]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/monster/mage.qc
remove local
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
1 #include "mage.qh"
2
3 #ifdef SVQC
4
5 SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
6 void M_Mage_Attack_Spike(entity this, vector dir);
7 void M_Mage_Attack_Push(entity this);
8 METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire))
9 {
10     TC(MageSpike, thiswep);
11     if (fire & 1)
12     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
13         if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
14         actor.enemy = Monster_FindTarget(actor);
15         W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_MAGE.m_id);
16         if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
17         M_Mage_Attack_Spike(actor, w_shotdir);
18         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
19     }
20     if (fire & 2)
21     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
22         M_Mage_Attack_Push(actor);
23         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
24     }
25 }
26
27 void M_Mage_Attack_Teleport(entity this, entity targ);
28
29 CLASS(OffhandMageTeleport, OffhandWeapon)
30     .bool OffhandMageTeleport_key_pressed;
31     METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
32     {
33         TC(OffhandMageTeleport, this);
34         if (key_pressed && !player.OffhandMageTeleport_key_pressed)
35                 M_Mage_Attack_Teleport(player, player.enemy);
36         player.OffhandMageTeleport_key_pressed = key_pressed;
37     }
38 ENDCLASS(OffhandMageTeleport)
39 OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
40
41 float autocvar_g_monster_mage_health;
42 float autocvar_g_monster_mage_damageforcescale = 0.5;
43 float autocvar_g_monster_mage_attack_spike_damage;
44 float autocvar_g_monster_mage_attack_spike_radius;
45 float autocvar_g_monster_mage_attack_spike_delay;
46 float autocvar_g_monster_mage_attack_spike_accel;
47 float autocvar_g_monster_mage_attack_spike_decel;
48 float autocvar_g_monster_mage_attack_spike_turnrate;
49 float autocvar_g_monster_mage_attack_spike_speed_max;
50 float autocvar_g_monster_mage_attack_spike_smart;
51 float autocvar_g_monster_mage_attack_spike_smart_trace_min;
52 float autocvar_g_monster_mage_attack_spike_smart_trace_max;
53 float autocvar_g_monster_mage_attack_spike_smart_mindist;
54 float autocvar_g_monster_mage_attack_push_damage;
55 float autocvar_g_monster_mage_attack_push_radius;
56 float autocvar_g_monster_mage_attack_push_delay;
57 float autocvar_g_monster_mage_attack_push_force;
58 float autocvar_g_monster_mage_heal_self;
59 float autocvar_g_monster_mage_heal_allies;
60 float autocvar_g_monster_mage_heal_minhealth;
61 float autocvar_g_monster_mage_heal_range;
62 float autocvar_g_monster_mage_heal_delay;
63 float autocvar_g_monster_mage_shield_time;
64 float autocvar_g_monster_mage_shield_delay;
65 float autocvar_g_monster_mage_shield_blockpercent;
66 float autocvar_g_monster_mage_speed_stop;
67 float autocvar_g_monster_mage_speed_run;
68 float autocvar_g_monster_mage_speed_walk;
69
70 /*
71 const float mage_anim_idle              = 0;
72 const float mage_anim_walk              = 1;
73 const float mage_anim_attack    = 2;
74 const float mage_anim_pain              = 3;
75 const float mage_anim_death             = 4;
76 const float mage_anim_run               = 5;
77 */
78
79 void M_Mage_Defend_Heal(entity this);
80 void M_Mage_Defend_Shield(entity this);
81
82 .entity mage_spike;
83 .float mage_shield_delay;
84 .float mage_shield_time;
85
86 bool M_Mage_Defend_Heal_Check(entity this, entity targ)
87 {
88         if(targ == NULL)
89                 return false;
90         if(GetResource(targ, RES_HEALTH) <= 0)
91                 return false;
92         if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
93                 return false;
94         if(STAT(FROZEN, targ))
95                 return false;
96         if(!IS_PLAYER(targ))
97                 return (IS_MONSTER(targ) && GetResource(targ, RES_HEALTH) < targ.max_health);
98         if(targ.items & ITEM_Shield.m_itemid)
99                 return false;
100
101         switch(this.skin)
102         {
103                 case 0: return (GetResource(targ, RES_HEALTH) < autocvar_g_balance_health_regenstable);
104                 case 1:
105                 {
106                         return ((GetResource(targ, RES_CELLS) && GetResource(targ, RES_CELLS) < g_pickup_cells_max)
107                                 ||  (GetResource(targ, RES_PLASMA) && GetResource(targ, RES_PLASMA) < g_pickup_plasma_max)
108                                 ||  (GetResource(targ, RES_ROCKETS) && GetResource(targ, RES_ROCKETS) < g_pickup_rockets_max)
109                                 ||  (GetResource(targ, RES_BULLETS) && GetResource(targ, RES_BULLETS) < g_pickup_nails_max)
110                                 ||  (GetResource(targ, RES_SHELLS) && GetResource(targ, RES_SHELLS) < g_pickup_shells_max)
111                                         );
112                 }
113                 case 2: return (GetResource(targ, RES_ARMOR) < autocvar_g_balance_armor_regenstable);
114                 case 3: return (GetResource(targ, RES_HEALTH) > 0);
115         }
116
117         return false;
118 }
119
120 void M_Mage_Attack_Spike_Explode(entity this, entity directhitentity)
121 {
122         this.event_damage = func_null;
123
124         sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
125
126         this.realowner.mage_spike = NULL;
127
128         Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
129         RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius),
130                                                 NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, directhitentity);
131
132         delete(this);
133 }
134
135 void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
136 {
137         PROJECTILE_TOUCH(this, toucher);
138
139         M_Mage_Attack_Spike_Explode(this, toucher);
140 }
141
142 .float wait;
143
144 // copied from W_Seeker_Think
145 void M_Mage_Attack_Spike_Think(entity this)
146 {
147         if (time > this.ltime || (this.enemy && GetResource(this.enemy, RES_HEALTH) <= 0) || GetResource(this.owner, RES_HEALTH) <= 0) {
148                 this.projectiledeathtype |= HITTYPE_SPLASH;
149                 M_Mage_Attack_Spike_Explode(this, NULL);
150         }
151
152         float spd = vlen(this.velocity);
153         spd = bound(
154                 spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
155                 (autocvar_g_monster_mage_attack_spike_speed_max),
156                 spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
157         );
158
159         if (this.enemy != NULL)
160                 if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
161                         this.enemy = NULL;
162
163         if (this.enemy != NULL)
164         {
165                 entity e = this.enemy;
166                 vector eorg = 0.5 * (e.absmin + e.absmax);
167                 float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
168                 vector desireddir = normalize(eorg - this.origin);
169                 vector olddir = normalize(this.velocity); // get my current direction
170
171                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
172                 if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - this.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
173                 {
174                         // Is it a better idea (shorter distance) to trace to the target itself?
175                         if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
176                                 traceline(this.origin, this.origin + olddir * this.wait, false, this);
177                         else
178                                 traceline(this.origin, eorg, false, this);
179
180                         // Setup adaptive tracelength
181                         this.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
182
183                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
184                         desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
185                 }
186
187                 vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
188                 this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
189         }
190
191         ///////////////
192
193         //this.angles = vectoangles(this.velocity);                     // turn model in the new flight direction
194         this.nextthink = time;// + 0.05; // csqc projectiles
195         UpdateCSQCProjectile(this);
196 }
197
198 void M_Mage_Attack_Spike(entity this, vector dir)
199 {
200         makevectors(this.angles);
201
202         entity missile = spawn();
203         missile.owner = missile.realowner = this;
204         setthink(missile, M_Mage_Attack_Spike_Think);
205         missile.ltime = time + 7;
206         missile.nextthink = time;
207         missile.solid = SOLID_BBOX;
208         set_movetype(missile, MOVETYPE_FLYMISSILE);
209         missile.flags = FL_PROJECTILE;
210         IL_PUSH(g_projectiles, missile);
211         IL_PUSH(g_bot_dodge, missile);
212         setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
213         setsize(missile, '0 0 0', '0 0 0');
214         missile.velocity = dir * 400;
215         missile.avelocity = '300 300 300';
216         missile.enemy = this.enemy;
217         settouch(missile, M_Mage_Attack_Spike_Touch);
218
219         this.mage_spike = missile;
220
221         CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
222 }
223
224 void M_Mage_Defend_Heal(entity this)
225 {
226         float washealed = false;
227
228         FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
229         {
230                 washealed = true;
231                 entity fx = EFFECT_Null;
232                 if(IS_PLAYER(it))
233                 {
234                         switch(this.skin)
235                         {
236                                 case 0:
237                                 {
238                                         Heal(it, this, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_health_regenstable);
239                                         fx = EFFECT_HEALING;
240                                         break;
241                                 }
242                                 case 1:
243                                 {
244                                         if(GetResource(this, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max);
245                                         if(GetResource(this, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max);
246                                         if(GetResource(this, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max);
247                                         if(GetResource(this, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max);
248                                         if(GetResource(this, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max);
249                                         // TODO: fuel?
250                                         fx = EFFECT_AMMO_REGEN;
251                                         break;
252                                 }
253                                 case 2:
254                                         if(GetResource(it, RES_ARMOR) < autocvar_g_balance_armor_regenstable)
255                                         {
256                                                 GiveResourceWithLimit(it, RES_ARMOR, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_armor_regenstable);
257                                                 fx = EFFECT_ARMOR_REPAIR;
258                                         }
259                                         break;
260                                 case 3:
261                                         float hp = ((it == this) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_allies);
262                                         TakeResource(it, RES_HEALTH, hp); // TODO: use regular damage functions? needs a way to bypass friendly fire checks
263                                         fx = EFFECT_RAGE;
264                                         break;
265                         }
266
267                         Send_Effect(fx, it.origin, '0 0 0', 1);
268                 }
269                 else
270                 {
271                         Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
272                         Heal(it, this, autocvar_g_monster_mage_heal_allies, RES_LIMIT_NONE);
273                         if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
274                                 WaypointSprite_UpdateHealth(it.sprite, GetResource(it, RES_HEALTH));
275                 }
276         });
277
278         if(washealed)
279         {
280                 setanim(this, this.anim_shoot, true, true, true);
281                 this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
282                 this.anim_finished = time + 1.5;
283         }
284 }
285
286 void M_Mage_Attack_Push(entity this)
287 {
288         sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
289         RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius),
290                                                 NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy);
291         Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
292
293         setanim(this, this.anim_shoot, true, true, true);
294         this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
295 }
296
297 void M_Mage_Attack_Teleport(entity this, entity targ)
298 {
299         if(!targ) return;
300         if(vdist(targ.origin - this.origin, >, 1500)) return;
301
302         makevectors(targ.angles);
303         tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
304
305         if(trace_fraction < 1)
306                 return;
307
308         vector newpos = targ.origin + ((v_forward * -1) * 200);
309
310         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
311         Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
312
313         setorigin(this, newpos);
314
315         vector a = vectoangles(targ.origin - this.origin);
316         a.x = -a.x;
317         this.angles_x = a.x;
318         this.angles_y = a.y;
319         this.fixangle = true;
320         this.velocity *= 0.5;
321
322         this.attack_finished_single[0] = time + 0.2;
323 }
324
325 void M_Mage_Defend_Shield_Remove(entity this)
326 {
327         this.effects &= ~(EF_ADDITIVE | EF_BLUE);
328         SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
329 }
330
331 void M_Mage_Defend_Shield(entity this)
332 {
333         this.effects |= (EF_ADDITIVE | EF_BLUE);
334         this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
335         SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
336         this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
337         setanim(this, this.anim_shoot, true, true, true);
338         this.attack_finished_single[0] = time + 1;
339         this.anim_finished = time + 1;
340 }
341
342 bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
343 {
344         switch(attack_type)
345         {
346                 case MONSTER_ATTACK_MELEE:
347                 {
348                         if(random() <= 0.7)
349                         {
350                                 Weapon wep = WEP_MAGE_SPIKE;
351
352                                 wep.wr_think(wep, actor, weaponentity, 2);
353                                 return true;
354                         }
355
356                         return false;
357                 }
358                 case MONSTER_ATTACK_RANGED:
359                 {
360                         if(!actor.mage_spike)
361                         {
362                                 if(random() <= 0.4)
363                                 {
364                                         OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
365                                         off.offhand_think(off, actor, true);
366                                         return true;
367                                 }
368                                 else
369                                 {
370                                         setanim(actor, actor.anim_shoot, true, true, true);
371                                         actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
372                                         actor.anim_finished = time + 1;
373                                         Weapon wep = WEP_MAGE_SPIKE;
374                                         wep.wr_think(wep, actor, weaponentity, 1);
375                                         return true;
376                                 }
377                         }
378
379                         if(actor.mage_spike)
380                                 return true;
381                         else
382                                 return false;
383                 }
384         }
385
386         return false;
387 }
388
389 spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE.monsterid); }
390
391 #endif // SVQC
392
393 #ifdef SVQC
394 METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
395 {
396     TC(Mage, thismon);
397     bool need_help = false;
398
399     FOREACH_CLIENT(IS_PLAYER(it) && it != actor,
400     {
401         if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
402         if(M_Mage_Defend_Heal_Check(actor, it))
403         {
404             need_help = true;
405             break;
406         }
407     });
408
409     if(!need_help)
410     {
411         IL_EACH(g_monsters, it != actor,
412         {
413                 if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
414                 if(M_Mage_Defend_Heal_Check(actor, it))
415                 {
416                     need_help = true;
417                     break;
418                 }
419         });
420     }
421
422     if(GetResource(actor, RES_HEALTH) < (autocvar_g_monster_mage_heal_minhealth) || need_help)
423     if(time >= actor.attack_finished_single[0])
424     if(random() < 0.5)
425         M_Mage_Defend_Heal(actor);
426
427     if(time >= actor.mage_shield_time && GetResource(actor, RES_ARMOR))
428         M_Mage_Defend_Shield_Remove(actor);
429
430     if(actor.enemy)
431     if(GetResource(actor, RES_HEALTH) < actor.max_health)
432     if(time >= actor.mage_shield_delay)
433     if(random() < 0.5)
434         M_Mage_Defend_Shield(actor);
435
436     return true;
437 }
438
439 METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype))
440 {
441     TC(Mage, this);
442     return damage_take;
443 }
444
445 METHOD(Mage, mr_death, bool(Mage this, entity actor))
446 {
447     TC(Mage, this);
448     setanim(actor, actor.anim_die1, false, true, true);
449     return true;
450 }
451
452 #endif
453 #ifdef GAMEQC
454 METHOD(Mage, mr_anim, bool(Mage this, entity actor))
455 {
456     TC(Mage, this);
457     vector none = '0 0 0';
458     actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
459     actor.anim_walk = animfixfps(actor, '1 1 1', none);
460     actor.anim_idle = animfixfps(actor, '0 1 1', none);
461     actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
462     actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
463     actor.anim_run = animfixfps(actor, '5 1 1', none);
464     return true;
465 }
466 #endif
467 #ifdef SVQC
468 .float speed;
469 METHOD(Mage, mr_setup, bool(Mage this, entity actor))
470 {
471     TC(Mage, this);
472     if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_mage_health);
473     if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
474     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
475     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
476     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
477
478     actor.monster_loot = ITEM_HealthBig;
479     actor.monster_attackfunc = M_Mage_Attack;
480
481     return true;
482 }
483 #endif