REGISTER_MONSTER(
/* MON_##id */ MAGE,
/* function */ m_mage,
-/* spawnflags */ 0,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
/* 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
-float autocvar_g_monster_mage;
-float autocvar_g_monster_mage_health;
-float autocvar_g_monster_mage_speed;
-float autocvar_g_monster_mage_attack_spike_damage;
-float autocvar_g_monster_mage_attack_spike_radius;
-float autocvar_g_monster_mage_attack_spike_delay;
-float autocvar_g_monster_mage_attack_melee_damage;
-float autocvar_g_monster_mage_attack_melee_delay;
-float autocvar_g_monster_mage_heal_self;
-float autocvar_g_monster_mage_heal_friends;
-float autocvar_g_monster_mage_heal_minhealth;
-float autocvar_g_monster_mage_heal_range;
-float autocvar_g_monster_mage_heal_delay;
-float autocvar_g_monster_mage_shield_time;
-float autocvar_g_monster_mage_shield_delay;
-float autocvar_g_monster_mage_shield_blockpercent;
-float autocvar_g_monster_mage_attack_grenade_damage;
-float autocvar_g_monster_mage_attack_grenade_edgedamage;
-float autocvar_g_monster_mage_attack_grenade_radius;
-float autocvar_g_monster_mage_attack_grenade_lifetime;
-float autocvar_g_monster_mage_attack_grenade_force;
-float autocvar_g_monster_mage_attack_grenade_chance;
-
const float mage_anim_idle = 0;
const float mage_anim_walk = 1;
const float mage_anim_attack = 2;
void() mage_heal;
void() mage_shield;
-void() mage_shield_die;
float friend_needshelp(entity e)
{
return FALSE;
if(e.health <= 0)
return FALSE;
- if(vlen(e.origin - self.origin) > autocvar_g_monster_mage_heal_range)
+ if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
return FALSE;
- if(IsDifferentTeam(e, self))
+ if(DIFF_TEAM(e, self))
return FALSE;
if(e.frozen)
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;
- }
+ case 0: return (e.health < autocvar_g_balance_health_regenstable);
+ 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));
+ case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
+ case 3: return (e.health > 0);
}
return FALSE;
void mageattack_melee()
{
- monster_melee(self.enemy, autocvar_g_monster_mage_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
+ monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), mage_anim_attack, self.attack_range, MON_CVAR(mage, attack_melee_delay) - 0.2, 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, 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);
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_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_throw_itemgrenade()
{
makevectors(self.angles);
-
- W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_mage_attack_grenade_damage);
- w_shotdir = v_forward; // no TrueAim for grenades please
-
+
entity gren = spawn ();
gren.owner = gren.realowner = self;
gren.classname = "grenade";
gren.movetype = MOVETYPE_BOUNCE;
gren.solid = SOLID_TRIGGER;
gren.projectiledeathtype = DEATH_MONSTER_MAGE;
- setorigin(gren, w_shotorg);
+ setorigin(gren, CENTER_OR_VIEWOFS(self));
setsize(gren, '-64 -64 -64', '64 64 64');
- gren.nextthink = time + autocvar_g_monster_mage_attack_grenade_lifetime;
+ 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_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_mage_attack_grenade);
+ 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;
void mage_spike_explode()
{
self.event_damage = func_null;
-
+
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+
pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
- 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);
+ 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);
}
mage_spike_explode();
}
+// copied from W_Seeker_Think
void mage_spike_think()
{
- if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
+ 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();
- return;
}
-
- vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-
- UpdateCSQCProjectile(self);
-
- if (monster_skill == 3)
- self.velocity = dir * 350;
+
+ 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
- self.velocity = dir * 250;
+ dist = 0;
- self.nextthink = time + 0.2;
- self.think = mage_spike_think;
+ ///////////////
+
+ //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
+ self.nextthink = time;// + 0.05; // csqc projectiles
+ UpdateCSQCProjectile(self);
}
void mage_spike()
switch(self.skin)
{
case 0:
- 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);
+ 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:
case 2:
if(head.armorvalue < autocvar_g_balance_armor_regenstable)
{
- head.armorvalue = bound(0, head.armorvalue + autocvar_g_monster_mage_heal_friends, 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) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_friends), autocvar_g_balance_health_regenstable);
+ 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;
}
else
{
pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
- head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, head.max_health);
- WaypointSprite_UpdateHealth(head.sprite, head.health);
+ head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
+ head.SendFlags |= MSF_STATUS;
}
}
if(washealed)
{
monsters_setframe(mage_anim_attack);
- self.attack_finished_single = time + autocvar_g_monster_mage_heal_delay;
+ self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
}
}
-void mage_shield_die()
+void mage_shield_think()
{
- if not(self.weaponentity)
- return; // why would this be called without a shield?
-
- self.armorvalue = 1;
-
- remove(self.weaponentity);
-
- self.weaponentity = world;
+ self.nextthink = time;
+
+ if(time >= self.ltime || self.owner.health <= 0)
+ {
+ self.owner.armorvalue = 0;
+ self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+ remove(self);
+ return;
+ }
}
void mage_shield()
shield.owner = self;
shield.team = self.team;
- shield.ltime = time + autocvar_g_monster_mage_shield_time;
- shield.health = 70;
+ shield.ltime = time + MON_CVAR(mage, shield_time);
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;
+ shield.think = mage_shield_think;
+ shield.nextthink = time;
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 + autocvar_g_monster_mage_shield_delay;
+ self.lastshielded = time + MON_CVAR(mage, shield_delay);
monsters_setframe(mage_anim_attack);
self.attack_finished_single = time + 1;
- self.armorvalue = autocvar_g_monster_mage_shield_blockpercent / 100;
+ self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
+ self.armorvalue = self.health;
}
float mage_attack(float attack_type)
case MONSTER_ATTACK_MELEE:
{
monsters_setframe(mage_anim_attack);
- self.attack_finished_single = time + autocvar_g_monster_mage_attack_melee_delay;
+ self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
defer(0.2, mageattack_melee);
return TRUE;
}
case MONSTER_ATTACK_RANGED:
{
- if(random() < autocvar_g_monster_mage_attack_grenade_chance / 100)
+ if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
{
mage_throw_itemgrenade();
return TRUE;
}
monsters_setframe(mage_anim_attack);
- self.attack_finished_single = time + autocvar_g_monster_mage_attack_spike_delay;
+ self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
defer(0.2, mage_spike);
return TRUE;
void spawnfunc_monster_mage()
{
- if not(autocvar_g_monster_mage) { remove(self); return; }
-
self.classname = "monster_mage";
self.monster_spawnfunc = spawnfunc_monster_mage;
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 < autocvar_g_monster_mage_heal_minhealth || need_help)
+ if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
if(time >= self.attack_finished_single)
if(random() < 0.5)
mage_heal();
if(random() < 0.5)
mage_shield();
- monster_move(autocvar_g_monster_mage_speed, autocvar_g_monster_mage_speed, 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
+ 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:
}
case MR_SETUP:
{
- if not(self.health) self.health = autocvar_g_monster_mage_health;
-
+ 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);
}
case MR_INIT:
{
- // nothing
+ precache_model ("models/items/g_h50.md3");
+ precache_model ("models/ctf/shield.md3");
+ precache_sound ("weapons/grenade_impact.wav");
+ return TRUE;
+ }
+ case MR_CONFIG:
+ {
+ MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
return TRUE;
}
}