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Use shield if enemy is too close
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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ MAGE,
4 /* function   */ m_mage,
5 /* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
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, heal_self) \
26         MON_ADD_CVAR(monster, heal_allies) \
27         MON_ADD_CVAR(monster, heal_minhealth) \
28         MON_ADD_CVAR(monster, heal_range) \
29         MON_ADD_CVAR(monster, heal_delay) \
30         MON_ADD_CVAR(monster, shield_time) \
31         MON_ADD_CVAR(monster, shield_delay) \
32         MON_ADD_CVAR(monster, shield_blockpercent) \
33         MON_ADD_CVAR(monster, speed_stop) \
34         MON_ADD_CVAR(monster, speed_run) \
35         MON_ADD_CVAR(monster, speed_walk) 
36
37 #ifdef SVQC
38 MAGE_SETTINGS(mage)
39 #endif // SVQC
40 #else
41 #ifdef SVQC
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;
48
49 void() mage_heal;
50 void() mage_shield;
51
52 .entity mage_spike;
53
54 float friend_needshelp(entity e)
55 {
56         if(e == world)
57                 return FALSE;
58         if(e.health <= 0)
59                 return FALSE;
60         if(DIFF_TEAM(e, self) && e != self.monster_owner)
61                 return FALSE;
62         if(e.frozen)
63                 return FALSE;
64         if(!IS_PLAYER(e))
65                 return (e.flags & FL_MONSTER && e.health < e.max_health);
66         if(e.items & IT_INVINCIBLE)
67                 return FALSE;
68
69         switch(self.skin)
70         {
71                 case 0: return (e.health < autocvar_g_balance_health_regenstable);
72                 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));
73                 case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
74                 case 3: return (e.health > 0);
75         }
76         
77         return FALSE;
78 }
79
80 void mage_spike_explode()
81 {
82         self.event_damage = func_null;
83         
84         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
85         
86         self.realowner.mage_spike = world;
87         
88         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
89         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);
90
91         remove (self);
92 }
93
94 void mage_spike_touch()
95 {
96         PROJECTILE_TOUCH;
97
98         mage_spike_explode();
99 }
100
101 // copied from W_Seeker_Think
102 void mage_spike_think()
103 {
104         entity e;
105         vector desireddir, olddir, newdir, eorg;
106         float turnrate;
107         float dist;
108         float spd;
109
110         if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
111         {
112                 self.projectiledeathtype |= HITTYPE_SPLASH;
113                 mage_spike_explode();
114         }
115
116         spd = vlen(self.velocity);
117         spd = bound(
118                 spd - MON_CVAR(mage, attack_spike_decel) * frametime,
119                 MON_CVAR(mage, attack_spike_speed_max),
120                 spd + MON_CVAR(mage, attack_spike_accel) * frametime
121         );
122
123         if (self.enemy != world)
124                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
125                         self.enemy = world;
126
127         if (self.enemy != world)
128         {
129                 e               = self.enemy;
130                 eorg            = 0.5 * (e.absmin + e.absmax);
131                 turnrate        = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
132                 desireddir      = normalize(eorg - self.origin);
133                 olddir          = normalize(self.velocity); // get my current direction
134                 dist            = vlen(eorg - self.origin);
135
136                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
137                 if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
138                 {
139                         // Is it a better idea (shorter distance) to trace to the target itself?
140                         if ( vlen(self.origin + olddir * self.wait) < dist)
141                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
142                         else
143                                 traceline(self.origin, eorg, FALSE, self);
144
145                         // Setup adaptive tracelength
146                         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));
147
148                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
149                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
150                 }
151                 
152                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
153                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
154         }
155         else
156                 dist = 0;
157                 
158         ///////////////
159
160         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
161         self.nextthink = time;// + 0.05; // csqc projectiles
162         UpdateCSQCProjectile(self);
163 }
164
165 void mage_attack_spike()
166 {
167         entity missile;
168         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
169
170         makevectors(self.angles);
171
172         missile = spawn ();
173         missile.owner = missile.realowner = self;
174         missile.think = mage_spike_think;
175         missile.ltime = time + 7;
176         missile.nextthink = time;
177         missile.solid = SOLID_BBOX;
178         missile.movetype = MOVETYPE_FLYMISSILE;
179         missile.flags = FL_PROJECTILE;
180         setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
181         setsize (missile, '0 0 0', '0 0 0');    
182         missile.velocity = dir * 400;
183         missile.avelocity = '300 300 300';
184         missile.enemy = self.enemy;
185         missile.touch = mage_spike_touch;
186         
187         self.mage_spike = missile;
188         
189         CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
190 }
191
192 void mage_heal()
193 {
194         entity head;
195         float washealed = FALSE;
196         
197         for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain) if(friend_needshelp(head))
198         {
199                 washealed = TRUE;
200                 string fx = "";
201                 if(IS_PLAYER(head))
202                 {
203                         switch(self.skin)
204                         {
205                                 case 0:
206                                         if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
207                                         fx = "healing_fx";
208                                         break;
209                                 case 1:
210                                         if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
211                                         if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
212                                         if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
213                                         if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
214                                         fx = "ammoregen_fx";
215                                         break;
216                                 case 2:
217                                         if(head.armorvalue < autocvar_g_balance_armor_regenstable)
218                                         {
219                                                 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
220                                                 fx = "armorrepair_fx";
221                                         }
222                                         break;
223                                 case 3:
224                                         head.health = bound(0, head.health - ((head == self)  ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
225                                         fx = "rage";
226                                         break;
227                         }
228                         
229                         pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
230                 }
231                 else
232                 {
233                         pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
234                         head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
235                         WaypointSprite_UpdateHealth(head.sprite, head.health);
236                 }
237         }
238         
239         if(washealed)
240         {
241                 self.frame = mage_anim_attack;
242                 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
243         }
244 }
245
246 void mage_teleport()
247 {
248         if(vlen(self.enemy.origin - self.origin) >= 500)
249                 return;
250
251         makevectors(self.enemy.angles);
252         tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin - '0 0 5', MOVE_NORMAL, self);
253         
254         if(trace_fraction <= 1)
255         {
256                 pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1);
257                 setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
258         }
259         
260         self.attack_finished_single = time + 0.2;
261 }
262
263 void mage_shield_think()
264 {
265         self.nextthink = time;
266         setorigin(self, self.owner.origin);
267
268         if(time >= self.ltime || self.owner.health <= 0)
269         {
270                 self.owner.armorvalue = 0;
271                 self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
272                 self.owner.weaponentity = world;
273                 remove(self);
274                 return;
275         }
276 }
277
278 void mage_shield_touch()
279 {
280         if(other == self.realowner)
281                 return;
282                 
283         vector mymid = (self.absmin + self.absmax) * 0.5;
284         vector othermid = (other.absmin + other.absmax) * 0.5;
285
286         Damage(other, self, self.realowner, 1, DEATH_MONSTER_MAGE, mymid, normalize(othermid - mymid) * 100);
287 }
288
289 void mage_shield()
290 {
291         if(self.weaponentity)
292                 return; // already have a shield
293
294         entity shield = spawn();
295         
296         shield.owner = shield.realowner = self;
297         shield.enemy = self;
298         shield.team = self.team;
299         shield.touch = mage_shield_touch;
300         shield.classname = "shield";
301         shield.ltime = time + MON_CVAR(mage, shield_time);
302         shield.effects = EF_ADDITIVE;
303         shield.movetype = MOVETYPE_NOCLIP;
304         shield.solid = SOLID_TRIGGER;
305         shield.avelocity = '7 0 11';
306         shield.scale = self.scale * 0.5;
307         shield.think = mage_shield_think;
308         shield.nextthink = time;
309         
310         self.lastshielded = time + MON_CVAR(mage, shield_delay);
311         self.weaponentity = shield;
312         self.frame = mage_anim_attack;
313         self.attack_finished_single = time + 1;
314         self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
315         self.armorvalue = self.health;
316         
317         setorigin(shield, self.origin);
318         setmodel(shield, "models/ctf/shield.md3");
319         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
320 }
321
322 float mage_attack(float attack_type)
323 {
324         switch(attack_type)
325         {
326                 case MONSTER_ATTACK_MELEE:
327                 {
328                         mage_shield();
329                                 
330                         return TRUE;
331                 }
332                 case MONSTER_ATTACK_RANGED:
333                 {
334                         if not(self.mage_spike)
335                         {
336                                 if(random() <= 0.4)
337                                 {
338                                         mage_teleport();
339                                         return TRUE;
340                                 }
341                                 else
342                                 {
343                                         self.frame = mage_anim_attack;
344                                         self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
345                                         defer(0.2, mage_attack_spike);
346                                         return TRUE;
347                                 }
348                         }
349                         
350                         if(self.mage_spike)
351                                 return TRUE;
352                         else
353                                 return FALSE;
354                 }
355         }
356         
357         return FALSE;
358 }
359
360 void spawnfunc_monster_mage()
361 {
362         self.classname = "monster_mage";
363         
364         self.monster_spawnfunc = spawnfunc_monster_mage;
365         
366         if(Monster_CheckAppearFlags(self))
367                 return;
368         
369         if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
370 }
371
372 // compatibility with old spawns
373 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
374
375 float m_mage(float req)
376 {
377         switch(req)
378         {
379                 case MR_THINK:
380                 {
381                         entity head;
382                         float need_help = FALSE;
383                         
384                         for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain)
385                         if(head != self)
386                         if(friend_needshelp(head))
387                         {
388                                 need_help = TRUE;
389                                 break;
390                         }
391                                 
392                         if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
393                         if(time >= self.attack_finished_single)
394                         if(random() < 0.5)
395                                 mage_heal();
396                                 
397                         if(self.enemy)
398                         if(self.health < self.max_health)
399                         if(time >= self.lastshielded)
400                         if(random() < 0.5)
401                                 mage_shield();
402                         
403                         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);
404                         return TRUE;
405                 }
406                 case MR_DEATH:
407                 {
408                         self.frame = mage_anim_death;
409                         return TRUE;
410                 }
411                 case MR_SETUP:
412                 {
413                         if not(self.health) self.health = MON_CVAR(mage, health);
414                         
415                         self.monster_loot = spawnfunc_item_health_large;
416                         self.monster_attackfunc = mage_attack;
417                         self.frame = mage_anim_walk;
418                         
419                         return TRUE;
420                 }
421                 case MR_PRECACHE:
422                 {
423                         precache_model ("models/monsters/mage.dpm");
424                         precache_model ("models/ctf/shield.md3");
425                         precache_sound ("weapons/grenade_impact.wav");
426                         return TRUE;
427                 }
428                 case MR_CONFIG:
429                 {
430                         MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
431                         return TRUE;
432                 }
433         }
434         
435         return TRUE;
436 }
437
438 #endif // SVQC
439 #ifdef CSQC
440 float m_mage(float req)
441 {
442         switch(req)
443         {
444                 case MR_PRECACHE:
445                 {
446                         precache_model ("models/monsters/mage.dpm");
447                         return TRUE;
448                 }
449         }
450         
451         return TRUE;
452 }
453
454 #endif // CSQC
455 #endif // REGISTER_MONSTER