]> 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 f62892f8d0120549a13ad94afbd64c33c234c343..fdba5c0a98e20b87a41e6c9d413f455af638ff0c 100644 (file)
@@ -2,38 +2,53 @@
 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",
 /* fullname   */ _("Mage")
 );
 
+#define MAGE_SETTINGS(monster) \
+       MON_ADD_CVAR(monster, health) \
+       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) \
+       MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
+       MON_ADD_CVAR(monster, attack_grenade_force) \
+       MON_ADD_CVAR(monster, attack_grenade_radius) \
+       MON_ADD_CVAR(monster, attack_grenade_lifetime) \
+       MON_ADD_CVAR(monster, attack_grenade_chance) \
+       MON_ADD_CVAR(monster, attack_grenade_speed) \
+       MON_ADD_CVAR(monster, attack_grenade_speed_up) \
+       MON_ADD_CVAR(monster, heal_self) \
+       MON_ADD_CVAR(monster, heal_allies) \
+       MON_ADD_CVAR(monster, heal_minhealth) \
+       MON_ADD_CVAR(monster, heal_range) \
+       MON_ADD_CVAR(monster, heal_delay) \
+       MON_ADD_CVAR(monster, shield_time) \
+       MON_ADD_CVAR(monster, shield_delay) \
+       MON_ADD_CVAR(monster, shield_blockpercent) \
+       MON_ADD_CVAR(monster, speed_stop) \
+       MON_ADD_CVAR(monster, speed_run) \
+       MON_ADD_CVAR(monster, speed_walk) 
+
+#ifdef SVQC
+MAGE_SETTINGS(mage)
+#endif // SVQC
 #else
 #ifdef SVQC
-float autocvar_g_monster_mage;
-float autocvar_g_monster_mage_health;
-float autocvar_g_monster_mage_speed;
-float autocvar_g_monster_mage_attack_spike_damage;
-float autocvar_g_monster_mage_attack_spike_radius;
-float autocvar_g_monster_mage_attack_spike_delay;
-float autocvar_g_monster_mage_attack_melee_damage;
-float autocvar_g_monster_mage_attack_melee_delay;
-float autocvar_g_monster_mage_heal_self;
-float autocvar_g_monster_mage_heal_friends;
-float autocvar_g_monster_mage_heal_minhealth;
-float autocvar_g_monster_mage_heal_range;
-float autocvar_g_monster_mage_heal_delay;
-float autocvar_g_monster_mage_shield_time;
-float autocvar_g_monster_mage_shield_delay;
-float autocvar_g_monster_mage_shield_blockpercent;
-float autocvar_g_monster_mage_attack_grenade_damage;
-float autocvar_g_monster_mage_attack_grenade_edgedamage;
-float autocvar_g_monster_mage_attack_grenade_radius;
-float autocvar_g_monster_mage_attack_grenade_lifetime;
-float autocvar_g_monster_mage_attack_grenade_force;
-float autocvar_g_monster_mage_attack_grenade_chance;
-
 const float mage_anim_idle             = 0;
 const float mage_anim_walk             = 1;
 const float mage_anim_attack   = 2;
@@ -43,7 +58,6 @@ const float mage_anim_run             = 5;
 
 void() mage_heal;
 void() mage_shield;
-void() mage_shield_die;
 
 float friend_needshelp(entity e)
 {
@@ -51,9 +65,9 @@ float friend_needshelp(entity e)
                return FALSE;
        if(e.health <= 0)
                return FALSE;
-       if(vlen(e.origin - self.origin) > autocvar_g_monster_mage_heal_range)
+       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;
@@ -64,30 +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;
@@ -95,15 +89,15 @@ float friend_needshelp(entity e)
 
 void mageattack_melee()
 {
-       monster_melee(self.enemy, autocvar_g_monster_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);
-       RadiusDamage (self, self.realowner, autocvar_g_monster_mage_attack_grenade_damage, autocvar_g_monster_mage_attack_grenade_edgedamage, autocvar_g_monster_mage_attack_grenade_radius, world, autocvar_g_monster_mage_attack_grenade_force, DEATH_MONSTER_MAGE, other);
+       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);
 }
 
@@ -120,10 +114,7 @@ void mage_grenade_touch()
 void mage_throw_itemgrenade()
 {
        makevectors(self.angles);
-
-       W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_mage_attack_grenade_damage);
-       w_shotdir = v_forward; // no TrueAim for grenades please
-
+       
        entity gren = spawn ();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
@@ -131,16 +122,16 @@ 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 + autocvar_g_monster_mage_attack_grenade_lifetime;
+       gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
        gren.think = mage_grenade_explode;
        gren.use = mage_grenade_explode;
        gren.touch = mage_grenade_touch;
 
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_mage_attack_grenade);
+       W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
        
        gren.flags = FL_PROJECTILE;
        
@@ -152,9 +143,11 @@ 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, autocvar_g_monster_mage_attack_spike_damage, autocvar_g_monster_mage_attack_spike_damage * 0.5, autocvar_g_monster_mage_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
+       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);
 
        remove (self);
 }
@@ -166,25 +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()
@@ -226,7 +262,7 @@ void mage_heal()
                        switch(self.skin)
                        {
                                case 0:
-                                       if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_health_regenstable);
+                                       if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
                                        fx = "healing_fx";
                                        break;
                                case 1:
@@ -239,12 +275,12 @@ void mage_heal()
                                case 2:
                                        if(head.armorvalue < autocvar_g_balance_armor_regenstable)
                                        {
-                                               head.armorvalue = bound(0, head.armorvalue + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_armor_regenstable);
+                                               head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
                                                fx = "armorrepair_fx";
                                        }
                                        break;
                                case 3:
-                                       head.health = bound(0, head.health - ((head == self)  ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_friends), autocvar_g_balance_health_regenstable);
+                                       head.health = bound(0, head.health - ((head == self)  ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
                                        fx = "rage";
                                        break;
                        }
@@ -254,28 +290,29 @@ void mage_heal()
                else
                {
                        pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
-                       head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, head.max_health);
-                       WaypointSprite_UpdateHealth(head.sprite, head.health);
+                       head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
+                       head.SendFlags |= MSF_STATUS;
                }
        }
        
        if(washealed)
        {
                monsters_setframe(mage_anim_attack);
-               self.attack_finished_single = time + autocvar_g_monster_mage_heal_delay;
+               self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
        }
 }
 
-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()
@@ -287,27 +324,27 @@ void mage_shield()
 
        shield.owner = self;
        shield.team = self.team;
-       shield.ltime = time + autocvar_g_monster_mage_shield_time;
-       shield.health = 70;
+       shield.ltime = time + MON_CVAR(mage, shield_time);
        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 + autocvar_g_monster_mage_shield_delay;
+       self.lastshielded = time + MON_CVAR(mage, shield_delay);
        
        monsters_setframe(mage_anim_attack);
        self.attack_finished_single = time + 1;
        
-       self.armorvalue = autocvar_g_monster_mage_shield_blockpercent / 100;
+       self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
+       self.armorvalue = self.health;
 }
 
 float mage_attack(float attack_type)
@@ -317,21 +354,21 @@ float mage_attack(float attack_type)
                case MONSTER_ATTACK_MELEE:
                {
                        monsters_setframe(mage_anim_attack);
-                       self.attack_finished_single = time + autocvar_g_monster_mage_attack_melee_delay;
+                       self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
                        defer(0.2, mageattack_melee);
                        
                        return TRUE;
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       if(random() < autocvar_g_monster_mage_attack_grenade_chance / 100)
+                       if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
                        {
                                mage_throw_itemgrenade();
                                return TRUE;
                        }
        
                        monsters_setframe(mage_anim_attack);
-                       self.attack_finished_single = time + autocvar_g_monster_mage_attack_spike_delay;
+                       self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
                        defer(0.2, mage_spike);
                        
                        return TRUE;
@@ -343,8 +380,6 @@ float mage_attack(float attack_type)
 
 void spawnfunc_monster_mage()
 {
-       if not(autocvar_g_monster_mage) { remove(self); return; }
-       
        self.classname = "monster_mage";
        
        self.monster_spawnfunc = spawnfunc_monster_mage;
@@ -381,12 +416,8 @@ 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 < autocvar_g_monster_mage_heal_minhealth || need_help)
+                       if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
                        if(time >= self.attack_finished_single)
                        if(random() < 0.5)
                                mage_heal();
@@ -397,7 +428,7 @@ float m_mage(float req)
                        if(random() < 0.5)
                                mage_shield();
                        
-                       monster_move(autocvar_g_monster_mage_speed, autocvar_g_monster_mage_speed, 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
+                       monster_move(MON_CVAR(mage, speed_run), MON_CVAR(mage, speed_walk), MON_CVAR(mage, speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
                        return TRUE;
                }
                case MR_DEATH:
@@ -407,8 +438,9 @@ float m_mage(float req)
                }
                case MR_SETUP:
                {
-                       if not(self.health) self.health = autocvar_g_monster_mage_health;
-                               
+                       if not(self.health) self.health = MON_CVAR(mage, health);
+                       
+                       self.monster_loot = spawnfunc_item_health_large;
                        self.monster_attackfunc = mage_attack;
                        monsters_setframe(mage_anim_walk);
                        
@@ -416,7 +448,14 @@ 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:
+               {
+                       MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
                        return TRUE;
                }
        }