+#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
+ 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)) {
+ SELFPARAM();
+ if (self.BUTTON_ATCK)
+ 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;
float autocvar_g_monster_mage_attack_spike_radius;
float autocvar_g_monster_mage_attack_spike_delay;
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;
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),
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)))
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;
///////////////
UpdateCSQCProjectile(self);
}
-void mage_attack_spike()
+void M_Mage_Attack_Spike(vector dir);
+void M_Mage_Attack_Spike_Aim()
{
- entity missile;
- vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+ 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 = 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 = "";
{
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);
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()
-{
+void M_Mage_Attack_Teleport()
+{SELFPARAM();
if(vlen(self.enemy.origin - self.origin) >= 500)
return;
if(trace_fraction < 1)
return;
- Send_Effect("spawn_event_neutral", self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_SPAWN_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()
-{
+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)
+{SELFPARAM();
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
{
if(random() <= 0.7)
{
- mage_push();
+ M_Mage_Attack_Push();
return true;
}
{
if(random() <= 0.4)
{
- mage_teleport();
+ M_Mage_Attack_Teleport();
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;
+ Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike_Aim);
return true;
}
}
return false;
}
-void spawnfunc_monster_mage()
-{
- self.classname = "monster_mage";
-
- if(!monster_initialize(MON_MAGE.monsterid)) { remove(self); return; }
-}
+void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
-// 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;
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;
}
- }
-
- return true;
-}
+ #endif
-#endif // CSQC
+#endif