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")
14 float autocvar_g_monster_mage_health;
15 float autocvar_g_monster_mage_attack_spike_damage;
16 float autocvar_g_monster_mage_attack_spike_radius;
17 float autocvar_g_monster_mage_attack_spike_delay;
18 float autocvar_g_monster_mage_attack_spike_accel;
19 float autocvar_g_monster_mage_attack_spike_decel;
20 float autocvar_g_monster_mage_attack_spike_turnrate;
21 float autocvar_g_monster_mage_attack_spike_speed_max;
22 float autocvar_g_monster_mage_attack_spike_smart;
23 float autocvar_g_monster_mage_attack_spike_smart_trace_min;
24 float autocvar_g_monster_mage_attack_spike_smart_trace_max;
25 float autocvar_g_monster_mage_attack_spike_smart_mindist;
26 float autocvar_g_monster_mage_attack_push_damage;
27 float autocvar_g_monster_mage_attack_push_radius;
28 float autocvar_g_monster_mage_attack_push_delay;
29 float autocvar_g_monster_mage_attack_push_force;
30 float autocvar_g_monster_mage_heal_self;
31 float autocvar_g_monster_mage_heal_allies;
32 float autocvar_g_monster_mage_heal_minhealth;
33 float autocvar_g_monster_mage_heal_range;
34 float autocvar_g_monster_mage_heal_delay;
35 float autocvar_g_monster_mage_shield_time;
36 float autocvar_g_monster_mage_shield_delay;
37 float autocvar_g_monster_mage_shield_blockpercent;
38 float autocvar_g_monster_mage_speed_stop;
39 float autocvar_g_monster_mage_speed_run;
40 float autocvar_g_monster_mage_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;
55 float friend_needshelp(entity e)
61 if(DIFF_TEAM(e, self) && e != self.monster_owner)
66 return ((e.flags & FL_MONSTER) && e.health < e.max_health);
67 if(e.items & IT_INVINCIBLE)
72 case 0: return (e.health < autocvar_g_balance_health_regenstable);
73 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));
74 case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
75 case 3: return (e.health > 0);
81 void mage_spike_explode()
83 self.event_damage = func_null;
85 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
87 self.realowner.mage_spike = world;
89 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
90 RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
95 void mage_spike_touch()
102 // copied from W_Seeker_Think
103 void mage_spike_think()
106 vector desireddir, olddir, newdir, eorg;
111 if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
113 self.projectiledeathtype |= HITTYPE_SPLASH;
114 mage_spike_explode();
117 spd = vlen(self.velocity);
119 spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
120 (autocvar_g_monster_mage_attack_spike_speed_max),
121 spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
124 if (self.enemy != world)
125 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
128 if (self.enemy != world)
131 eorg = 0.5 * (e.absmin + e.absmax);
132 turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
133 desireddir = normalize(eorg - self.origin);
134 olddir = normalize(self.velocity); // get my current direction
135 dist = vlen(eorg - self.origin);
137 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
138 if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
140 // Is it a better idea (shorter distance) to trace to the target itself?
141 if ( vlen(self.origin + olddir * self.wait) < dist)
142 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
144 traceline(self.origin, eorg, FALSE, self);
146 // Setup adaptive tracelength
147 self.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
149 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
150 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
153 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
154 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
161 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
162 self.nextthink = time;// + 0.05; // csqc projectiles
163 UpdateCSQCProjectile(self);
166 void mage_attack_spike()
169 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
171 makevectors(self.angles);
174 missile.owner = missile.realowner = self;
175 missile.think = mage_spike_think;
176 missile.ltime = time + 7;
177 missile.nextthink = time;
178 missile.solid = SOLID_BBOX;
179 missile.movetype = MOVETYPE_FLYMISSILE;
180 missile.flags = FL_PROJECTILE;
181 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
182 setsize (missile, '0 0 0', '0 0 0');
183 missile.velocity = dir * 400;
184 missile.avelocity = '300 300 300';
185 missile.enemy = self.enemy;
186 missile.touch = mage_spike_touch;
188 self.mage_spike = missile;
190 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
196 float washealed = FALSE;
198 for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(friend_needshelp(head))
207 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
211 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
212 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
213 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
214 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
218 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
220 head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
221 fx = "armorrepair_fx";
225 head.health = bound(0, head.health - ((head == self) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
230 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
234 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
235 head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
236 WaypointSprite_UpdateHealth(head.sprite, head.health);
242 self.frame = mage_anim_attack;
243 self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
249 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
250 RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
251 pointparticles(particleeffectnum("TE_EXPLOSION"), self.origin, '0 0 0', 1);
253 self.frame = mage_anim_attack;
254 self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
259 if(vlen(self.enemy.origin - self.origin) >= 500)
262 makevectors(self.enemy.angles);
263 tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
265 if(trace_fraction < 1)
268 pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1);
269 setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
271 self.attack_finished_single = time + 0.2;
274 void mage_shield_remove()
276 self.effects &= ~(EF_ADDITIVE | EF_BLUE);
278 self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
283 self.effects |= (EF_ADDITIVE | EF_BLUE);
284 self.lastshielded = time + (autocvar_g_monster_mage_shield_delay);
285 self.m_armor_blockpercent = (autocvar_g_monster_mage_shield_blockpercent);
286 self.armorvalue = self.health;
287 self.shield_ltime = time + (autocvar_g_monster_mage_shield_time);
288 self.frame = mage_anim_attack;
289 self.attack_finished_single = time + 1;
292 float mage_attack(float attack_type)
296 case MONSTER_ATTACK_MELEE:
306 case MONSTER_ATTACK_RANGED:
317 self.frame = mage_anim_attack;
318 self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
319 defer(0.2, mage_attack_spike);
334 void spawnfunc_monster_mage()
336 self.classname = "monster_mage";
338 self.monster_spawnfunc = spawnfunc_monster_mage;
340 if(Monster_CheckAppearFlags(self))
343 if(!monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
346 // compatibility with old spawns
347 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
349 float m_mage(float req)
356 float need_help = FALSE;
358 for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain)
360 if(friend_needshelp(head))
366 if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
367 if(time >= self.attack_finished_single)
371 if(time >= self.shield_ltime && self.armorvalue)
372 mage_shield_remove();
375 if(self.health < self.max_health)
376 if(time >= self.lastshielded)
380 monster_move((autocvar_g_monster_mage_speed_run), (autocvar_g_monster_mage_speed_walk), (autocvar_g_monster_mage_speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
385 self.frame = mage_anim_death;
390 if(!self.health) self.health = (autocvar_g_monster_mage_health);
392 self.monster_loot = spawnfunc_item_health_large;
393 self.monster_attackfunc = mage_attack;
394 self.frame = mage_anim_walk;
400 precache_model ("models/monsters/mage.dpm");
401 precache_sound ("weapons/grenade_impact.wav");
402 precache_sound ("weapons/tagexp1.wav");
412 float m_mage(float req)
418 precache_model ("models/monsters/mage.dpm");
427 #endif // REGISTER_MONSTER