1 #ifdef REGISTER_MONSTER
5 /* mins,maxs */ '-36 -36 -24', '36 36 50',
6 /* model */ "mage.dpm",
8 /* fullname */ _("Mage")
13 float autocvar_g_monster_mage;
14 float autocvar_g_monster_mage_health;
15 float autocvar_g_monster_mage_speed;
16 float autocvar_g_monster_mage_attack_spike_damage;
17 float autocvar_g_monster_mage_attack_spike_radius;
18 float autocvar_g_monster_mage_attack_spike_delay;
19 float autocvar_g_monster_mage_attack_melee_damage;
20 float autocvar_g_monster_mage_attack_melee_delay;
21 float autocvar_g_monster_mage_heal_self;
22 float autocvar_g_monster_mage_heal_friends;
23 float autocvar_g_monster_mage_heal_minhealth;
24 float autocvar_g_monster_mage_heal_range;
25 float autocvar_g_monster_mage_heal_delay;
26 float autocvar_g_monster_mage_shield_time;
27 float autocvar_g_monster_mage_shield_delay;
28 float autocvar_g_monster_mage_shield_blockpercent;
29 float autocvar_g_monster_mage_attack_grenade_damage;
30 float autocvar_g_monster_mage_attack_grenade_edgedamage;
31 float autocvar_g_monster_mage_attack_grenade_radius;
32 float autocvar_g_monster_mage_attack_grenade_lifetime;
33 float autocvar_g_monster_mage_attack_grenade_force;
34 float autocvar_g_monster_mage_attack_grenade_chance;
36 const float mage_anim_idle = 0;
37 const float mage_anim_walk = 1;
38 const float mage_anim_attack = 2;
39 const float mage_anim_pain = 3;
40 const float mage_anim_death = 4;
41 const float mage_anim_run = 5;
45 void() mage_shield_die;
47 float friend_needshelp(entity e)
53 if(vlen(e.origin - self.origin) > autocvar_g_monster_mage_heal_range)
55 if(IsDifferentTeam(e, self))
60 return (e.health < e.max_health);
61 if(e.items & IT_INVINCIBLE)
68 if(e.health < autocvar_g_balance_health_regenstable)
74 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))
80 if(e.armorvalue < autocvar_g_balance_armor_regenstable)
95 void mageattack_melee()
97 monster_melee(self.enemy, autocvar_g_monster_mage_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
100 void mage_grenade_explode()
102 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
104 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
105 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);
109 void mage_grenade_touch()
114 mage_grenade_explode();
119 void mage_throw_itemgrenade()
121 makevectors(self.angles);
123 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_mage_attack_grenade_damage);
124 w_shotdir = v_forward; // no TrueAim for grenades please
126 entity gren = spawn ();
127 gren.owner = gren.realowner = self;
128 gren.classname = "grenade";
129 gren.bot_dodge = FALSE;
130 gren.movetype = MOVETYPE_BOUNCE;
131 gren.solid = SOLID_TRIGGER;
132 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
133 setorigin(gren, w_shotorg);
134 setsize(gren, '-64 -64 -64', '64 64 64');
136 gren.nextthink = time + autocvar_g_monster_mage_attack_grenade_lifetime;
137 gren.think = mage_grenade_explode;
138 gren.use = mage_grenade_explode;
139 gren.touch = mage_grenade_touch;
141 gren.missile_flags = MIF_SPLASH | MIF_ARC;
142 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_mage_attack_grenade);
144 gren.flags = FL_PROJECTILE;
146 setmodel(gren, "models/items/g_h50.md3");
148 self.attack_finished_single = time + 1.5;
151 void mage_spike_explode()
153 self.event_damage = func_null;
155 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
156 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);
161 void mage_spike_touch()
165 mage_spike_explode();
168 void mage_spike_think()
170 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
172 mage_spike_explode();
176 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
178 UpdateCSQCProjectile(self);
180 if (monster_skill == 3)
181 self.velocity = dir * 350;
183 self.velocity = dir * 250;
185 self.nextthink = time + 0.2;
186 self.think = mage_spike_think;
192 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
194 makevectors(self.angles);
197 missile.owner = missile.realowner = self;
198 missile.think = mage_spike_think;
199 missile.ltime = time + 7;
200 missile.nextthink = time;
201 missile.solid = SOLID_BBOX;
202 missile.movetype = MOVETYPE_FLYMISSILE;
203 missile.flags = FL_PROJECTILE;
204 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
205 setsize (missile, '0 0 0', '0 0 0');
206 missile.velocity = dir * 400;
207 missile.avelocity = '300 300 300';
208 missile.enemy = self.enemy;
209 missile.touch = mage_spike_touch;
211 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
217 float washealed = FALSE;
219 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
228 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);
232 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
233 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
234 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
235 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
239 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
241 head.armorvalue = bound(0, head.armorvalue + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_armor_regenstable);
242 fx = "armorrepair_fx";
246 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);
251 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
255 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
256 head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, head.max_health);
257 WaypointSprite_UpdateHealth(head.sprite, head.health);
263 monsters_setframe(mage_anim_attack);
264 self.attack_finished_single = time + autocvar_g_monster_mage_heal_delay;
268 void mage_shield_die()
270 if not(self.weaponentity)
271 return; // why would this be called without a shield?
275 remove(self.weaponentity);
277 self.weaponentity = world;
282 if(self.weaponentity)
283 return; // already have a shield
285 entity shield = spawn();
288 shield.team = self.team;
289 shield.ltime = time + autocvar_g_monster_mage_shield_time;
291 shield.classname = "shield";
292 shield.effects = EF_ADDITIVE;
293 shield.movetype = MOVETYPE_NOCLIP;
294 shield.solid = SOLID_TRIGGER;
295 shield.avelocity = '7 0 11';
296 shield.scale = self.scale * 0.6;
298 setattachment(shield, self, "");
299 setmodel(shield, "models/ctf/shield.md3");
300 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
302 self.weaponentity = shield;
304 self.lastshielded = time + autocvar_g_monster_mage_shield_delay;
306 monsters_setframe(mage_anim_attack);
307 self.attack_finished_single = time + 1;
309 self.armorvalue = autocvar_g_monster_mage_shield_blockpercent / 100;
312 float mage_attack(float attack_type)
316 case MONSTER_ATTACK_MELEE:
318 monsters_setframe(mage_anim_attack);
319 self.attack_finished_single = time + autocvar_g_monster_mage_attack_melee_delay;
320 defer(0.2, mageattack_melee);
324 case MONSTER_ATTACK_RANGED:
326 if(random() < autocvar_g_monster_mage_attack_grenade_chance / 100)
328 mage_throw_itemgrenade();
332 monsters_setframe(mage_anim_attack);
333 self.attack_finished_single = time + autocvar_g_monster_mage_attack_spike_delay;
334 defer(0.2, mage_spike);
343 void spawnfunc_monster_mage()
345 if not(autocvar_g_monster_mage) { remove(self); return; }
347 self.classname = "monster_mage";
349 self.monster_spawnfunc = spawnfunc_monster_mage;
351 if(Monster_CheckAppearFlags(self))
354 if not(monster_initialize(MON_MAGE, FALSE, 0)) { remove(self); return; }
357 // compatibility with old spawns
358 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
360 float m_mage(float req)
367 float need_help = FALSE;
369 FOR_EACH_PLAYER(head)
370 if(friend_needshelp(head))
373 break; // found 1 player near us who is low on health
376 FOR_EACH_MONSTER(head)
378 if(friend_needshelp(head))
381 break; // found 1 player near us who is low on health
384 if(self.weaponentity)
385 if(time >= self.weaponentity.ltime)
388 if(self.health < autocvar_g_monster_mage_heal_minhealth || need_help)
389 if(time >= self.attack_finished_single)
394 if(self.health < self.max_health)
395 if(time >= self.lastshielded)
399 monster_move(autocvar_g_monster_mage_speed, autocvar_g_monster_mage_speed, 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
404 monsters_setframe(mage_anim_death);
409 if not(self.health) self.health = autocvar_g_monster_mage_health;
411 self.monster_attackfunc = mage_attack;
412 monsters_setframe(mage_anim_walk);
428 float m_mage(float req)
439 precache_model ("models/monsters/mage.dpm");
448 #endif // REGISTER_MONSTER