5 MODEL(MON_MAGE, M_Model("mage.dpm"));
9 ATTRIB(Mage, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED);
10 ATTRIB(Mage, mins, vector, '-36 -36 -24');
11 ATTRIB(Mage, maxs, vector, '36 36 50');
13 ATTRIB(Mage, m_model, Model, MDL_MON_MAGE);
15 ATTRIB(Mage, netname, string, "mage");
16 ATTRIB(Mage, monster_name, string, _("Mage"));
19 REGISTER_MONSTER(MAGE, NEW(Mage)) {
21 this.mr_precache(this);
25 #include <common/weapons/all.qh>
26 #include <common/items/all.qc>
28 CLASS(MageSpike, PortoLaunch)
29 /* flags */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
30 /* impulse */ ATTRIB(MageSpike, impulse, int, 9);
31 /* refname */ ATTRIB(MageSpike, netname, string, "magespike");
32 /* wepname */ ATTRIB(MageSpike, m_name, string, _("Mage spike"));
34 REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
42 SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
43 void M_Mage_Attack_Spike(entity this, vector dir);
44 void M_Mage_Attack_Push(entity this);
45 METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire)) {
47 if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
48 if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
49 actor.enemy = Monster_FindTarget(actor);
50 W_SetupShot_Dir(actor, v_forward, false, 0, SND(MageSpike_FIRE), CH_WEAPON_B, 0);
51 if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
52 M_Mage_Attack_Spike(actor, w_shotdir);
53 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
56 if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
57 M_Mage_Attack_Push(actor);
58 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
62 void M_Mage_Attack_Teleport(entity this, entity targ);
64 CLASS(OffhandMageTeleport, OffhandWeapon)
65 .bool OffhandMageTeleport_key_pressed;
66 METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
68 if (key_pressed && !player.OffhandMageTeleport_key_pressed)
69 M_Mage_Attack_Teleport(player, player.enemy);
70 player.OffhandMageTeleport_key_pressed = key_pressed;
72 ENDCLASS(OffhandMageTeleport)
73 OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
75 float autocvar_g_monster_mage_health;
76 float autocvar_g_monster_mage_damageforcescale = 0.5;
77 float autocvar_g_monster_mage_attack_spike_damage;
78 float autocvar_g_monster_mage_attack_spike_radius;
79 float autocvar_g_monster_mage_attack_spike_delay;
80 float autocvar_g_monster_mage_attack_spike_accel;
81 float autocvar_g_monster_mage_attack_spike_decel;
82 float autocvar_g_monster_mage_attack_spike_turnrate;
83 float autocvar_g_monster_mage_attack_spike_speed_max;
84 float autocvar_g_monster_mage_attack_spike_smart;
85 float autocvar_g_monster_mage_attack_spike_smart_trace_min;
86 float autocvar_g_monster_mage_attack_spike_smart_trace_max;
87 float autocvar_g_monster_mage_attack_spike_smart_mindist;
88 float autocvar_g_monster_mage_attack_push_damage;
89 float autocvar_g_monster_mage_attack_push_radius;
90 float autocvar_g_monster_mage_attack_push_delay;
91 float autocvar_g_monster_mage_attack_push_force;
92 float autocvar_g_monster_mage_heal_self;
93 float autocvar_g_monster_mage_heal_allies;
94 float autocvar_g_monster_mage_heal_minhealth;
95 float autocvar_g_monster_mage_heal_range;
96 float autocvar_g_monster_mage_heal_delay;
97 float autocvar_g_monster_mage_shield_time;
98 float autocvar_g_monster_mage_shield_delay;
99 float autocvar_g_monster_mage_shield_blockpercent;
100 float autocvar_g_monster_mage_speed_stop;
101 float autocvar_g_monster_mage_speed_run;
102 float autocvar_g_monster_mage_speed_walk;
105 const float mage_anim_idle = 0;
106 const float mage_anim_walk = 1;
107 const float mage_anim_attack = 2;
108 const float mage_anim_pain = 3;
109 const float mage_anim_death = 4;
110 const float mage_anim_run = 5;
113 void M_Mage_Defend_Heal(entity this);
114 void M_Mage_Defend_Shield(entity this);
117 .float mage_shield_delay;
118 .float mage_shield_time;
120 bool M_Mage_Defend_Heal_Check(entity this, entity targ)
126 if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
128 if(STAT(FROZEN, targ))
131 return (IS_MONSTER(targ) && targ.health < targ.max_health);
132 if(targ.items & ITEM_Shield.m_itemid)
137 case 0: return (targ.health < autocvar_g_balance_health_regenstable);
138 case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
139 case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
140 case 3: return (targ.health > 0);
146 void M_Mage_Attack_Spike_Explode(entity this)
148 this.event_damage = func_null;
150 sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
152 this.realowner.mage_spike = world;
154 Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
155 RadiusDamage (this, this.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, world, 0, DEATH_MONSTER_MAGE.m_id, other);
160 void M_Mage_Attack_Spike_Touch()
164 M_Mage_Attack_Spike_Explode(self);
169 // copied from W_Seeker_Think
170 void M_Mage_Attack_Spike_Think()
172 if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
173 self.projectiledeathtype |= HITTYPE_SPLASH;
174 M_Mage_Attack_Spike_Explode(self);
177 float spd = vlen(self.velocity);
179 spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
180 (autocvar_g_monster_mage_attack_spike_speed_max),
181 spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
184 if (self.enemy != world)
185 if (self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
188 if (self.enemy != world)
190 entity e = self.enemy;
191 vector eorg = 0.5 * (e.absmin + e.absmax);
192 float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
193 vector desireddir = normalize(eorg - self.origin);
194 vector olddir = normalize(self.velocity); // get my current direction
195 float dist = vlen(eorg - self.origin);
197 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
198 if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
200 // Is it a better idea (shorter distance) to trace to the target itself?
201 if ( vlen(self.origin + olddir * self.wait) < dist)
202 traceline(self.origin, self.origin + olddir * self.wait, false, self);
204 traceline(self.origin, eorg, false, self);
206 // Setup adaptive tracelength
207 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));
209 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
210 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
213 vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
214 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
219 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
220 self.nextthink = time;// + 0.05; // csqc projectiles
221 UpdateCSQCProjectile(self);
224 void M_Mage_Attack_Spike(entity this, vector dir)
226 makevectors(this.angles);
228 entity missile = spawn();
229 missile.owner = missile.realowner = this;
230 missile.think = M_Mage_Attack_Spike_Think;
231 missile.ltime = time + 7;
232 missile.nextthink = time;
233 missile.solid = SOLID_BBOX;
234 missile.movetype = MOVETYPE_FLYMISSILE;
235 missile.flags = FL_PROJECTILE;
236 setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
237 setsize(missile, '0 0 0', '0 0 0');
238 missile.velocity = dir * 400;
239 missile.avelocity = '300 300 300';
240 missile.enemy = this.enemy;
241 missile.touch = M_Mage_Attack_Spike_Touch;
243 this.mage_spike = missile;
245 CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
248 void M_Mage_Defend_Heal(entity this)
251 float washealed = false;
253 for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
262 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);
263 fx = EFFECT_HEALING.eent_eff_name;
266 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
267 if(head.ammo_plasma) head.ammo_plasma = bound(head.ammo_plasma, head.ammo_plasma + 1, g_pickup_plasma_max);
268 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
269 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
270 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
274 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
276 head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
277 fx = "armorrepair_fx";
281 head.health = bound(0, head.health - ((head == this) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
282 fx = EFFECT_RAGE.eent_eff_name;
286 Send_Effect_(fx, head.origin, '0 0 0', 1);
290 Send_Effect(EFFECT_HEALING, head.origin, '0 0 0', 1);
291 head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
292 if(!(head.spawnflags & MONSTERFLAG_INVINCIBLE) && head.sprite)
293 WaypointSprite_UpdateHealth(head.sprite, head.health);
299 setanim(this, this.anim_shoot, true, true, true);
300 this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
301 this.anim_finished = time + 1.5;
305 void M_Mage_Attack_Push(entity this)
307 sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
308 RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, this.enemy);
309 Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
311 setanim(this, this.anim_shoot, true, true, true);
312 this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
315 void M_Mage_Attack_Teleport(entity this, entity targ)
318 if(vdist(targ.origin - this.origin, >, 1500)) return;
320 makevectors(targ.angles);
321 tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
323 if(trace_fraction < 1)
326 vector newpos = targ.origin + ((v_forward * -1) * 200);
328 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
329 Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
331 setorigin(this, newpos);
333 vector a = vectoangles(targ.origin - this.origin);
337 this.fixangle = true;
338 this.velocity *= 0.5;
340 this.attack_finished_single[0] = time + 0.2;
343 void M_Mage_Defend_Shield_Remove(entity this)
345 this.effects &= ~(EF_ADDITIVE | EF_BLUE);
346 this.armorvalue = autocvar_g_monsters_armor_blockpercent;
349 void M_Mage_Defend_Shield(entity this)
351 this.effects |= (EF_ADDITIVE | EF_BLUE);
352 this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
353 this.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
354 this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
355 setanim(this, this.anim_shoot, true, true, true);
356 this.attack_finished_single[0] = time + 1;
357 this.anim_finished = time + 1;
360 bool M_Mage_Attack(int attack_type, entity actor, entity targ)
362 .entity weaponentity = weaponentities[0];
365 case MONSTER_ATTACK_MELEE:
369 Weapon wep = WEP_MAGE_SPIKE;
371 wep.wr_think(wep, actor, weaponentity, 2);
377 case MONSTER_ATTACK_RANGED:
379 if(!actor.mage_spike)
383 OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
384 off.offhand_think(off, actor, true);
389 setanim(actor, actor.anim_shoot, true, true, true);
390 actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
391 actor.anim_finished = time + 1;
392 Weapon wep = WEP_MAGE_SPIKE;
393 wep.wr_think(wep, actor, weaponentity, 1);
408 spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
413 METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
415 bool need_help = false;
417 FOREACH_ENTITY_FLOAT(iscreature, true,
420 if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
421 if(M_Mage_Defend_Heal_Check(actor, it))
428 if(actor.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
429 if(time >= actor.attack_finished_single[0])
431 M_Mage_Defend_Heal(actor);
433 if(time >= actor.mage_shield_time && actor.armorvalue)
434 M_Mage_Defend_Shield_Remove(actor);
437 if(actor.health < actor.max_health)
438 if(time >= actor.mage_shield_delay)
440 M_Mage_Defend_Shield(actor);
444 METHOD(Mage, mr_pain, bool(Mage thismon, entity actor))
448 METHOD(Mage, mr_death, bool(Mage thismon, entity actor))
450 setanim(actor, actor.anim_die1, false, true, true);
455 METHOD(Mage, mr_anim, bool(Mage thismon, entity actor))
457 vector none = '0 0 0';
458 actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
459 actor.anim_walk = animfixfps(actor, '1 1 1', none);
460 actor.anim_idle = animfixfps(actor, '0 1 1', none);
461 actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
462 actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
463 actor.anim_run = animfixfps(actor, '5 1 1', none);
469 spawnfunc(item_health_large);
470 METHOD(Mage, mr_setup, bool(Mage thismon, entity actor))
472 if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
473 if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
474 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
475 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
476 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
478 actor.monster_loot = spawnfunc_item_health_large;
479 actor.monster_attackfunc = M_Mage_Attack;
483 METHOD(Mage, mr_precache, bool(Mage thismon))