
+                               traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+                       else
+                               traceline(self.origin, eorg, FALSE, self);
+
+                       // Setup adaptive tracelength
+                       self.wait = bound(MON_CVAR(mage, attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = MON_CVAR(mage, attack_spike_smart_trace_max));
+
+                       // Calc how important it is that we turn and add this to the desierd (enemy) dir.
+                       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
+               self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
+       }
        else
-               self.velocity = dir * 250;
+               dist = 0;
                
-       self.nextthink = time + 0.2;
-       self.think = mage_spike_think;  
+       ///////////////
+
+       //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
+       self.nextthink = time;// + 0.05; // csqc projectiles
+       UpdateCSQCProjectile(self);
 }
 
 void mage_spike()
@@ -259,7 +291,7 @@ void mage_heal()
                {
                        pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
                        head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
-                       WaypointSprite_UpdateHealth(head.sprite, head.health);
+                       head.SendFlags |= MSF_STATUS;
                }
        }
        
@@ -270,16 +302,17 @@ void mage_heal()
        }
 }
 
-void mage_shield_die()
+void mage_shield_think()
 {
-       if not(self.weaponentity)
-               return; // why would this be called without a shield?
-       
-       self.armorvalue = 1;
-       
-       remove(self.weaponentity);
-       
-       self.weaponentity = world;
+       self.nextthink = time;
+
+       if(time >= self.ltime || self.owner.health <= 0)
+       {
+               self.owner.armorvalue = 0;
+               self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+               remove(self);
+               return;
+       }
 }
 
 void mage_shield()
@@ -292,26 +325,26 @@ void mage_shield()
        shield.owner = self;
        shield.team = self.team;
        shield.ltime = time + MON_CVAR(mage, shield_time);
-       shield.health = 70;
        shield.classname = "shield";
        shield.effects = EF_ADDITIVE;
        shield.movetype = MOVETYPE_NOCLIP;
        shield.solid = SOLID_TRIGGER;
        shield.avelocity = '7 0 11';
        shield.scale = self.scale * 0.6;
+       shield.think = mage_shield_think;
+       shield.nextthink = time;
        
        setattachment(shield, self, "");
        setmodel(shield, "models/ctf/shield.md3");
        setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
        
-       self.weaponentity = shield;
-       
        self.lastshielded = time + MON_CVAR(mage, shield_delay);
        
        monsters_setframe(mage_anim_attack);
        self.attack_finished_single = time + 1;
        
-       self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100;
+       self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
+       self.armorvalue = self.health;
 }
 
 float mage_attack(float attack_type)
@@ -383,10 +416,6 @@ float m_mage(float req)
                                need_help = TRUE;
                                break; // found 1 player near us who is low on health
                        }
-                       
-                       if(self.weaponentity)
-                       if(time >= self.weaponentity.ltime)
-                               mage_shield_die();
                                
                        if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
                        if(time >= self.attack_finished_single)
@@ -419,7 +448,9 @@ float m_mage(float req)
                }
                case MR_INIT:
                {
-                       // nothing
+                       precache_model ("models/items/g_h50.md3");
+                       precache_model ("models/ctf/shield.md3");
+                       precache_sound ("weapons/grenade_impact.wav");
                        return TRUE;
                }
                case MR_CONFIG: