1 #ifdef REGISTER_MONSTER
5 /* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
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_spike_accel) \
18 MON_ADD_CVAR(monster, attack_spike_decel) \
19 MON_ADD_CVAR(monster, attack_spike_turnrate) \
20 MON_ADD_CVAR(monster, attack_spike_speed_max) \
21 MON_ADD_CVAR(monster, attack_spike_smart) \
22 MON_ADD_CVAR(monster, attack_spike_smart_trace_min) \
23 MON_ADD_CVAR(monster, attack_spike_smart_trace_max) \
24 MON_ADD_CVAR(monster, attack_spike_smart_mindist) \
25 MON_ADD_CVAR(monster, heal_self) \
26 MON_ADD_CVAR(monster, heal_allies) \
27 MON_ADD_CVAR(monster, heal_minhealth) \
28 MON_ADD_CVAR(monster, heal_range) \
29 MON_ADD_CVAR(monster, heal_delay) \
30 MON_ADD_CVAR(monster, shield_time) \
31 MON_ADD_CVAR(monster, shield_delay) \
32 MON_ADD_CVAR(monster, shield_blockpercent) \
33 MON_ADD_CVAR(monster, speed_stop) \
34 MON_ADD_CVAR(monster, speed_run) \
35 MON_ADD_CVAR(monster, speed_walk)
42 const float mage_anim_idle = 0;
43 const float mage_anim_walk = 1;
44 const float mage_anim_attack = 2;
45 const float mage_anim_pain = 3;
46 const float mage_anim_death = 4;
47 const float mage_anim_run = 5;
54 float friend_needshelp(entity e)
60 if(DIFF_TEAM(e, self) && e != self.monster_owner)
65 return (e.flags & FL_MONSTER && e.health < e.max_health);
66 if(e.items & IT_INVINCIBLE)
71 case 0: return (e.health < autocvar_g_balance_health_regenstable);
72 case 1: return ((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));
73 case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
74 case 3: return (e.health > 0);
80 void mage_spike_explode()
82 self.event_damage = func_null;
84 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
86 self.realowner.mage_spike = world;
88 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
89 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);
94 void mage_spike_touch()
101 // copied from W_Seeker_Think
102 void mage_spike_think()
105 vector desireddir, olddir, newdir, eorg;
110 if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
112 self.projectiledeathtype |= HITTYPE_SPLASH;
113 mage_spike_explode();
116 spd = vlen(self.velocity);
118 spd - MON_CVAR(mage, attack_spike_decel) * frametime,
119 MON_CVAR(mage, attack_spike_speed_max),
120 spd + MON_CVAR(mage, attack_spike_accel) * frametime
123 if (self.enemy != world)
124 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
127 if (self.enemy != world)
130 eorg = 0.5 * (e.absmin + e.absmax);
131 turnrate = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
132 desireddir = normalize(eorg - self.origin);
133 olddir = normalize(self.velocity); // get my current direction
134 dist = vlen(eorg - self.origin);
136 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
137 if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
139 // Is it a better idea (shorter distance) to trace to the target itself?
140 if ( vlen(self.origin + olddir * self.wait) < dist)
141 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
143 traceline(self.origin, eorg, FALSE, self);
145 // Setup adaptive tracelength
146 self.wait = bound(MON_CVAR(mage, attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = MON_CVAR(mage, attack_spike_smart_trace_max));
148 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
149 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
152 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
153 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
160 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
161 self.nextthink = time;// + 0.05; // csqc projectiles
162 UpdateCSQCProjectile(self);
165 void mage_attack_spike()
168 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
170 makevectors(self.angles);
173 missile.owner = missile.realowner = self;
174 missile.think = mage_spike_think;
175 missile.ltime = time + 7;
176 missile.nextthink = time;
177 missile.solid = SOLID_BBOX;
178 missile.movetype = MOVETYPE_FLYMISSILE;
179 missile.flags = FL_PROJECTILE;
180 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
181 setsize (missile, '0 0 0', '0 0 0');
182 missile.velocity = dir * 400;
183 missile.avelocity = '300 300 300';
184 missile.enemy = self.enemy;
185 missile.touch = mage_spike_touch;
187 self.mage_spike = missile;
189 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
192 void mage_attack_beam()
194 if(self.health <= 0 || self.enemy.health <= 0)
197 traceline(self.origin + self.view_ofs, self.enemy.origin, FALSE, self);
199 if(vlen(self.origin - trace_endpos) > 500)
201 self.attack_finished_single = time;
206 Damage(trace_ent, self, self, 10, DEATH_MONSTER_MAGE, trace_ent.origin, '0 0 0');
208 trailparticles(self, particleeffectnum("TE_TEI_G3RED_HIT"), self.origin + self.view_ofs, trace_ent.origin);
210 if(time < self.attack_finished_single)
211 defer(0.1, mage_attack_beam);
217 float washealed = FALSE;
219 for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain) if(friend_needshelp(head))
228 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
232 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
233 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
234 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
235 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
239 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
241 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
242 fx = "armorrepair_fx";
246 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
251 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
255 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
256 head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
257 WaypointSprite_UpdateHealth(head.sprite, head.health);
263 self.frame = mage_anim_attack;
264 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
268 void mage_shield_think()
270 self.nextthink = time;
272 if(time >= self.ltime || self.owner.health <= 0)
274 self.owner.armorvalue = 0;
275 self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
283 if(self.weaponentity)
284 return; // already have a shield
286 entity shield = spawn();
289 shield.team = self.team;
290 shield.ltime = time + MON_CVAR(mage, shield_time);
291 shield.classname = "shield";
292 shield.effects = EF_ADDITIVE;
293 shield.movetype = MOVETYPE_NOCLIP;
294 shield.solid = SOLID_TRIGGER;
295 shield.avelocity = '7 0 11';
296 shield.scale = self.scale * 0.6;
297 shield.think = mage_shield_think;
298 shield.nextthink = time;
300 setattachment(shield, self, "");
301 setmodel(shield, "models/ctf/shield.md3");
302 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
304 self.lastshielded = time + MON_CVAR(mage, shield_delay);
306 self.frame = mage_anim_attack;
307 self.attack_finished_single = time + 1;
309 self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
310 self.armorvalue = self.health;
313 float mage_attack(float attack_type)
317 case MONSTER_ATTACK_MELEE:
318 case MONSTER_ATTACK_RANGED:
320 if not(self.mage_spike)
324 self.frame = mage_anim_attack;
325 self.attack_finished_single = time + 1.5; // 0.3 seconds of beam
326 defer(1.2, mage_attack_beam);
332 self.frame = mage_anim_attack;
333 self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
334 defer(0.2, mage_attack_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(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain)
376 if(friend_needshelp(head))
382 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
383 if(time >= self.attack_finished_single)
388 if(self.health < self.max_health)
389 if(time >= self.lastshielded)
393 monster_move(MON_CVAR(mage, speed_run), MON_CVAR(mage, speed_walk), MON_CVAR(mage, speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
398 self.frame = mage_anim_death;
403 if not(self.health) self.health = MON_CVAR(mage, health);
405 self.monster_loot = spawnfunc_item_health_large;
406 self.monster_attackfunc = mage_attack;
407 self.frame = mage_anim_walk;
413 precache_model ("models/monsters/mage.dpm");
414 precache_model ("models/ctf/shield.md3");
415 precache_sound ("weapons/grenade_impact.wav");
420 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
430 float m_mage(float req)
436 precache_model ("models/monsters/mage.dpm");
445 #endif // REGISTER_MONSTER