1 #ifdef REGISTER_MONSTER
6 /* mins,maxs */ '-36 -36 -24', '36 36 50',
7 /* model */ "mage.dpm",
9 /* fullname */ _("Mage")
12 #define MAGE_SETTINGS(monster) \
13 MON_ADD_CVAR(monster, health) \
14 MON_ADD_CVAR(monster, attack_spike_damage) \
15 MON_ADD_CVAR(monster, attack_spike_radius) \
16 MON_ADD_CVAR(monster, attack_spike_delay) \
17 MON_ADD_CVAR(monster, attack_melee_damage) \
18 MON_ADD_CVAR(monster, attack_melee_delay) \
19 MON_ADD_CVAR(monster, attack_grenade_damage) \
20 MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
21 MON_ADD_CVAR(monster, attack_grenade_force) \
22 MON_ADD_CVAR(monster, attack_grenade_radius) \
23 MON_ADD_CVAR(monster, attack_grenade_lifetime) \
24 MON_ADD_CVAR(monster, attack_grenade_chance) \
25 MON_ADD_CVAR(monster, attack_grenade_speed) \
26 MON_ADD_CVAR(monster, attack_grenade_speed_up) \
27 MON_ADD_CVAR(monster, heal_self) \
28 MON_ADD_CVAR(monster, heal_allies) \
29 MON_ADD_CVAR(monster, heal_minhealth) \
30 MON_ADD_CVAR(monster, heal_range) \
31 MON_ADD_CVAR(monster, heal_delay) \
32 MON_ADD_CVAR(monster, shield_time) \
33 MON_ADD_CVAR(monster, shield_delay) \
34 MON_ADD_CVAR(monster, shield_blockpercent) \
35 MON_ADD_CVAR(monster, speed_run) \
36 MON_ADD_CVAR(monster, speed_walk)
43 const float mage_anim_idle = 0;
44 const float mage_anim_walk = 1;
45 const float mage_anim_attack = 2;
46 const float mage_anim_pain = 3;
47 const float mage_anim_death = 4;
48 const float mage_anim_run = 5;
52 void() mage_shield_die;
54 float friend_needshelp(entity e)
60 if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
62 if(IsDifferentTeam(e, self))
67 return (e.health < e.max_health);
68 if(e.items & IT_INVINCIBLE)
75 if(e.health < autocvar_g_balance_health_regenstable)
81 if((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max))
87 if(e.armorvalue < autocvar_g_balance_armor_regenstable)
102 void mageattack_melee()
104 monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), 0.3, DEATH_MONSTER_MAGE, TRUE);
107 void mage_grenade_explode()
109 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
111 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
112 RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_grenade_damage), MON_CVAR(mage, attack_grenade_edgedamage), MON_CVAR(mage, attack_grenade_radius), world, MON_CVAR(mage, attack_grenade_force), DEATH_MONSTER_MAGE, other);
116 void mage_grenade_touch()
121 mage_grenade_explode();
126 void mage_throw_itemgrenade()
128 makevectors(self.angles);
130 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, MON_CVAR(mage, attack_grenade_damage));
131 w_shotdir = v_forward; // no TrueAim for grenades please
133 entity gren = spawn ();
134 gren.owner = gren.realowner = self;
135 gren.classname = "grenade";
136 gren.bot_dodge = FALSE;
137 gren.movetype = MOVETYPE_BOUNCE;
138 gren.solid = SOLID_TRIGGER;
139 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
140 setorigin(gren, w_shotorg);
141 setsize(gren, '-64 -64 -64', '64 64 64');
143 gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
144 gren.think = mage_grenade_explode;
145 gren.use = mage_grenade_explode;
146 gren.touch = mage_grenade_touch;
148 gren.missile_flags = MIF_SPLASH | MIF_ARC;
149 W_SetupProjectileVelocityEx(gren, w_shotdir, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
151 gren.flags = FL_PROJECTILE;
153 setmodel(gren, "models/items/g_h50.md3");
155 self.attack_finished_single = time + 1.5;
158 void mage_spike_explode()
160 self.event_damage = func_null;
162 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
163 RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_spike_damage), MON_CVAR(mage, attack_spike_damage) * 0.5, MON_CVAR(mage, attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
168 void mage_spike_touch()
172 mage_spike_explode();
175 void mage_spike_think()
177 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
179 mage_spike_explode();
183 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
185 UpdateCSQCProjectile(self);
187 if (monster_skill == 3)
188 self.velocity = dir * 350;
190 self.velocity = dir * 250;
192 self.nextthink = time + 0.2;
193 self.think = mage_spike_think;
199 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
201 makevectors(self.angles);
204 missile.owner = missile.realowner = self;
205 missile.think = mage_spike_think;
206 missile.ltime = time + 7;
207 missile.nextthink = time;
208 missile.solid = SOLID_BBOX;
209 missile.movetype = MOVETYPE_FLYMISSILE;
210 missile.flags = FL_PROJECTILE;
211 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
212 setsize (missile, '0 0 0', '0 0 0');
213 missile.velocity = dir * 400;
214 missile.avelocity = '300 300 300';
215 missile.enemy = self.enemy;
216 missile.touch = mage_spike_touch;
218 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
224 float washealed = FALSE;
226 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
235 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
239 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
240 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
241 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
242 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
246 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
248 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
249 fx = "armorrepair_fx";
253 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
258 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
262 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
263 head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
264 WaypointSprite_UpdateHealth(head.sprite, head.health);
270 monsters_setframe(mage_anim_attack);
271 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
275 void mage_shield_die()
277 if not(self.weaponentity)
278 return; // why would this be called without a shield?
282 remove(self.weaponentity);
284 self.weaponentity = world;
289 if(self.weaponentity)
290 return; // already have a shield
292 entity shield = spawn();
295 shield.team = self.team;
296 shield.ltime = time + MON_CVAR(mage, shield_time);
298 shield.classname = "shield";
299 shield.effects = EF_ADDITIVE;
300 shield.movetype = MOVETYPE_NOCLIP;
301 shield.solid = SOLID_TRIGGER;
302 shield.avelocity = '7 0 11';
303 shield.scale = self.scale * 0.6;
305 setattachment(shield, self, "");
306 setmodel(shield, "models/ctf/shield.md3");
307 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
309 self.weaponentity = shield;
311 self.lastshielded = time + MON_CVAR(mage, shield_delay);
313 monsters_setframe(mage_anim_attack);
314 self.attack_finished_single = time + 1;
316 self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100;
319 float mage_attack(float attack_type)
323 case MONSTER_ATTACK_MELEE:
325 monsters_setframe(mage_anim_attack);
326 self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
327 defer(0.2, mageattack_melee);
331 case MONSTER_ATTACK_RANGED:
333 if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
335 mage_throw_itemgrenade();
339 monsters_setframe(mage_anim_attack);
340 self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
341 defer(0.2, mage_spike);
350 void spawnfunc_monster_mage()
352 self.classname = "monster_mage";
354 self.monster_spawnfunc = spawnfunc_monster_mage;
356 if(Monster_CheckAppearFlags(self))
359 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
362 // compatibility with old spawns
363 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
365 float m_mage(float req)
372 float need_help = FALSE;
374 FOR_EACH_PLAYER(head)
375 if(friend_needshelp(head))
378 break; // found 1 player near us who is low on health
381 FOR_EACH_MONSTER(head)
383 if(friend_needshelp(head))
386 break; // found 1 player near us who is low on health
389 if(self.weaponentity)
390 if(time >= self.weaponentity.ltime)
393 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
394 if(time >= self.attack_finished_single)
399 if(self.health < self.max_health)
400 if(time >= self.lastshielded)
404 monster_move(MON_CVAR(mage, speed_run), MON_CVAR(mage, speed_walk), 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
409 monsters_setframe(mage_anim_death);
414 if not(self.health) self.health = MON_CVAR(mage, health);
416 self.monster_attackfunc = mage_attack;
417 monsters_setframe(mage_anim_walk);
428 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
438 float m_mage(float req)
449 precache_model ("models/monsters/mage.dpm");
458 #endif // REGISTER_MONSTER