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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ MAGE,
4 /* function   */ m_mage,
5 /* spawnflags */ 0,
6 /* mins,maxs  */ '-36 -36 -24', '36 36 50',
7 /* model      */ "mage.dpm",
8 /* netname    */ "mage",
9 /* fullname   */ _("Mage")
10 );
11
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_melee_damage) \
26         MON_ADD_CVAR(monster, attack_melee_delay) \
27         MON_ADD_CVAR(monster, attack_grenade_damage) \
28         MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
29         MON_ADD_CVAR(monster, attack_grenade_force) \
30         MON_ADD_CVAR(monster, attack_grenade_radius) \
31         MON_ADD_CVAR(monster, attack_grenade_lifetime) \
32         MON_ADD_CVAR(monster, attack_grenade_chance) \
33         MON_ADD_CVAR(monster, attack_grenade_speed) \
34         MON_ADD_CVAR(monster, attack_grenade_speed_up) \
35         MON_ADD_CVAR(monster, heal_self) \
36         MON_ADD_CVAR(monster, heal_allies) \
37         MON_ADD_CVAR(monster, heal_minhealth) \
38         MON_ADD_CVAR(monster, heal_range) \
39         MON_ADD_CVAR(monster, heal_delay) \
40         MON_ADD_CVAR(monster, shield_time) \
41         MON_ADD_CVAR(monster, shield_delay) \
42         MON_ADD_CVAR(monster, shield_blockpercent) \
43         MON_ADD_CVAR(monster, speed_stop) \
44         MON_ADD_CVAR(monster, speed_run) \
45         MON_ADD_CVAR(monster, speed_walk) 
46
47 #ifdef SVQC
48 MAGE_SETTINGS(mage)
49 #endif // SVQC
50 #else
51 #ifdef SVQC
52 const float mage_anim_idle              = 0;
53 const float mage_anim_walk              = 1;
54 const float mage_anim_attack    = 2;
55 const float mage_anim_pain              = 3;
56 const float mage_anim_death     = 4;
57 const float mage_anim_run               = 5;
58
59 void() mage_heal;
60 void() mage_shield;
61 void() mage_shield_die;
62
63 float friend_needshelp(entity e)
64 {
65         if(e == world)
66                 return FALSE;
67         if(e.health <= 0)
68                 return FALSE;
69         if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
70                 return FALSE;
71         if(IsDifferentTeam(e, self))
72                 return FALSE;
73         if(e.frozen)
74                 return FALSE;
75         if(!IS_PLAYER(e))
76                 return (e.health < e.max_health);
77         if(e.items & IT_INVINCIBLE)
78                 return FALSE;
79
80         switch(self.skin)
81         {
82                 case 0: return (e.health < autocvar_g_balance_health_regenstable);
83                 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));
84                 case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
85                 case 3: return (e.health > 0);
86         }
87         
88         return FALSE;
89 }
90
91 void mageattack_melee()
92 {
93         monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), 0.3, DEATH_MONSTER_MAGE, TRUE);
94 }
95
96 void mage_grenade_explode()
97 {
98         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
99         
100         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
101         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);
102         remove(self);
103 }
104
105 void mage_grenade_touch()
106 {
107         if(IS_PLAYER(other))
108         {
109                 PROJECTILE_TOUCH;
110                 mage_grenade_explode();
111                 return;
112         }
113 }
114
115 void mage_throw_itemgrenade()
116 {
117         makevectors(self.angles);
118         
119         entity gren = spawn ();
120         gren.owner = gren.realowner = self;
121         gren.classname = "grenade";
122         gren.bot_dodge = FALSE;
123         gren.movetype = MOVETYPE_BOUNCE;
124         gren.solid = SOLID_TRIGGER;
125         gren.projectiledeathtype = DEATH_MONSTER_MAGE;
126         setorigin(gren, CENTER_OR_VIEWOFS(self));
127         setsize(gren, '-64 -64 -64', '64 64 64');
128
129         gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
130         gren.think = mage_grenade_explode;
131         gren.use = mage_grenade_explode;
132         gren.touch = mage_grenade_touch;
133
134         gren.missile_flags = MIF_SPLASH | MIF_ARC;
135         W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
136         
137         gren.flags = FL_PROJECTILE;
138         
139         setmodel(gren, "models/items/g_h50.md3");
140         
141         self.attack_finished_single = time + 1.5;
142 }
143
144 void mage_spike_explode()
145 {
146         self.event_damage = func_null;
147         
148         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
149         
150         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
151         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);
152
153         remove (self);
154 }
155
156 void mage_spike_touch()
157 {
158         PROJECTILE_TOUCH;
159
160         mage_spike_explode();
161 }
162
163 // copied from W_Seeker_Think
164 void mage_spike_think()
165 {
166         entity e;
167         vector desireddir, olddir, newdir, eorg;
168         float turnrate;
169         float dist;
170         float spd;
171
172         if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
173         {
174                 self.projectiledeathtype |= HITTYPE_SPLASH;
175                 mage_spike_explode();
176         }
177
178         spd = vlen(self.velocity);
179         spd = bound(
180                 spd - MON_CVAR(mage, attack_spike_decel) * frametime,
181                 MON_CVAR(mage, attack_spike_speed_max),
182                 spd + MON_CVAR(mage, attack_spike_accel) * frametime
183         );
184
185         if (self.enemy != world)
186                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
187                         self.enemy = world;
188
189         if (self.enemy != world)
190         {
191                 e               = self.enemy;
192                 eorg            = 0.5 * (e.absmin + e.absmax);
193                 turnrate        = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
194                 desireddir      = normalize(eorg - self.origin);
195                 olddir          = normalize(self.velocity); // get my current direction
196                 dist            = vlen(eorg - self.origin);
197
198                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
199                 if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
200                 {
201                         // Is it a better idea (shorter distance) to trace to the target itself?
202                         if ( vlen(self.origin + olddir * self.wait) < dist)
203                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
204                         else
205                                 traceline(self.origin, eorg, FALSE, self);
206
207                         // Setup adaptive tracelength
208                         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));
209
210                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
211                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
212                 }
213                 
214                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
215                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
216         }
217         else
218                 dist = 0;
219                 
220         ///////////////
221
222         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
223         self.nextthink = time;// + 0.05; // csqc projectiles
224         UpdateCSQCProjectile(self);
225 }
226
227 void mage_spike()
228 {
229         entity missile;
230         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
231
232         makevectors(self.angles);
233
234         missile = spawn ();
235         missile.owner = missile.realowner = self;
236         missile.think = mage_spike_think;
237         missile.ltime = time + 7;
238         missile.nextthink = time;
239         missile.solid = SOLID_BBOX;
240         missile.movetype = MOVETYPE_FLYMISSILE;
241         missile.flags = FL_PROJECTILE;
242         setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
243         setsize (missile, '0 0 0', '0 0 0');    
244         missile.velocity = dir * 400;
245         missile.avelocity = '300 300 300';
246         missile.enemy = self.enemy;
247         missile.touch = mage_spike_touch;
248         
249         CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
250 }
251
252 void mage_heal()
253 {
254         entity head;
255         float washealed = FALSE;
256         
257         for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
258         {
259                 washealed = TRUE;
260                 string fx = "";
261                 if(IS_PLAYER(head))
262                 {
263                         switch(self.skin)
264                         {
265                                 case 0:
266                                         if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
267                                         fx = "healing_fx";
268                                         break;
269                                 case 1:
270                                         if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
271                                         if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
272                                         if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
273                                         if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
274                                         fx = "ammoregen_fx";
275                                         break;
276                                 case 2:
277                                         if(head.armorvalue < autocvar_g_balance_armor_regenstable)
278                                         {
279                                                 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
280                                                 fx = "armorrepair_fx";
281                                         }
282                                         break;
283                                 case 3:
284                                         head.health = bound(0, head.health - ((head == self)  ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
285                                         fx = "rage";
286                                         break;
287                         }
288                         
289                         pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
290                 }
291                 else
292                 {
293                         pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
294                         head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
295                         WaypointSprite_UpdateHealth(head.sprite, head.health);
296                 }
297         }
298         
299         if(washealed)
300         {
301                 monsters_setframe(mage_anim_attack);
302                 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
303         }
304 }
305
306 void mage_shield_die()
307 {
308         if not(self.weaponentity)
309                 return; // why would this be called without a shield?
310         
311         self.armorvalue = 1;
312         
313         remove(self.weaponentity);
314         
315         self.weaponentity = world;
316 }
317
318 void mage_shield()
319 {
320         if(self.weaponentity)
321                 return; // already have a shield
322                 
323         entity shield = spawn();
324
325         shield.owner = self;
326         shield.team = self.team;
327         shield.ltime = time + MON_CVAR(mage, shield_time);
328         shield.health = 70;
329         shield.classname = "shield";
330         shield.effects = EF_ADDITIVE;
331         shield.movetype = MOVETYPE_NOCLIP;
332         shield.solid = SOLID_TRIGGER;
333         shield.avelocity = '7 0 11';
334         shield.scale = self.scale * 0.6;
335         
336         setattachment(shield, self, "");
337         setmodel(shield, "models/ctf/shield.md3");
338         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
339         
340         self.weaponentity = shield;
341         
342         self.lastshielded = time + MON_CVAR(mage, shield_delay);
343         
344         monsters_setframe(mage_anim_attack);
345         self.attack_finished_single = time + 1;
346         
347         self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100;
348 }
349
350 float mage_attack(float attack_type)
351 {
352         switch(attack_type)
353         {
354                 case MONSTER_ATTACK_MELEE:
355                 {
356                         monsters_setframe(mage_anim_attack);
357                         self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
358                         defer(0.2, mageattack_melee);
359                         
360                         return TRUE;
361                 }
362                 case MONSTER_ATTACK_RANGED:
363                 {
364                         if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
365                         {
366                                 mage_throw_itemgrenade();
367                                 return TRUE;
368                         }
369         
370                         monsters_setframe(mage_anim_attack);
371                         self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
372                         defer(0.2, mage_spike);
373                         
374                         return TRUE;
375                 }
376         }
377         
378         return FALSE;
379 }
380
381 void spawnfunc_monster_mage()
382 {
383         self.classname = "monster_mage";
384         
385         self.monster_spawnfunc = spawnfunc_monster_mage;
386         
387         if(Monster_CheckAppearFlags(self))
388                 return;
389         
390         if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
391 }
392
393 // compatibility with old spawns
394 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
395
396 float m_mage(float req)
397 {
398         switch(req)
399         {
400                 case MR_THINK:
401                 {
402                         entity head;
403                         float need_help = FALSE;
404                         
405                         FOR_EACH_PLAYER(head)
406                         if(friend_needshelp(head))
407                         {
408                                 need_help = TRUE;
409                                 break; // found 1 player near us who is low on health
410                         }
411                         if(!need_help)
412                         FOR_EACH_MONSTER(head)
413                         if(head != self)
414                         if(friend_needshelp(head))
415                         {
416                                 need_help = TRUE;
417                                 break; // found 1 player near us who is low on health
418                         }
419                         
420                         if(self.weaponentity)
421                         if(time >= self.weaponentity.ltime)
422                                 mage_shield_die();
423                                 
424                         if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
425                         if(time >= self.attack_finished_single)
426                         if(random() < 0.5)
427                                 mage_heal();
428                                 
429                         if(self.enemy)
430                         if(self.health < self.max_health)
431                         if(time >= self.lastshielded)
432                         if(random() < 0.5)
433                                 mage_shield();
434                         
435                         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);
436                         return TRUE;
437                 }
438                 case MR_DEATH:
439                 {
440                         monsters_setframe(mage_anim_death);
441                         return TRUE;
442                 }
443                 case MR_SETUP:
444                 {
445                         if not(self.health) self.health = MON_CVAR(mage, health);
446                         
447                         self.monster_loot = spawnfunc_item_health_large;
448                         self.monster_attackfunc = mage_attack;
449                         monsters_setframe(mage_anim_walk);
450                         
451                         return TRUE;
452                 }
453                 case MR_INIT:
454                 {
455                         // nothing
456                         return TRUE;
457                 }
458                 case MR_CONFIG:
459                 {
460                         MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
461                         return TRUE;
462                 }
463         }
464         
465         return TRUE;
466 }
467
468 #endif // SVQC
469 #ifdef CSQC
470 float m_mage(float req)
471 {
472         switch(req)
473         {
474                 case MR_DEATH:
475                 {
476                         // nothing
477                         return TRUE;
478                 }
479                 case MR_INIT:
480                 {
481                         precache_model ("models/monsters/mage.dpm");
482                         return TRUE;
483                 }
484         }
485         
486         return TRUE;
487 }
488
489 #endif // CSQC
490 #endif // REGISTER_MONSTER