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, 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)
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;
62 float friend_needshelp(entity e)
68 if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
70 if(IsDifferentTeam(e, self))
75 return (e.health < e.max_health);
76 if(e.items & IT_INVINCIBLE)
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);
90 void mageattack_melee()
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);
95 void mage_grenade_explode()
97 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
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);
104 void mage_grenade_touch()
109 mage_grenade_explode();
114 void mage_throw_itemgrenade()
116 makevectors(self.angles);
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');
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;
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);
136 gren.flags = FL_PROJECTILE;
138 setmodel(gren, "models/items/g_h50.md3");
140 self.attack_finished_single = time + 1.5;
143 void mage_spike_explode()
145 self.event_damage = func_null;
147 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
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);
155 void mage_spike_touch()
159 mage_spike_explode();
162 // copied from W_Seeker_Think
163 void mage_spike_think()
166 vector desireddir, olddir, newdir, eorg;
171 if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
173 self.projectiledeathtype |= HITTYPE_SPLASH;
174 mage_spike_explode();
177 spd = vlen(self.velocity);
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
184 if (self.enemy != world)
185 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
188 if (self.enemy != world)
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);
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)))
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);
204 traceline(self.origin, eorg, FALSE, self);
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));
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);
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
221 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
222 self.nextthink = time;// + 0.05; // csqc projectiles
223 UpdateCSQCProjectile(self);
229 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
231 makevectors(self.angles);
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;
248 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
254 float washealed = FALSE;
256 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
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);
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);
276 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
278 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
279 fx = "armorrepair_fx";
283 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
288 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
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 head.SendFlags |= MSF_STATUS;
300 monsters_setframe(mage_anim_attack);
301 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
305 void mage_shield_think()
307 self.nextthink = time;
309 if(time >= self.ltime || self.owner.health <= 0)
311 self.owner.armorvalue = 0;
312 self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
320 if(self.weaponentity)
321 return; // already have a shield
323 entity shield = spawn();
326 shield.team = self.team;
327 shield.ltime = time + MON_CVAR(mage, shield_time);
328 shield.classname = "shield";
329 shield.effects = EF_ADDITIVE;
330 shield.movetype = MOVETYPE_NOCLIP;
331 shield.solid = SOLID_TRIGGER;
332 shield.avelocity = '7 0 11';
333 shield.scale = self.scale * 0.6;
334 shield.think = mage_shield_think;
335 shield.nextthink = time;
337 setattachment(shield, self, "");
338 setmodel(shield, "models/ctf/shield.md3");
339 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
341 self.lastshielded = time + MON_CVAR(mage, shield_delay);
343 monsters_setframe(mage_anim_attack);
344 self.attack_finished_single = time + 1;
346 self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
347 self.armorvalue = self.health;
350 float mage_attack(float attack_type)
354 case MONSTER_ATTACK_MELEE:
356 monsters_setframe(mage_anim_attack);
357 self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
358 defer(0.2, mageattack_melee);
362 case MONSTER_ATTACK_RANGED:
364 if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
366 mage_throw_itemgrenade();
370 monsters_setframe(mage_anim_attack);
371 self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
372 defer(0.2, mage_spike);
381 void spawnfunc_monster_mage()
383 self.classname = "monster_mage";
385 self.monster_spawnfunc = spawnfunc_monster_mage;
387 if(Monster_CheckAppearFlags(self))
390 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
393 // compatibility with old spawns
394 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
396 float m_mage(float req)
403 float need_help = FALSE;
405 FOR_EACH_PLAYER(head)
406 if(friend_needshelp(head))
409 break; // found 1 player near us who is low on health
412 FOR_EACH_MONSTER(head)
414 if(friend_needshelp(head))
417 break; // found 1 player near us who is low on health
420 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
421 if(time >= self.attack_finished_single)
426 if(self.health < self.max_health)
427 if(time >= self.lastshielded)
431 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);
436 monsters_setframe(mage_anim_death);
441 if not(self.health) self.health = MON_CVAR(mage, health);
443 self.monster_loot = spawnfunc_item_health_large;
444 self.monster_attackfunc = mage_attack;
445 monsters_setframe(mage_anim_walk);
451 precache_model ("models/items/g_h50.md3");
452 precache_model ("models/ctf/shield.md3");
453 precache_sound ("weapons/grenade_impact.wav");
458 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
468 float m_mage(float req)
479 precache_model ("models/monsters/mage.dpm");
488 #endif // REGISTER_MONSTER