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Use the generic CSQC models implementation for client monster linking
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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, attack_melee_damage) \
26         MON_ADD_CVAR(monster, attack_melee_delay) \
27         MON_ADD_CVAR(monster, attack_grenade_damage) \
28         MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
29         MON_ADD_CVAR(monster, attack_grenade_force) \
30         MON_ADD_CVAR(monster, attack_grenade_radius) \
31         MON_ADD_CVAR(monster, attack_grenade_lifetime) \
32         MON_ADD_CVAR(monster, attack_grenade_chance) \
33         MON_ADD_CVAR(monster, attack_grenade_speed) \
34         MON_ADD_CVAR(monster, attack_grenade_speed_up) \
35         MON_ADD_CVAR(monster, heal_self) \
36         MON_ADD_CVAR(monster, heal_allies) \
37         MON_ADD_CVAR(monster, heal_minhealth) \
38         MON_ADD_CVAR(monster, heal_range) \
39         MON_ADD_CVAR(monster, heal_delay) \
40         MON_ADD_CVAR(monster, shield_time) \
41         MON_ADD_CVAR(monster, shield_delay) \
42         MON_ADD_CVAR(monster, shield_blockpercent) \
43         MON_ADD_CVAR(monster, speed_stop) \
44         MON_ADD_CVAR(monster, speed_run) \
45         MON_ADD_CVAR(monster, speed_walk) 
46
47 #ifdef SVQC
48 MAGE_SETTINGS(mage)
49 #endif // SVQC
50 #else
51 #ifdef SVQC
52 const float mage_anim_idle              = 0;
53 const float mage_anim_walk              = 1;
54 const float mage_anim_attack    = 2;
55 const float mage_anim_pain              = 3;
56 const float mage_anim_death     = 4;
57 const float mage_anim_run               = 5;
58
59 void() mage_heal;
60 void() mage_shield;
61
62 float friend_needshelp(entity e)
63 {
64         if(e == world)
65                 return FALSE;
66         if(e.health <= 0)
67                 return FALSE;
68         if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
69                 return FALSE;
70         if(DIFF_TEAM(e, self) && e != self.monster_owner)
71                 return FALSE;
72         if(e.frozen)
73                 return FALSE;
74         if(!IS_PLAYER(e))
75                 return (e.health < e.max_health);
76         if(e.items & IT_INVINCIBLE)
77                 return FALSE;
78
79         switch(self.skin)
80         {
81                 case 0: return (e.health < autocvar_g_balance_health_regenstable);
82                 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));
83                 case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
84                 case 3: return (e.health > 0);
85         }
86         
87         return FALSE;
88 }
89
90 void mageattack_melee()
91 {
92         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);
93 }
94
95 void mage_grenade_explode()
96 {
97         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
98         
99         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
100         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);
101         remove(self);
102 }
103
104 void mage_grenade_touch()
105 {
106         if(IS_PLAYER(other))
107         {
108                 PROJECTILE_TOUCH;
109                 mage_grenade_explode();
110                 return;
111         }
112 }
113
114 void mage_throw_itemgrenade()
115 {
116         makevectors(self.angles);
117         
118         entity gren = spawn ();
119         gren.owner = gren.realowner = self;
120         gren.classname = "grenade";
121         gren.bot_dodge = FALSE;
122         gren.movetype = MOVETYPE_BOUNCE;
123         gren.solid = SOLID_TRIGGER;
124         gren.projectiledeathtype = DEATH_MONSTER_MAGE;
125         setorigin(gren, CENTER_OR_VIEWOFS(self));
126         setsize(gren, '-64 -64 -64', '64 64 64');
127
128         gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
129         gren.think = mage_grenade_explode;
130         gren.use = mage_grenade_explode;
131         gren.touch = mage_grenade_touch;
132
133         gren.missile_flags = MIF_SPLASH | MIF_ARC;
134         W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
135         
136         gren.flags = FL_PROJECTILE;
137         
138         setmodel(gren, "models/items/g_h50.md3");
139         
140         self.attack_finished_single = time + 1.5;
141 }
142
143 void mage_spike_explode()
144 {
145         self.event_damage = func_null;
146         
147         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
148         
149         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
150         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);
151
152         remove (self);
153 }
154
155 void mage_spike_touch()
156 {
157         PROJECTILE_TOUCH;
158
159         mage_spike_explode();
160 }
161
162 // copied from W_Seeker_Think
163 void mage_spike_think()
164 {
165         entity e;
166         vector desireddir, olddir, newdir, eorg;
167         float turnrate;
168         float dist;
169         float spd;
170
171         if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
172         {
173                 self.projectiledeathtype |= HITTYPE_SPLASH;
174                 mage_spike_explode();
175         }
176
177         spd = vlen(self.velocity);
178         spd = bound(
179                 spd - MON_CVAR(mage, attack_spike_decel) * frametime,
180                 MON_CVAR(mage, attack_spike_speed_max),
181                 spd + MON_CVAR(mage, attack_spike_accel) * frametime
182         );
183
184         if (self.enemy != world)
185                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
186                         self.enemy = world;
187
188         if (self.enemy != world)
189         {
190                 e               = self.enemy;
191                 eorg            = 0.5 * (e.absmin + e.absmax);
192                 turnrate        = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
193                 desireddir      = normalize(eorg - self.origin);
194                 olddir          = normalize(self.velocity); // get my current direction
195                 dist            = vlen(eorg - self.origin);
196
197                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
198                 if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
199                 {
200                         // Is it a better idea (shorter distance) to trace to the target itself?
201                         if ( vlen(self.origin + olddir * self.wait) < dist)
202                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
203                         else
204                                 traceline(self.origin, eorg, FALSE, self);
205
206                         // Setup adaptive tracelength
207                         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));
208
209                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
210                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
211                 }
212                 
213                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
214                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
215         }
216         else
217                 dist = 0;
218                 
219         ///////////////
220
221         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
222         self.nextthink = time;// + 0.05; // csqc projectiles
223         UpdateCSQCProjectile(self);
224 }
225
226 void mage_spike()
227 {
228         entity missile;
229         vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
230
231         makevectors(self.angles);
232
233         missile = spawn ();
234         missile.owner = missile.realowner = self;
235         missile.think = mage_spike_think;
236         missile.ltime = time + 7;
237         missile.nextthink = time;
238         missile.solid = SOLID_BBOX;
239         missile.movetype = MOVETYPE_FLYMISSILE;
240         missile.flags = FL_PROJECTILE;
241         setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
242         setsize (missile, '0 0 0', '0 0 0');    
243         missile.velocity = dir * 400;
244         missile.avelocity = '300 300 300';
245         missile.enemy = self.enemy;
246         missile.touch = mage_spike_touch;
247         
248         CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
249 }
250
251 void mage_heal()
252 {
253         entity head;
254         float washealed = FALSE;
255         
256         for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
257         {
258                 washealed = TRUE;
259                 string fx = "";
260                 if(IS_PLAYER(head))
261                 {
262                         switch(self.skin)
263                         {
264                                 case 0:
265                                         if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
266                                         fx = "healing_fx";
267                                         break;
268                                 case 1:
269                                         if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
270                                         if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
271                                         if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
272                                         if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
273                                         fx = "ammoregen_fx";
274                                         break;
275                                 case 2:
276                                         if(head.armorvalue < autocvar_g_balance_armor_regenstable)
277                                         {
278                                                 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
279                                                 fx = "armorrepair_fx";
280                                         }
281                                         break;
282                                 case 3:
283                                         head.health = bound(0, head.health - ((head == self)  ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
284                                         fx = "rage";
285                                         break;
286                         }
287                         
288                         pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
289                 }
290                 else
291                 {
292                         pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
293                         head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
294                 }
295         }
296         
297         if(washealed)
298         {
299                 self.frame = mage_anim_attack;
300                 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
301         }
302 }
303
304 void mage_shield_think()
305 {
306         self.nextthink = time;
307
308         if(time >= self.ltime || self.owner.health <= 0)
309         {
310                 self.owner.armorvalue = 0;
311                 self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
312                 remove(self);
313                 return;
314         }
315 }
316
317 void mage_shield()
318 {
319         if(self.weaponentity)
320                 return; // already have a shield
321                 
322         entity shield = spawn();
323
324         shield.owner = self;
325         shield.team = self.team;
326         shield.ltime = time + MON_CVAR(mage, shield_time);
327         shield.classname = "shield";
328         shield.effects = EF_ADDITIVE;
329         shield.movetype = MOVETYPE_NOCLIP;
330         shield.solid = SOLID_TRIGGER;
331         shield.avelocity = '7 0 11';
332         shield.scale = self.scale * 0.6;
333         shield.think = mage_shield_think;
334         shield.nextthink = time;
335         
336         setattachment(shield, self, "");
337         setmodel(shield, "models/ctf/shield.md3");
338         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
339         
340         self.lastshielded = time + MON_CVAR(mage, shield_delay);
341         
342         self.frame = mage_anim_attack;
343         self.attack_finished_single = time + 1;
344         
345         self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
346         self.armorvalue = self.health;
347 }
348
349 float mage_attack(float attack_type)
350 {
351         switch(attack_type)
352         {
353                 case MONSTER_ATTACK_MELEE:
354                 {
355                         self.frame = mage_anim_attack;
356                         self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
357                         defer(0.2, mageattack_melee);
358                         
359                         return TRUE;
360                 }
361                 case MONSTER_ATTACK_RANGED:
362                 {
363                         if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
364                         {
365                                 mage_throw_itemgrenade();
366                                 return TRUE;
367                         }
368         
369                         self.frame = mage_anim_attack;
370                         self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
371                         defer(0.2, mage_spike);
372                         
373                         return TRUE;
374                 }
375         }
376         
377         return FALSE;
378 }
379
380 void spawnfunc_monster_mage()
381 {
382         self.classname = "monster_mage";
383         
384         self.monster_spawnfunc = spawnfunc_monster_mage;
385         
386         if(Monster_CheckAppearFlags(self))
387                 return;
388         
389         if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
390 }
391
392 // compatibility with old spawns
393 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
394
395 float m_mage(float req)
396 {
397         switch(req)
398         {
399                 case MR_THINK:
400                 {
401                         entity head;
402                         float need_help = FALSE;
403                         
404                         FOR_EACH_PLAYER(head)
405                         if(friend_needshelp(head))
406                         {
407                                 need_help = TRUE;
408                                 break; // found 1 player near us who is low on health
409                         }
410                         if(!need_help)
411                         FOR_EACH_MONSTER(head)
412                         if(head != self)
413                         if(friend_needshelp(head))
414                         {
415                                 need_help = TRUE;
416                                 break; // found 1 player near us who is low on health
417                         }
418                                 
419                         if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
420                         if(time >= self.attack_finished_single)
421                         if(random() < 0.5)
422                                 mage_heal();
423                                 
424                         if(self.enemy)
425                         if(self.health < self.max_health)
426                         if(time >= self.lastshielded)
427                         if(random() < 0.5)
428                                 mage_shield();
429                         
430                         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);
431                         return TRUE;
432                 }
433                 case MR_DEATH:
434                 {
435                         self.frame = mage_anim_death;
436                         return TRUE;
437                 }
438                 case MR_SETUP:
439                 {
440                         if not(self.health) self.health = MON_CVAR(mage, health);
441                         
442                         self.monster_loot = spawnfunc_item_health_large;
443                         self.monster_attackfunc = mage_attack;
444                         self.frame = mage_anim_walk;
445                         
446                         return TRUE;
447                 }
448                 case MR_PRECACHE:
449                 {
450                         precache_model ("models/monsters/mage.dpm");
451                         precache_model ("models/items/g_h50.md3");
452                         precache_model ("models/ctf/shield.md3");
453                         precache_sound ("weapons/grenade_impact.wav");
454                         return TRUE;
455                 }
456                 case MR_CONFIG:
457                 {
458                         MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
459                         return TRUE;
460                 }
461         }
462         
463         return TRUE;
464 }
465
466 #endif // SVQC
467 #ifdef CSQC
468 float m_mage(float req)
469 {
470         switch(req)
471         {
472                 case MR_PRECACHE:
473                 {
474                         precache_model ("models/monsters/mage.dpm");
475                         return TRUE;
476                 }
477         }
478         
479         return TRUE;
480 }
481
482 #endif // CSQC
483 #endif // REGISTER_MONSTER