]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Remove monster config system to fix compile
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index 82173b731345c354df722cfb3853b2b38241e0a5..83b07974958c70ebd195af1caec75cf7c059b578 100644 (file)
@@ -9,36 +9,36 @@ REGISTER_MONSTER(
 /* 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, 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_health;
+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_spike_accel;
+float autocvar_g_monster_mage_attack_spike_decel;
+float autocvar_g_monster_mage_attack_spike_turnrate;
+float autocvar_g_monster_mage_attack_spike_speed_max;
+float autocvar_g_monster_mage_attack_spike_smart;
+float autocvar_g_monster_mage_attack_spike_smart_trace_min;
+float autocvar_g_monster_mage_attack_spike_smart_trace_max;
+float autocvar_g_monster_mage_attack_spike_smart_mindist;
+float autocvar_g_monster_mage_attack_push_damage;
+float autocvar_g_monster_mage_attack_push_radius;
+float autocvar_g_monster_mage_attack_push_delay;
+float autocvar_g_monster_mage_attack_push_force;
+float autocvar_g_monster_mage_heal_self;
+float autocvar_g_monster_mage_heal_allies;
+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_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;
@@ -50,6 +50,7 @@ void() mage_heal;
 void() mage_shield;
 
 .entity mage_spike;
+.float shield_ltime;
 
 float friend_needshelp(entity e)
 {
@@ -86,7 +87,7 @@ void mage_spike_explode()
        self.realowner.mage_spike = world;
        
        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);
+       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);
 
        remove (self);
 }
@@ -115,9 +116,9 @@ void mage_spike_think()
 
        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
+               spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
+               (autocvar_g_monster_mage_attack_spike_speed_max),
+               spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
        );
 
        if (self.enemy != world)
@@ -128,13 +129,13 @@ void mage_spike_think()
        {
                e               = self.enemy;
                eorg            = 0.5 * (e.absmin + e.absmax);
-               turnrate        = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
+               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);
 
                // 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)))
+               if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_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)
@@ -143,7 +144,7 @@ void mage_spike_think()
                                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));
+                       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));
 
                        // 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);
@@ -189,34 +190,12 @@ void mage_attack_spike()
        CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
 }
 
-void mage_attack_beam()
-{
-       if(self.health <= 0 || self.enemy.health <= 0)
-               return;
-               
-       traceline(self.origin + self.view_ofs, self.enemy.origin, FALSE, self);
-       
-       if(vlen(self.origin - trace_endpos) > 500)
-       {
-               self.attack_finished_single = time;
-               return;
-       }
-       
-       if(trace_ent)
-               Damage(trace_ent, self, self, 10, DEATH_MONSTER_MAGE, trace_ent.origin, '0 0 0');
-               
-       trailparticles(self, particleeffectnum("TE_TEI_G3RED_HIT"), self.origin + self.view_ofs, trace_ent.origin);
-       
-       if(time < self.attack_finished_single)
-               defer(0.1, mage_attack_beam);
-}
-
 void mage_heal()
 {
        entity head;
        float washealed = FALSE;
        
-       for(head = findradius(self.origin, MON_CVAR(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(friend_needshelp(head))
        {
                washealed = TRUE;
                string fx = "";
@@ -225,7 +204,7 @@ void mage_heal()
                        switch(self.skin)
                        {
                                case 0:
-                                       if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
+                                       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";
                                        break;
                                case 1:
@@ -238,12 +217,12 @@ void mage_heal()
                                case 2:
                                        if(head.armorvalue < autocvar_g_balance_armor_regenstable)
                                        {
-                                               head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
+                                               head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
                                                fx = "armorrepair_fx";
                                        }
                                        break;
                                case 3:
-                                       head.health = bound(0, head.health - ((head == self)  ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
+                                       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";
                                        break;
                        }
@@ -253,7 +232,7 @@ void mage_heal()
                else
                {
                        pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
-                       head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
+                       head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
                        WaypointSprite_UpdateHealth(head.sprite, head.health);
                }
        }
@@ -261,53 +240,53 @@ void mage_heal()
        if(washealed)
        {
                self.frame = mage_anim_attack;
-               self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
+               self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
        }
 }
 
-void mage_shield_think()
+void mage_push()
 {
-       self.nextthink = time;
+       sound(self, CH_SHOTS, "weapons/tagexp1.wav", 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, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
+       pointparticles(particleeffectnum("TE_EXPLOSION"), self.origin, '0 0 0', 1);
+       
+       self.frame = mage_anim_attack;
+       self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
+}
 
-       if(time >= self.ltime || self.owner.health <= 0)
-       {
-               self.owner.armorvalue = 0;
-               self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
-               remove(self);
+void mage_teleport()
+{
+       if(vlen(self.enemy.origin - self.origin) >= 500)
                return;
-       }
+
+       makevectors(self.enemy.angles);
+       tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+       
+       if(trace_fraction < 1)
+               return;
+               
+       pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1);
+       setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
+       
+       self.attack_finished_single = time + 0.2;
+}
+
+void mage_shield_remove()
+{
+       self.effects &= ~(EF_ADDITIVE | EF_BLUE);
+       self.armorvalue = 0;
+       self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
 }
 
 void mage_shield()
 {
-       if(self.weaponentity)
-               return; // already have a shield
-               
-       entity shield = spawn();
-
-       shield.owner = self;
-       shield.team = self.team;
-       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.lastshielded = time + MON_CVAR(mage, shield_delay);
-       
+       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.attack_finished_single = time + 1;
-       
-       self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
-       self.armorvalue = self.health;
 }
 
 float mage_attack(float attack_type)
@@ -315,24 +294,29 @@ float mage_attack(float attack_type)
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
+               {
+                       if(random() <= 0.7)
+                       {
+                               mage_push();
+                               return TRUE;
+                       }
+                               
+                       return FALSE;
+               }
                case MONSTER_ATTACK_RANGED:
                {
                        if not(self.mage_spike)
                        {
-                               if(random() <= 0.5)
+                               if(random() <= 0.4)
                                {
-                                       self.frame = mage_anim_attack;
-                                       self.attack_finished_single = time + 1.5; // 0.3 seconds of beam
-                                       defer(1.2, mage_attack_beam);
-                                       
+                                       mage_teleport();
                                        return TRUE;
                                }
                                else
                                {
                                        self.frame = mage_anim_attack;
-                                       self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
+                                       self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
                                        defer(0.2, mage_attack_spike);
-                                       
                                        return TRUE;
                                }
                        }
@@ -371,7 +355,7 @@ float m_mage(float req)
                        entity head;
                        float need_help = FALSE;
                        
-                       for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain)
+                       for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain)
                        if(head != self)
                        if(friend_needshelp(head))
                        {
@@ -379,18 +363,21 @@ float m_mage(float req)
                                break;
                        }
                                
-                       if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
+                       if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
                        if(time >= self.attack_finished_single)
                        if(random() < 0.5)
                                mage_heal();
                                
+                       if(time >= self.shield_ltime && self.armorvalue)
+                               mage_shield_remove();
+                               
                        if(self.enemy)
                        if(self.health < self.max_health)
                        if(time >= self.lastshielded)
                        if(random() < 0.5)
                                mage_shield();
                        
-                       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);
+                       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:
@@ -400,7 +387,7 @@ float m_mage(float req)
                }
                case MR_SETUP:
                {
-                       if not(self.health) self.health = MON_CVAR(mage, health);
+                       if not(self.health) self.health = (autocvar_g_monster_mage_health);
                        
                        self.monster_loot = spawnfunc_item_health_large;
                        self.monster_attackfunc = mage_attack;
@@ -411,13 +398,8 @@ float m_mage(float req)
                case MR_PRECACHE:
                {
                        precache_model ("models/monsters/mage.dpm");
-                       precache_model ("models/ctf/shield.md3");
                        precache_sound ("weapons/grenade_impact.wav");
-                       return TRUE;
-               }
-               case MR_CONFIG:
-               {
-                       MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
+                       precache_sound ("weapons/tagexp1.wav");
                        return TRUE;
                }
        }