1 #ifdef REGISTER_MONSTER
6 /* mins,maxs */ '-36 -36 -24', '36 36 50',
7 /* model */ "mage.dpm",
9 /* fullname */ _("Mage")
14 float autocvar_g_monster_mage;
15 float autocvar_g_monster_mage_health;
16 float autocvar_g_monster_mage_speed;
17 float autocvar_g_monster_mage_attack_spike_damage;
18 float autocvar_g_monster_mage_attack_spike_radius;
19 float autocvar_g_monster_mage_attack_spike_delay;
20 float autocvar_g_monster_mage_attack_melee_damage;
21 float autocvar_g_monster_mage_attack_melee_delay;
22 float autocvar_g_monster_mage_heal_self;
23 float autocvar_g_monster_mage_heal_friends;
24 float autocvar_g_monster_mage_heal_minhealth;
25 float autocvar_g_monster_mage_heal_range;
26 float autocvar_g_monster_mage_heal_delay;
27 float autocvar_g_monster_mage_shield_time;
28 float autocvar_g_monster_mage_shield_delay;
29 float autocvar_g_monster_mage_shield_blockpercent;
30 float autocvar_g_monster_mage_attack_grenade_damage;
31 float autocvar_g_monster_mage_attack_grenade_edgedamage;
32 float autocvar_g_monster_mage_attack_grenade_radius;
33 float autocvar_g_monster_mage_attack_grenade_lifetime;
34 float autocvar_g_monster_mage_attack_grenade_force;
35 float autocvar_g_monster_mage_attack_grenade_chance;
37 const float mage_anim_idle = 0;
38 const float mage_anim_walk = 1;
39 const float mage_anim_attack = 2;
40 const float mage_anim_pain = 3;
41 const float mage_anim_death = 4;
42 const float mage_anim_run = 5;
46 void() mage_shield_die;
48 float friend_needshelp(entity e)
54 if(vlen(e.origin - self.origin) > autocvar_g_monster_mage_heal_range)
56 if(IsDifferentTeam(e, self))
61 return (e.health < e.max_health);
62 if(e.items & IT_INVINCIBLE)
69 if(e.health < autocvar_g_balance_health_regenstable)
75 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))
81 if(e.armorvalue < autocvar_g_balance_armor_regenstable)
96 void mageattack_melee()
98 monster_melee(self.enemy, autocvar_g_monster_mage_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
101 void mage_grenade_explode()
103 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
105 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
106 RadiusDamage (self, self.realowner, autocvar_g_monster_mage_attack_grenade_damage, autocvar_g_monster_mage_attack_grenade_edgedamage, autocvar_g_monster_mage_attack_grenade_radius, world, autocvar_g_monster_mage_attack_grenade_force, DEATH_MONSTER_MAGE, other);
110 void mage_grenade_touch()
115 mage_grenade_explode();
120 void mage_throw_itemgrenade()
122 makevectors(self.angles);
124 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_mage_attack_grenade_damage);
125 w_shotdir = v_forward; // no TrueAim for grenades please
127 entity gren = spawn ();
128 gren.owner = gren.realowner = self;
129 gren.classname = "grenade";
130 gren.bot_dodge = FALSE;
131 gren.movetype = MOVETYPE_BOUNCE;
132 gren.solid = SOLID_TRIGGER;
133 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
134 setorigin(gren, w_shotorg);
135 setsize(gren, '-64 -64 -64', '64 64 64');
137 gren.nextthink = time + autocvar_g_monster_mage_attack_grenade_lifetime;
138 gren.think = mage_grenade_explode;
139 gren.use = mage_grenade_explode;
140 gren.touch = mage_grenade_touch;
142 gren.missile_flags = MIF_SPLASH | MIF_ARC;
143 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_mage_attack_grenade);
145 gren.flags = FL_PROJECTILE;
147 setmodel(gren, "models/items/g_h50.md3");
149 self.attack_finished_single = time + 1.5;
152 void mage_spike_explode()
154 self.event_damage = func_null;
156 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
157 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);
162 void mage_spike_touch()
166 mage_spike_explode();
169 void mage_spike_think()
171 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
173 mage_spike_explode();
177 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
179 UpdateCSQCProjectile(self);
181 if (monster_skill == 3)
182 self.velocity = dir * 350;
184 self.velocity = dir * 250;
186 self.nextthink = time + 0.2;
187 self.think = mage_spike_think;
193 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
195 makevectors(self.angles);
198 missile.owner = missile.realowner = self;
199 missile.think = mage_spike_think;
200 missile.ltime = time + 7;
201 missile.nextthink = time;
202 missile.solid = SOLID_BBOX;
203 missile.movetype = MOVETYPE_FLYMISSILE;
204 missile.flags = FL_PROJECTILE;
205 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
206 setsize (missile, '0 0 0', '0 0 0');
207 missile.velocity = dir * 400;
208 missile.avelocity = '300 300 300';
209 missile.enemy = self.enemy;
210 missile.touch = mage_spike_touch;
212 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
218 float washealed = FALSE;
220 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
229 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_health_regenstable);
233 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
234 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
235 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
236 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
240 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
242 head.armorvalue = bound(0, head.armorvalue + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_armor_regenstable);
243 fx = "armorrepair_fx";
247 head.health = bound(0, head.health - ((head == self) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_friends), autocvar_g_balance_health_regenstable);
252 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
256 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
257 head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, head.max_health);
258 WaypointSprite_UpdateHealth(head.sprite, head.health);
264 monsters_setframe(mage_anim_attack);
265 self.attack_finished_single = time + autocvar_g_monster_mage_heal_delay;
269 void mage_shield_die()
271 if not(self.weaponentity)
272 return; // why would this be called without a shield?
276 remove(self.weaponentity);
278 self.weaponentity = world;
283 if(self.weaponentity)
284 return; // already have a shield
286 entity shield = spawn();
289 shield.team = self.team;
290 shield.ltime = time + autocvar_g_monster_mage_shield_time;
292 shield.classname = "shield";
293 shield.effects = EF_ADDITIVE;
294 shield.movetype = MOVETYPE_NOCLIP;
295 shield.solid = SOLID_TRIGGER;
296 shield.avelocity = '7 0 11';
297 shield.scale = self.scale * 0.6;
299 setattachment(shield, self, "");
300 setmodel(shield, "models/ctf/shield.md3");
301 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
303 self.weaponentity = shield;
305 self.lastshielded = time + autocvar_g_monster_mage_shield_delay;
307 monsters_setframe(mage_anim_attack);
308 self.attack_finished_single = time + 1;
310 self.armorvalue = autocvar_g_monster_mage_shield_blockpercent / 100;
313 float mage_attack(float attack_type)
317 case MONSTER_ATTACK_MELEE:
319 monsters_setframe(mage_anim_attack);
320 self.attack_finished_single = time + autocvar_g_monster_mage_attack_melee_delay;
321 defer(0.2, mageattack_melee);
325 case MONSTER_ATTACK_RANGED:
327 if(random() < autocvar_g_monster_mage_attack_grenade_chance / 100)
329 mage_throw_itemgrenade();
333 monsters_setframe(mage_anim_attack);
334 self.attack_finished_single = time + autocvar_g_monster_mage_attack_spike_delay;
335 defer(0.2, mage_spike);
344 void spawnfunc_monster_mage()
346 if not(autocvar_g_monster_mage) { remove(self); return; }
348 self.classname = "monster_mage";
350 self.monster_spawnfunc = spawnfunc_monster_mage;
352 if(Monster_CheckAppearFlags(self))
355 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
358 // compatibility with old spawns
359 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
361 float m_mage(float req)
368 float need_help = FALSE;
370 FOR_EACH_PLAYER(head)
371 if(friend_needshelp(head))
374 break; // found 1 player near us who is low on health
377 FOR_EACH_MONSTER(head)
379 if(friend_needshelp(head))
382 break; // found 1 player near us who is low on health
385 if(self.weaponentity)
386 if(time >= self.weaponentity.ltime)
389 if(self.health < autocvar_g_monster_mage_heal_minhealth || need_help)
390 if(time >= self.attack_finished_single)
395 if(self.health < self.max_health)
396 if(time >= self.lastshielded)
400 monster_move(autocvar_g_monster_mage_speed, autocvar_g_monster_mage_speed, 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
405 monsters_setframe(mage_anim_death);
410 if not(self.health) self.health = autocvar_g_monster_mage_health;
412 self.monster_attackfunc = mage_attack;
413 monsters_setframe(mage_anim_walk);
429 float m_mage(float req)
440 precache_model ("models/monsters/mage.dpm");
449 #endif // REGISTER_MONSTER