]> 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 86e780e0a4657aa523489eb0b9ad82bc7bf9f698..b2dba6a99cebf1ad63f21cfcec641fcb3414ebd2 100644 (file)
@@ -45,16 +45,22 @@ 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_chance = 0.45;
 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_chance = 0.7;
 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_attack_teleport_chance = 0.2;
+float autocvar_g_monster_mage_attack_teleport_delay = 2;
+float autocvar_g_monster_mage_attack_teleport_random = 0.4;
+float autocvar_g_monster_mage_attack_teleport_random_range = 1200;
 float autocvar_g_monster_mage_heal_self;
 float autocvar_g_monster_mage_heal_allies;
 float autocvar_g_monster_mage_heal_minhealth;
@@ -223,7 +229,7 @@ void M_Mage_Attack_Spike(entity this, vector dir)
 
 void M_Mage_Defend_Heal(entity this)
 {
-       float washealed = false;
+       bool washealed = false;
 
        FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
        {
@@ -241,11 +247,11 @@ void M_Mage_Defend_Heal(entity this)
                                }
                                case 1:
                                {
-                                       if(GetResource(this, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max);
-                                       if(GetResource(this, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max);
-                                       if(GetResource(this, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max);
-                                       if(GetResource(this, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max);
-                                       if(GetResource(this, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max);
+                                       if(GetResource(it, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max);
+                                       if(GetResource(it, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max);
+                                       if(GetResource(it, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max);
+                                       if(GetResource(it, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max);
+                                       if(GetResource(it, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max);
                                        // TODO: fuel?
                                        fx = EFFECT_AMMO_REGEN;
                                        break;
@@ -277,8 +283,9 @@ void M_Mage_Defend_Heal(entity this)
 
        if(washealed)
        {
-               setanim(this, this.anim_shoot, true, true, true);
+               setanim(this, this.anim_melee, true, true, true);
                this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+               this.state = MONSTER_ATTACK_MELEE;
                this.anim_finished = time + 1.5;
        }
 }
@@ -290,8 +297,10 @@ void M_Mage_Attack_Push(entity this)
                                                NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy);
        Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
 
-       setanim(this, this.anim_shoot, true, true, true);
+       setanim(this, this.anim_duckjump, true, true, true);
        this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
+       this.anim_finished = time + 1;
+       this.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike
 }
 
 void M_Mage_Attack_Teleport(entity this, entity targ)
@@ -299,13 +308,33 @@ void M_Mage_Attack_Teleport(entity this, entity targ)
        if(!targ) return;
        if(vdist(targ.origin - this.origin, >, 1500)) return;
 
+       if(autocvar_g_monster_mage_attack_teleport_random && random() <= autocvar_g_monster_mage_attack_teleport_random)
+       {
+               vector oldpos = this.origin;
+               vector extrasize = '1 1 1' * autocvar_g_monster_mage_attack_teleport_random_range;
+               if(MoveToRandomLocationWithinBounds(this, this.absmin - extrasize, this.absmax + extrasize,
+                                                                                       DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, 
+                                                                                       Q3SURFACEFLAG_SKY, 10, 64, 256, true))
+               {
+                       vector a = vectoangles(targ.origin - this.origin);
+                       this.angles = '0 1 0' * a.y;
+                       this.fixangle = true;
+                       Send_Effect(EFFECT_SPAWN_NEUTRAL, oldpos, '0 0 0', 1);
+                       Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+                       this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
+                       return;
+               }
+       }
+
+       if(!IS_ONGROUND(targ)) return;
+
        makevectors(targ.angles);
-       tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
+       tracebox(CENTER_OR_VIEWOFS(targ), this.mins, this.maxs, CENTER_OR_VIEWOFS(targ) + ((v_forward * -1) * 200), MOVE_NOMONSTERS, this);
 
        if(trace_fraction < 1)
                return;
 
-       vector newpos = targ.origin + ((v_forward * -1) * 200);
+       vector newpos = trace_endpos;
 
        Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
        Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
@@ -319,7 +348,7 @@ void M_Mage_Attack_Teleport(entity this, entity targ)
        this.fixangle = true;
        this.velocity *= 0.5;
 
-       this.attack_finished_single[0] = time + 0.2;
+       this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
 }
 
 void M_Mage_Defend_Shield_Remove(entity this)
@@ -335,7 +364,7 @@ void M_Mage_Defend_Shield(entity this)
        SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
        this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
        setanim(this, this.anim_shoot, true, true, true);
-       this.attack_finished_single[0] = time + 1;
+       this.attack_finished_single[0] = time + 1; // give just a short cooldown on attacking
        this.anim_finished = time + 1;
 }
 
@@ -345,7 +374,7 @@ bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponent
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       if(random() <= 0.7)
+                       if(random() <= autocvar_g_monster_mage_attack_push_chance)
                        {
                                Weapon wep = WEP_MAGE_SPIKE;
 
@@ -357,29 +386,25 @@ bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponent
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       if(!actor.mage_spike)
+                       if(random() <= autocvar_g_monster_mage_attack_teleport_chance)
                        {
-                               if(random() <= 0.4)
-                               {
-                                       OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
-                                       off.offhand_think(off, actor, true);
-                                       return true;
-                               }
-                               else
-                               {
-                                       setanim(actor, actor.anim_shoot, true, true, true);
-                                       actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
-                                       actor.anim_finished = time + 1;
-                                       Weapon wep = WEP_MAGE_SPIKE;
-                                       wep.wr_think(wep, actor, weaponentity, 1);
-                                       return true;
-                               }
+                               OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+                               actor.OffhandMageTeleport_key_pressed = 0;
+                               off.offhand_think(off, actor, 1);
+                               return true;
                        }
-
-                       if(actor.mage_spike)
+                       else if(!actor.mage_spike && random() <= autocvar_g_monster_mage_attack_spike_chance)
+                       {
+                               setanim(actor, actor.anim_shoot, true, true, true);
+                               actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+                               actor.anim_finished = time + 1;
+                               actor.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike
+                               Weapon wep = WEP_MAGE_SPIKE;
+                               wep.wr_think(wep, actor, weaponentity, 1);
                                return true;
-                       else
-                               return false;
+                       }
+
+                       return false;
                }
        }
 
@@ -445,7 +470,7 @@ METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity a
 METHOD(Mage, mr_death, bool(Mage this, entity actor))
 {
     TC(Mage, this);
-    setanim(actor, actor.anim_die1, false, true, true);
+    setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
     return true;
 }
 
@@ -455,12 +480,22 @@ METHOD(Mage, mr_anim, bool(Mage this, entity actor))
 {
     TC(Mage, this);
     vector none = '0 0 0';
-    actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
-    actor.anim_walk = animfixfps(actor, '1 1 1', none);
     actor.anim_idle = animfixfps(actor, '0 1 1', none);
-    actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+    actor.anim_walk = animfixfps(actor, '1 1 1', none);
+    actor.anim_run = animfixfps(actor, '1 1 1', none);
     actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
-    actor.anim_run = animfixfps(actor, '5 1 1', none);
+    actor.anim_duckjump = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+    actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+    //actor.anim_fire1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+    //actor.anim_fire2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+    //actor.anim_fire3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+    actor.anim_pain1 = animfixfps(actor, '6 1 2', none); // 0.5 seconds
+    actor.anim_pain2 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+    //actor.anim_pain3 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+    actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+    actor.anim_die2 = animfixfps(actor, '10 1 0.5', none); // 2 seconds
+    //actor.anim_dead1 = animfixfps(actor, '11 1 0.5', none); // 2 seconds
+    //actor.anim_dead2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
     return true;
 }
 #endif