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, attack_push_damage) \
26 MON_ADD_CVAR(monster, attack_push_radius) \
27 MON_ADD_CVAR(monster, attack_push_delay) \
28 MON_ADD_CVAR(monster, attack_push_force) \
29 MON_ADD_CVAR(monster, heal_self) \
30 MON_ADD_CVAR(monster, heal_allies) \
31 MON_ADD_CVAR(monster, heal_minhealth) \
32 MON_ADD_CVAR(monster, heal_range) \
33 MON_ADD_CVAR(monster, heal_delay) \
34 MON_ADD_CVAR(monster, shield_time) \
35 MON_ADD_CVAR(monster, shield_delay) \
36 MON_ADD_CVAR(monster, shield_blockpercent) \
37 MON_ADD_CVAR(monster, speed_stop) \
38 MON_ADD_CVAR(monster, speed_run) \
39 MON_ADD_CVAR(monster, speed_walk)
46 const float mage_anim_idle = 0;
47 const float mage_anim_walk = 1;
48 const float mage_anim_attack = 2;
49 const float mage_anim_pain = 3;
50 const float mage_anim_death = 4;
51 const float mage_anim_run = 5;
59 float friend_needshelp(entity e)
65 if(DIFF_TEAM(e, self) && e != self.monster_owner)
70 return (e.flags & FL_MONSTER && e.health < e.max_health);
71 if(e.items & IT_INVINCIBLE)
76 case 0: return (e.health < autocvar_g_balance_health_regenstable);
77 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));
78 case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
79 case 3: return (e.health > 0);
85 void mage_spike_explode()
87 self.event_damage = func_null;
89 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
91 self.realowner.mage_spike = world;
93 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
94 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);
99 void mage_spike_touch()
103 mage_spike_explode();
106 // copied from W_Seeker_Think
107 void mage_spike_think()
110 vector desireddir, olddir, newdir, eorg;
115 if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
117 self.projectiledeathtype |= HITTYPE_SPLASH;
118 mage_spike_explode();
121 spd = vlen(self.velocity);
123 spd - MON_CVAR(mage, attack_spike_decel) * frametime,
124 MON_CVAR(mage, attack_spike_speed_max),
125 spd + MON_CVAR(mage, attack_spike_accel) * frametime
128 if (self.enemy != world)
129 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
132 if (self.enemy != world)
135 eorg = 0.5 * (e.absmin + e.absmax);
136 turnrate = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
137 desireddir = normalize(eorg - self.origin);
138 olddir = normalize(self.velocity); // get my current direction
139 dist = vlen(eorg - self.origin);
141 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
142 if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
144 // Is it a better idea (shorter distance) to trace to the target itself?
145 if ( vlen(self.origin + olddir * self.wait) < dist)
146 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
148 traceline(self.origin, eorg, FALSE, self);
150 // Setup adaptive tracelength
151 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));
153 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
154 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
157 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
158 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
165 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
166 self.nextthink = time;// + 0.05; // csqc projectiles
167 UpdateCSQCProjectile(self);
170 void mage_attack_spike()
173 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
175 makevectors(self.angles);
178 missile.owner = missile.realowner = self;
179 missile.think = mage_spike_think;
180 missile.ltime = time + 7;
181 missile.nextthink = time;
182 missile.solid = SOLID_BBOX;
183 missile.movetype = MOVETYPE_FLYMISSILE;
184 missile.flags = FL_PROJECTILE;
185 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
186 setsize (missile, '0 0 0', '0 0 0');
187 missile.velocity = dir * 400;
188 missile.avelocity = '300 300 300';
189 missile.enemy = self.enemy;
190 missile.touch = mage_spike_touch;
192 self.mage_spike = missile;
194 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
200 float washealed = FALSE;
202 for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain) if(friend_needshelp(head))
211 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
215 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
216 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
217 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
218 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
222 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
224 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
225 fx = "armorrepair_fx";
229 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
234 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
238 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
239 head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
240 WaypointSprite_UpdateHealth(head.sprite, head.health);
246 self.frame = mage_anim_attack;
247 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
253 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
254 RadiusDamage (self, self, MON_CVAR(mage, attack_push_damage), MON_CVAR(mage, attack_push_damage), MON_CVAR(mage, attack_push_radius), world, MON_CVAR(mage, attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
255 pointparticles(particleeffectnum("TE_EXPLOSION"), self.origin, '0 0 0', 1);
257 self.frame = mage_anim_attack;
258 self.attack_finished_single = time + MON_CVAR(mage, attack_push_delay);
263 if(vlen(self.enemy.origin - self.origin) >= 500)
266 makevectors(self.enemy.angles);
267 tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
269 if(trace_fraction < 1)
272 pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1);
273 setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
275 self.attack_finished_single = time + 0.2;
278 void mage_shield_remove()
280 self.effects &= ~(EF_ADDITIVE | EF_BLUE);
282 self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
287 self.effects |= (EF_ADDITIVE | EF_BLUE);
288 self.lastshielded = time + MON_CVAR(mage, shield_delay);
289 self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
290 self.armorvalue = self.health;
291 self.shield_ltime = time + MON_CVAR(mage, shield_time);
292 self.frame = mage_anim_attack;
293 self.attack_finished_single = time + 1;
296 float mage_attack(float attack_type)
300 case MONSTER_ATTACK_MELEE:
310 case MONSTER_ATTACK_RANGED:
312 if not(self.mage_spike)
321 self.frame = mage_anim_attack;
322 self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
323 defer(0.2, mage_attack_spike);
338 void spawnfunc_monster_mage()
340 self.classname = "monster_mage";
342 self.monster_spawnfunc = spawnfunc_monster_mage;
344 if(Monster_CheckAppearFlags(self))
347 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
350 // compatibility with old spawns
351 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
353 float m_mage(float req)
360 float need_help = FALSE;
362 for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain)
364 if(friend_needshelp(head))
370 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
371 if(time >= self.attack_finished_single)
375 if(time >= self.shield_ltime && self.armorvalue)
376 mage_shield_remove();
379 if(self.health < self.max_health)
380 if(time >= self.lastshielded)
384 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);
389 self.frame = mage_anim_death;
394 if not(self.health) self.health = MON_CVAR(mage, health);
396 self.monster_loot = spawnfunc_item_health_large;
397 self.monster_attackfunc = mage_attack;
398 self.frame = mage_anim_walk;
404 precache_model ("models/monsters/mage.dpm");
405 precache_sound ("weapons/grenade_impact.wav");
406 precache_sound ("weapons/tagexp1.wav");
411 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
421 float m_mage(float req)
427 precache_model ("models/monsters/mage.dpm");
436 #endif // REGISTER_MONSTER