]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Merge branch 'master' into terencehill/spectatee_status_update
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index c67729ee1ef7a0bf3cbf2795660119a2818af7ac..650999de1eaf4c7c63e7b295d6b5a6143ed94fb7 100644 (file)
@@ -1,39 +1,4 @@
-#ifndef MAGE_H
-#define MAGE_H
-
-#ifndef MENUQC
-MODEL(MON_MAGE, M_Model("mage.dpm"));
-#endif
-
-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
-    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
-    this.mr_precache(this);
-#endif
-}
-
-#include <common/weapons/all.qh>
-#include <common/items/all.qc>
-
-CLASS(MageSpike, PortoLaunch)
-/* flags     */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
-/* impulse   */ ATTRIB(MageSpike, impulse, int, 9);
-/* refname   */ ATTRIB(MageSpike, netname, string, "magespike");
-/* wepname   */ ATTRIB(MageSpike, m_name, string, _("Mage spike"));
-ENDCLASS(MageSpike)
-REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
-
-#endif
+#include "mage.qh"
 
 #ifdef IMPLEMENTATION
 
@@ -49,7 +14,7 @@ METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weapon
     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
         if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
         actor.enemy = Monster_FindTarget(actor);
-        W_SetupShot_Dir(actor, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0);
+        W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0);
        if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
         M_Mage_Attack_Spike(actor, w_shotdir);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
@@ -122,7 +87,7 @@ void M_Mage_Defend_Shield(entity this);
 
 bool M_Mage_Defend_Heal_Check(entity this, entity targ)
 {
-       if(targ == world)
+       if(targ == NULL)
                return false;
        if(targ.health <= 0)
                return false;
@@ -146,81 +111,81 @@ bool M_Mage_Defend_Heal_Check(entity this, entity targ)
        return false;
 }
 
-void M_Mage_Attack_Spike_Explode(entity this)
+void M_Mage_Attack_Spike_Explode(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
 
        sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
 
-       this.realowner.mage_spike = world;
+       this.realowner.mage_spike = NULL;
 
        Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
-       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), world, world, 0, DEATH_MONSTER_MAGE.m_id, other);
+       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), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, directhitentity);
 
-       remove (this);
+       delete (this);
 }
 
-void M_Mage_Attack_Spike_Touch()
+void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH;
+       PROJECTILE_TOUCH(this, toucher);
 
-       M_Mage_Attack_Spike_Explode(self);
+       M_Mage_Attack_Spike_Explode(this, toucher);
 }
 
 .float wait;
 
 // copied from W_Seeker_Think
-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;
-               M_Mage_Attack_Spike_Explode(self);
+void M_Mage_Attack_Spike_Think(entity this)
+{
+       if (time > this.ltime || (this.enemy && this.enemy.health <= 0) || this.owner.health <= 0) {
+               this.projectiledeathtype |= HITTYPE_SPLASH;
+               M_Mage_Attack_Spike_Explode(this, NULL);
        }
 
-       float spd = vlen(self.velocity);
+       float spd = vlen(this.velocity);
        spd = bound(
                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)
-               if (self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
-                       self.enemy = world;
+       if (this.enemy != NULL)
+               if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
+                       this.enemy = NULL;
 
-       if (self.enemy != world)
+       if (this.enemy != NULL)
        {
-               entity e = self.enemy;
+               entity e = this.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
+               vector desireddir = normalize(eorg - this.origin);
+               vector olddir = normalize(this.velocity); // get my current direction
 
                // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
-               if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - self.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
+               if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - this.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
                {
-                       // Is it a better idea (shorter distance) to trace to the target itself?
-                       if ( vlen2(self.origin + olddir * self.wait) < vlen2(eorg - self.origin))
-                               traceline(self.origin, self.origin + olddir * self.wait, false, self);
+                       // Is it a better idea (shorter distance) to trace to the target itthis?
+                       if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
+                               traceline(this.origin, this.origin + olddir * this.wait, false, this);
                        else
-                               traceline(self.origin, eorg, false, self);
+                               traceline(this.origin, eorg, false, this);
 
                        // Setup adaptive tracelength
-                       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));
+                       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));
 
                        // 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);
                }
 
                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
+               this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
        }
 
        ///////////////
 
-       //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
-       self.nextthink = time;// + 0.05; // csqc projectiles
-       UpdateCSQCProjectile(self);
+       //this.angles = vectoangles(this.velocity);                     // turn model in the new flight direction
+       this.nextthink = time;// + 0.05; // csqc projectiles
+       UpdateCSQCProjectile(this);
 }
 
 void M_Mage_Attack_Spike(entity this, vector dir)
@@ -229,18 +194,19 @@ void M_Mage_Attack_Spike(entity this, vector dir)
 
        entity missile = spawn();
        missile.owner = missile.realowner = this;
-       missile.think = M_Mage_Attack_Spike_Think;
+       setthink(missile, M_Mage_Attack_Spike_Think);
        missile.ltime = time + 7;
        missile.nextthink = time;
        missile.solid = SOLID_BBOX;
-       missile.movetype = MOVETYPE_FLYMISSILE;
+       set_movetype(missile, MOVETYPE_FLYMISSILE);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
        setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
        setsize(missile, '0 0 0', '0 0 0');
        missile.velocity = dir * 400;
        missile.avelocity = '300 300 300';
        missile.enemy = this.enemy;
-       missile.touch = M_Mage_Attack_Spike_Touch;
+       settouch(missile, M_Mage_Attack_Spike_Touch);
 
        this.mage_spike = missile;
 
@@ -249,52 +215,51 @@ void M_Mage_Attack_Spike(entity this, vector dir)
 
 void M_Mage_Defend_Heal(entity this)
 {
-       entity head;
        float washealed = false;
 
-       for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
+       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
        {
                washealed = true;
                string fx = "";
-               if(IS_PLAYER(head))
+               if(IS_PLAYER(it))
                {
                        switch(this.skin)
                        {
                                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);
+                                       if(it.health < autocvar_g_balance_health_regenstable) it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
                                        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);
-                                       if(head.ammo_plasma) head.ammo_plasma = bound(head.ammo_plasma, head.ammo_plasma + 1, g_pickup_plasma_max);
-                                       if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
-                                       if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
-                                       if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
+                                       if(it.ammo_cells) it.ammo_cells = bound(it.ammo_cells, it.ammo_cells + 1, g_pickup_cells_max);
+                                       if(it.ammo_plasma) it.ammo_plasma = bound(it.ammo_plasma, it.ammo_plasma + 1, g_pickup_plasma_max);
+                                       if(it.ammo_rockets) it.ammo_rockets = bound(it.ammo_rockets, it.ammo_rockets + 1, g_pickup_rockets_max);
+                                       if(it.ammo_shells) it.ammo_shells = bound(it.ammo_shells, it.ammo_shells + 2, g_pickup_shells_max);
+                                       if(it.ammo_nails) it.ammo_nails = bound(it.ammo_nails, it.ammo_nails + 5, g_pickup_nails_max);
                                        fx = "ammoregen_fx";
                                        break;
                                case 2:
-                                       if(head.armorvalue < autocvar_g_balance_armor_regenstable)
+                                       if(it.armorvalue < autocvar_g_balance_armor_regenstable)
                                        {
-                                               head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
+                                               it.armorvalue = bound(0, it.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 == this)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
+                                       it.health = bound(0, it.health - ((it == this)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
                                        fx = EFFECT_RAGE.eent_eff_name;
                                        break;
                        }
 
-                       Send_Effect_(fx, head.origin, '0 0 0', 1);
+                       Send_Effect_(fx, it.origin, '0 0 0', 1);
                }
                else
                {
-                       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) && head.sprite)
-                               WaypointSprite_UpdateHealth(head.sprite, head.health);
+                       Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
+                       it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), it.max_health);
+                       if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
+                               WaypointSprite_UpdateHealth(it.sprite, it.health);
                }
-       }
+       });
 
        if(washealed)
        {
@@ -307,7 +272,7 @@ void M_Mage_Defend_Heal(entity this)
 void M_Mage_Attack_Push(entity this)
 {
        sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
-       RadiusDamage (this, this, (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.m_id, this.enemy);
+       RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, this.enemy);
        Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
 
        setanim(this, this.anim_shoot, true, true, true);
@@ -445,10 +410,10 @@ METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
     return true;
 }
 
-METHOD(Mage, mr_pain, bool(Mage this, entity actor))
+METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype))
 {
     TC(Mage, this);
-    return true;
+    return damage_take;
 }
 
 METHOD(Mage, mr_death, bool(Mage this, entity actor))
@@ -459,7 +424,7 @@ METHOD(Mage, mr_death, bool(Mage this, entity actor))
 }
 
 #endif
-#ifndef MENUQC
+#ifdef GAMEQC
 METHOD(Mage, mr_anim, bool(Mage this, entity actor))
 {
     TC(Mage, this);