]> 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 0ca1c18c0b3298abe0c1cd1741325bc5e73a35eb..f307b8aa1da4d0972bc6c0ca38fe60db39b641c4 100644 (file)
@@ -12,6 +12,7 @@ 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);
+        monster_makevectors(actor, actor.enemy);
         W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_MAGE.m_id);
        if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
         M_Mage_Attack_Spike(actor, w_shotdir);
@@ -36,7 +37,8 @@ CLASS(OffhandMageTeleport, OffhandWeapon)
         player.OffhandMageTeleport_key_pressed = key_pressed;
     }
 ENDCLASS(OffhandMageTeleport)
-OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
+OffhandMageTeleport OFFHAND_MAGE_TELEPORT;
+STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
 
 float autocvar_g_monster_mage_health;
 float autocvar_g_monster_mage_damageforcescale = 0.5;
@@ -87,37 +89,36 @@ void M_Mage_Defend_Shield(entity this);
 
 .entity mage_spike;
 .float mage_shield_delay;
-.float mage_shield_time;
 
 bool M_Mage_Defend_Heal_Check(entity this, entity targ)
 {
        if(targ == NULL)
                return false;
-       if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0)
+       if(GetResource(targ, RES_HEALTH) <= 0)
                return false;
        if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
                return false;
        if(STAT(FROZEN, targ))
                return false;
        if(!IS_PLAYER(targ))
-               return (IS_MONSTER(targ) && GetResourceAmount(targ, RESOURCE_HEALTH) < targ.max_health);
-       if(targ.items & ITEM_Shield.m_itemid)
+               return (IS_MONSTER(targ) && GetResource(targ, RES_HEALTH) < targ.max_health);
+       if(StatusEffects_active(STATUSEFFECT_Shield, targ))
                return false;
 
        switch(this.skin)
        {
-               case 0: return (GetResourceAmount(targ, RESOURCE_HEALTH) < autocvar_g_balance_health_regenstable);
+               case 0: return (GetResource(targ, RES_HEALTH) < autocvar_g_balance_health_regenstable);
                case 1:
                {
-                       return ((GetResourceAmount(targ, RESOURCE_CELLS) && GetResourceAmount(targ, RESOURCE_CELLS) < g_pickup_cells_max)
-                               ||  (GetResourceAmount(targ, RESOURCE_PLASMA) && GetResourceAmount(targ, RESOURCE_PLASMA) < g_pickup_plasma_max)
-                               ||  (GetResourceAmount(targ, RESOURCE_ROCKETS) && GetResourceAmount(targ, RESOURCE_ROCKETS) < g_pickup_rockets_max)
-                               ||  (GetResourceAmount(targ, RESOURCE_BULLETS) && GetResourceAmount(targ, RESOURCE_BULLETS) < g_pickup_nails_max)
-                               ||  (GetResourceAmount(targ, RESOURCE_SHELLS) && GetResourceAmount(targ, RESOURCE_SHELLS) < g_pickup_shells_max)
+                       return ((GetResource(targ, RES_CELLS) && GetResource(targ, RES_CELLS) < g_pickup_cells_max)
+                               ||  (GetResource(targ, RES_PLASMA) && GetResource(targ, RES_PLASMA) < g_pickup_plasma_max)
+                               ||  (GetResource(targ, RES_ROCKETS) && GetResource(targ, RES_ROCKETS) < g_pickup_rockets_max)
+                               ||  (GetResource(targ, RES_BULLETS) && GetResource(targ, RES_BULLETS) < g_pickup_nails_max)
+                               ||  (GetResource(targ, RES_SHELLS) && GetResource(targ, RES_SHELLS) < g_pickup_shells_max)
                                        );
                }
-               case 2: return (GetResourceAmount(targ, RESOURCE_ARMOR) < autocvar_g_balance_armor_regenstable);
-               case 3: return (GetResourceAmount(targ, RESOURCE_HEALTH) > 0);
+               case 2: return (GetResource(targ, RES_ARMOR) < autocvar_g_balance_armor_regenstable);
+               case 3: return (GetResource(targ, RES_HEALTH) > 0);
        }
 
        return false;
@@ -150,7 +151,7 @@ void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
 // copied from W_Seeker_Think
 void M_Mage_Attack_Spike_Think(entity this)
 {
-       if (time > this.ltime || (this.enemy && GetResourceAmount(this.enemy, RESOURCE_HEALTH) <= 0) || GetResourceAmount(this.owner, RESOURCE_HEALTH) <= 0) {
+       if (time > this.ltime || (this.enemy && GetResource(this.enemy, RES_HEALTH) <= 0) || GetResource(this.owner, RES_HEALTH) <= 0) {
                this.projectiledeathtype |= HITTYPE_SPLASH;
                M_Mage_Attack_Spike_Explode(this, NULL);
        }
@@ -205,7 +206,7 @@ void M_Mage_Attack_Spike(entity this, vector dir)
 {
        makevectors(this.angles);
 
-       entity missile = spawn();
+       entity missile = new(M_Mage_Attack_Spike);
        missile.owner = missile.realowner = this;
        setthink(missile, M_Mage_Attack_Spike_Think);
        missile.ltime = time + 7;
@@ -247,25 +248,25 @@ void M_Mage_Defend_Heal(entity this)
                                }
                                case 1:
                                {
-                                       if(GetResourceAmount(it, RESOURCE_CELLS)) GiveResourceWithLimit(it, RESOURCE_CELLS, 1, g_pickup_cells_max);
-                                       if(GetResourceAmount(it, RESOURCE_PLASMA)) GiveResourceWithLimit(it, RESOURCE_PLASMA, 1, g_pickup_plasma_max);
-                                       if(GetResourceAmount(it, RESOURCE_ROCKETS)) GiveResourceWithLimit(it, RESOURCE_ROCKETS, 1, g_pickup_rockets_max);
-                                       if(GetResourceAmount(it, RESOURCE_SHELLS)) GiveResourceWithLimit(it, RESOURCE_SHELLS, 2, g_pickup_shells_max);
-                                       if(GetResourceAmount(it, RESOURCE_BULLETS)) GiveResourceWithLimit(it, RESOURCE_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;
                                }
                                case 2:
-                                       if(GetResourceAmount(it, RESOURCE_ARMOR) < autocvar_g_balance_armor_regenstable)
+                                       if(GetResource(it, RES_ARMOR) < autocvar_g_balance_armor_regenstable)
                                        {
-                                               GiveResourceWithLimit(it, RESOURCE_ARMOR, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_armor_regenstable);
+                                               GiveResourceWithLimit(it, RES_ARMOR, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_armor_regenstable);
                                                fx = EFFECT_ARMOR_REPAIR;
                                        }
                                        break;
                                case 3:
                                        float hp = ((it == this) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_allies);
-                                       TakeResource(it, RESOURCE_HEALTH, hp); // TODO: use regular damage functions? needs a way to bypass friendly fire checks
+                                       TakeResource(it, RES_HEALTH, hp); // TODO: use regular damage functions? needs a way to bypass friendly fire checks
                                        fx = EFFECT_RAGE;
                                        break;
                        }
@@ -275,9 +276,9 @@ void M_Mage_Defend_Heal(entity this)
                else
                {
                        Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
-                       Heal(it, this, autocvar_g_monster_mage_heal_allies, RESOURCE_LIMIT_NONE);
+                       Heal(it, this, autocvar_g_monster_mage_heal_allies, RES_LIMIT_NONE);
                        if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
-                               WaypointSprite_UpdateHealth(it.sprite, GetResourceAmount(it, RESOURCE_HEALTH));
+                               WaypointSprite_UpdateHealth(it.sprite, GetResource(it, RES_HEALTH));
                }
        });
 
@@ -314,7 +315,7 @@ void M_Mage_Attack_Teleport(entity this, entity targ)
                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, 1024, 256, true))
+                                                                                       Q3SURFACEFLAG_SKY, 10, 64, 256, true))
                {
                        vector a = vectoangles(targ.origin - this.origin);
                        this.angles = '0 1 0' * a.y;
@@ -351,18 +352,11 @@ void M_Mage_Attack_Teleport(entity this, entity targ)
        this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
 }
 
-void M_Mage_Defend_Shield_Remove(entity this)
-{
-       this.effects &= ~(EF_ADDITIVE | EF_BLUE);
-       SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_monsters_armor_blockpercent);
-}
-
 void M_Mage_Defend_Shield(entity this)
 {
-       this.effects |= (EF_ADDITIVE | EF_BLUE);
+       StatusEffects_apply(STATUSEFFECT_Shield, this, time + autocvar_g_monster_mage_shield_time, 0);
        this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
-       SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
-       this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
+       SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
        setanim(this, this.anim_shoot, true, true, true);
        this.attack_finished_single[0] = time + 1; // give just a short cooldown on attacking
        this.anim_finished = time + 1;
@@ -411,7 +405,7 @@ bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponent
        return false;
 }
 
-spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE); }
 
 #endif // SVQC
 
@@ -444,18 +438,13 @@ METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
        });
     }
 
-    if(GetResourceAmount(actor, RESOURCE_HEALTH) < (autocvar_g_monster_mage_heal_minhealth) || need_help)
+    if(GetResource(actor, RES_HEALTH) < (autocvar_g_monster_mage_heal_minhealth) || need_help)
     if(time >= actor.attack_finished_single[0])
     if(random() < 0.5)
         M_Mage_Defend_Heal(actor);
 
-    if(time >= actor.mage_shield_time && GetResourceAmount(actor, RESOURCE_ARMOR))
-        M_Mage_Defend_Shield_Remove(actor);
-
-    if(actor.enemy)
-    if(GetResourceAmount(actor, RESOURCE_HEALTH) < actor.max_health)
-    if(time >= actor.mage_shield_delay)
-    if(random() < 0.5)
+    if(actor.enemy && time >= actor.mage_shield_delay && random() < 0.5)
+    if(GetResource(actor, RES_HEALTH) < actor.max_health && !StatusEffects_active(STATUSEFFECT_Shield, actor))
         M_Mage_Defend_Shield(actor);
 
     return true;
@@ -504,7 +493,7 @@ METHOD(Mage, mr_anim, bool(Mage this, entity actor))
 METHOD(Mage, mr_setup, bool(Mage this, entity actor))
 {
     TC(Mage, this);
-    if(!GetResourceAmount(this, RESOURCE_HEALTH)) SetResourceAmountExplicit(actor, RESOURCE_HEALTH, autocvar_g_monster_mage_health);
+    if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_mage_health);
     if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }