1 #ifdef REGISTER_MONSTER
5 /* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
6 /* mins,maxs */ '-36 -36 -24', '36 36 50',
7 /* model */ "mage.dpm",
9 /* fullname */ _("Mage")
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)
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;
54 float friend_needshelp(entity e)
60 if(DIFF_TEAM(e, self) && e != self.monster_owner)
65 return (e.flags & FL_MONSTER && e.health < e.max_health);
66 if(e.items & IT_INVINCIBLE)
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);
80 void mage_spike_explode()
82 self.event_damage = func_null;
84 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
86 self.realowner.mage_spike = world;
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);
94 void mage_spike_touch()
101 // copied from W_Seeker_Think
102 void mage_spike_think()
105 vector desireddir, olddir, newdir, eorg;
110 if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
112 self.projectiledeathtype |= HITTYPE_SPLASH;
113 mage_spike_explode();
116 spd = vlen(self.velocity);
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
123 if (self.enemy != world)
124 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
127 if (self.enemy != world)
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);
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)))
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);
143 traceline(self.origin, eorg, FALSE, self);
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));
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);
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
160 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
161 self.nextthink = time;// + 0.05; // csqc projectiles
162 UpdateCSQCProjectile(self);
165 void mage_attack_spike()
168 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
170 makevectors(self.angles);
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;
187 self.mage_spike = missile;
189 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
195 float washealed = FALSE;
197 for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain) if(friend_needshelp(head))
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);
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);
217 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
219 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
220 fx = "armorrepair_fx";
224 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
229 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
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);
241 self.frame = mage_anim_attack;
242 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
248 if(vlen(self.enemy.origin - self.origin) >= 500)
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);
254 if(trace_fraction <= 1)
256 pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1);
257 setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
260 self.attack_finished_single = time + 0.2;
263 void mage_shield_think()
265 self.nextthink = time;
266 setorigin(self, self.owner.origin);
268 if(time >= self.ltime || self.owner.health <= 0)
270 self.owner.armorvalue = 0;
271 self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
272 self.owner.weaponentity = world;
278 void mage_shield_touch()
280 if(other == self.realowner)
283 vector mymid = (self.absmin + self.absmax) * 0.5;
284 vector othermid = (other.absmin + other.absmax) * 0.5;
286 Damage(other, self, self.realowner, 1, DEATH_MONSTER_MAGE, mymid, normalize(othermid - mymid) * 100);
291 if(self.weaponentity)
292 return; // already have a shield
294 entity shield = spawn();
296 shield.owner = shield.realowner = 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;
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;
317 setorigin(shield, self.origin);
318 setmodel(shield, "models/ctf/shield.md3");
319 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
322 float mage_attack(float attack_type)
326 case MONSTER_ATTACK_MELEE:
332 case MONSTER_ATTACK_RANGED:
334 if not(self.mage_spike)
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);
360 void spawnfunc_monster_mage()
362 self.classname = "monster_mage";
364 self.monster_spawnfunc = spawnfunc_monster_mage;
366 if(Monster_CheckAppearFlags(self))
369 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
372 // compatibility with old spawns
373 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
375 float m_mage(float req)
382 float need_help = FALSE;
384 for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain)
386 if(friend_needshelp(head))
392 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
393 if(time >= self.attack_finished_single)
398 if(self.health < self.max_health)
399 if(time >= self.lastshielded)
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);
408 self.frame = mage_anim_death;
413 if not(self.health) self.health = MON_CVAR(mage, health);
415 self.monster_loot = spawnfunc_item_health_large;
416 self.monster_attackfunc = mage_attack;
417 self.frame = mage_anim_walk;
423 precache_model ("models/monsters/mage.dpm");
424 precache_model ("models/ctf/shield.md3");
425 precache_sound ("weapons/grenade_impact.wav");
430 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
440 float m_mage(float req)
446 precache_model ("models/monsters/mage.dpm");
455 #endif // REGISTER_MONSTER