#ifdef REGISTER_MONSTER REGISTER_MONSTER( /* MON_##id */ MAGE, /* function */ m_mage, /* spawnflags */ 0, /* mins,maxs */ '-36 -36 -24', '36 36 50', /* model */ "mage.dpm", /* netname */ "mage", /* fullname */ _("Mage") ); #define MAGE_SETTINGS(monster) \ MON_ADD_CVAR(monster, health) \ MON_ADD_CVAR(monster, attack_spike_damage) \ MON_ADD_CVAR(monster, attack_spike_radius) \ MON_ADD_CVAR(monster, attack_spike_delay) \ MON_ADD_CVAR(monster, attack_spike_accel) \ MON_ADD_CVAR(monster, attack_spike_decel) \ MON_ADD_CVAR(monster, attack_spike_turnrate) \ MON_ADD_CVAR(monster, attack_spike_speed_max) \ MON_ADD_CVAR(monster, attack_spike_smart) \ MON_ADD_CVAR(monster, attack_spike_smart_trace_min) \ MON_ADD_CVAR(monster, attack_spike_smart_trace_max) \ MON_ADD_CVAR(monster, attack_spike_smart_mindist) \ MON_ADD_CVAR(monster, attack_melee_damage) \ MON_ADD_CVAR(monster, attack_melee_delay) \ MON_ADD_CVAR(monster, attack_grenade_damage) \ MON_ADD_CVAR(monster, attack_grenade_edgedamage) \ MON_ADD_CVAR(monster, attack_grenade_force) \ MON_ADD_CVAR(monster, attack_grenade_radius) \ MON_ADD_CVAR(monster, attack_grenade_lifetime) \ MON_ADD_CVAR(monster, attack_grenade_chance) \ MON_ADD_CVAR(monster, attack_grenade_speed) \ MON_ADD_CVAR(monster, attack_grenade_speed_up) \ MON_ADD_CVAR(monster, heal_self) \ MON_ADD_CVAR(monster, heal_allies) \ MON_ADD_CVAR(monster, heal_minhealth) \ MON_ADD_CVAR(monster, heal_range) \ MON_ADD_CVAR(monster, heal_delay) \ MON_ADD_CVAR(monster, shield_time) \ MON_ADD_CVAR(monster, shield_delay) \ MON_ADD_CVAR(monster, shield_blockpercent) \ MON_ADD_CVAR(monster, speed_stop) \ MON_ADD_CVAR(monster, speed_run) \ MON_ADD_CVAR(monster, speed_walk) #ifdef SVQC MAGE_SETTINGS(mage) #endif // SVQC #else #ifdef SVQC const float mage_anim_idle = 0; const float mage_anim_walk = 1; const float mage_anim_attack = 2; const float mage_anim_pain = 3; const float mage_anim_death = 4; const float mage_anim_run = 5; void() mage_heal; void() mage_shield; void() mage_shield_die; float friend_needshelp(entity e) { if(e == world) return FALSE; if(e.health <= 0) return FALSE; if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range)) return FALSE; if(IsDifferentTeam(e, self)) return FALSE; if(e.frozen) return FALSE; if(!IS_PLAYER(e)) return (e.health < e.max_health); if(e.items & IT_INVINCIBLE) return FALSE; switch(self.skin) { case 0: { if(e.health < autocvar_g_balance_health_regenstable) return TRUE; break; } case 1: { 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)) return TRUE; break; } case 2: { if(e.armorvalue < autocvar_g_balance_armor_regenstable) return TRUE; break; } case 3: { if(e.health > 0) return TRUE; break; } } return FALSE; } void mageattack_melee() { monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), 0.3, DEATH_MONSTER_MAGE, TRUE); } void mage_grenade_explode() { pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1); sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); 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); remove(self); } void mage_grenade_touch() { if(IS_PLAYER(other)) { PROJECTILE_TOUCH; mage_grenade_explode(); return; } } void mage_throw_itemgrenade() { makevectors(self.angles); entity gren = spawn (); gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = FALSE; gren.movetype = MOVETYPE_BOUNCE; gren.solid = SOLID_TRIGGER; gren.projectiledeathtype = DEATH_MONSTER_MAGE; setorigin(gren, CENTER_OR_VIEWOFS(self)); setsize(gren, '-64 -64 -64', '64 64 64'); gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime); gren.think = mage_grenade_explode; gren.use = mage_grenade_explode; gren.touch = mage_grenade_touch; gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE); gren.flags = FL_PROJECTILE; setmodel(gren, "models/items/g_h50.md3"); self.attack_finished_single = time + 1.5; } void mage_spike_explode() { self.event_damage = func_null; sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1); 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); remove (self); } void mage_spike_touch() { PROJECTILE_TOUCH; mage_spike_explode(); } // copied from W_Seeker_Think void mage_spike_think() { entity e; vector desireddir, olddir, newdir, eorg; float turnrate; float dist; float spd; if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0) { self.projectiledeathtype |= HITTYPE_SPLASH; mage_spike_explode(); } spd = vlen(self.velocity); spd = bound( spd - MON_CVAR(mage, attack_spike_decel) * frametime, MON_CVAR(mage, attack_spike_speed_max), spd + MON_CVAR(mage, attack_spike_accel) * frametime ); if (self.enemy != world) if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) self.enemy = world; if (self.enemy != world) { e = self.enemy; eorg = 0.5 * (e.absmin + e.absmax); turnrate = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn desireddir = normalize(eorg - self.origin); olddir = normalize(self.velocity); // get my current direction dist = vlen(eorg - self.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist))) { // Is it a better idea (shorter distance) to trace to the target itself? if ( vlen(self.origin + olddir * self.wait) < dist) traceline(self.origin, self.origin + olddir * self.wait, FALSE, self); else traceline(self.origin, eorg, FALSE, self); // Setup adaptive tracelength 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)); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); } newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy self.velocity = newdir * spd; // make me fly in the new direction at my flight speed } else dist = 0; /////////////// //self.angles = vectoangles(self.velocity); // turn model in the new flight direction self.nextthink = time;// + 0.05; // csqc projectiles UpdateCSQCProjectile(self); } void mage_spike() { entity missile; vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin); makevectors(self.angles); missile = spawn (); missile.owner = missile.realowner = self; missile.think = mage_spike_think; missile.ltime = time + 7; missile.nextthink = time; missile.solid = SOLID_BBOX; missile.movetype = MOVETYPE_FLYMISSILE; missile.flags = FL_PROJECTILE; setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14); setsize (missile, '0 0 0', '0 0 0'); missile.velocity = dir * 400; missile.avelocity = '300 300 300'; missile.enemy = self.enemy; missile.touch = mage_spike_touch; CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE); } void mage_heal() { entity head; float washealed = FALSE; for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head)) { washealed = TRUE; string fx = ""; if(IS_PLAYER(head)) { switch(self.skin) { case 0: if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable); fx = "healing_fx"; break; case 1: if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max); if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max); if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max); if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max); fx = "ammoregen_fx"; break; case 2: if(head.armorvalue < autocvar_g_balance_armor_regenstable) { head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable); fx = "armorrepair_fx"; } break; case 3: head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable); fx = "rage"; break; } pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1); } else { pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1); head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health); WaypointSprite_UpdateHealth(head.sprite, head.health); } } if(washealed) { monsters_setframe(mage_anim_attack); self.attack_finished_single = time + MON_CVAR(mage, heal_delay); } } void mage_shield_die() { if not(self.weaponentity) return; // why would this be called without a shield? self.armorvalue = 1; remove(self.weaponentity); self.weaponentity = world; } void mage_shield() { if(self.weaponentity) return; // already have a shield entity shield = spawn(); shield.owner = self; shield.team = self.team; shield.ltime = time + MON_CVAR(mage, shield_time); shield.health = 70; shield.classname = "shield"; shield.effects = EF_ADDITIVE; shield.movetype = MOVETYPE_NOCLIP; shield.solid = SOLID_TRIGGER; shield.avelocity = '7 0 11'; shield.scale = self.scale * 0.6; setattachment(shield, self, ""); setmodel(shield, "models/ctf/shield.md3"); setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs); self.weaponentity = shield; self.lastshielded = time + MON_CVAR(mage, shield_delay); monsters_setframe(mage_anim_attack); self.attack_finished_single = time + 1; self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100; } float mage_attack(float attack_type) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { monsters_setframe(mage_anim_attack); self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay); defer(0.2, mageattack_melee); return TRUE; } case MONSTER_ATTACK_RANGED: { if(random() < MON_CVAR(mage, attack_grenade_chance) / 100) { mage_throw_itemgrenade(); return TRUE; } monsters_setframe(mage_anim_attack); self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay); defer(0.2, mage_spike); return TRUE; } } return FALSE; } void spawnfunc_monster_mage() { self.classname = "monster_mage"; self.monster_spawnfunc = spawnfunc_monster_mage; if(Monster_CheckAppearFlags(self)) return; if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; } } // compatibility with old spawns void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); } float m_mage(float req) { switch(req) { case MR_THINK: { entity head; float need_help = FALSE; FOR_EACH_PLAYER(head) if(friend_needshelp(head)) { need_help = TRUE; break; // found 1 player near us who is low on health } if(!need_help) FOR_EACH_MONSTER(head) if(head != self) if(friend_needshelp(head)) { need_help = TRUE; break; // found 1 player near us who is low on health } if(self.weaponentity) if(time >= self.weaponentity.ltime) mage_shield_die(); if(self.health < MON_CVAR(mage, heal_minhealth) || need_help) if(time >= self.attack_finished_single) if(random() < 0.5) mage_heal(); if(self.enemy) if(self.health < self.max_health) if(time >= self.lastshielded) if(random() < 0.5) mage_shield(); 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); return TRUE; } case MR_DEATH: { monsters_setframe(mage_anim_death); return TRUE; } case MR_SETUP: { if not(self.health) self.health = MON_CVAR(mage, health); self.monster_loot = spawnfunc_item_health_large; self.monster_attackfunc = mage_attack; monsters_setframe(mage_anim_walk); return TRUE; } case MR_INIT: { // nothing return TRUE; } case MR_CONFIG: { MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage)) return TRUE; } } return TRUE; } #endif // SVQC #ifdef CSQC float m_mage(float req) { switch(req) { case MR_DEATH: { // nothing return TRUE; } case MR_INIT: { precache_model ("models/monsters/mage.dpm"); return TRUE; } } return TRUE; } #endif // CSQC #endif // REGISTER_MONSTER