1 #ifdef REGISTER_MONSTER
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_melee_damage) \
18 MON_ADD_CVAR(monster, attack_melee_delay) \
19 MON_ADD_CVAR(monster, attack_grenade_damage) \
20 MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
21 MON_ADD_CVAR(monster, attack_grenade_force) \
22 MON_ADD_CVAR(monster, attack_grenade_radius) \
23 MON_ADD_CVAR(monster, attack_grenade_lifetime) \
24 MON_ADD_CVAR(monster, attack_grenade_chance) \
25 MON_ADD_CVAR(monster, attack_grenade_speed) \
26 MON_ADD_CVAR(monster, attack_grenade_speed_up) \
27 MON_ADD_CVAR(monster, heal_self) \
28 MON_ADD_CVAR(monster, heal_allies) \
29 MON_ADD_CVAR(monster, heal_minhealth) \
30 MON_ADD_CVAR(monster, heal_range) \
31 MON_ADD_CVAR(monster, heal_delay) \
32 MON_ADD_CVAR(monster, shield_time) \
33 MON_ADD_CVAR(monster, shield_delay) \
34 MON_ADD_CVAR(monster, shield_blockpercent) \
35 MON_ADD_CVAR(monster, speed_stop) \
36 MON_ADD_CVAR(monster, speed_run) \
37 MON_ADD_CVAR(monster, speed_walk)
44 const float mage_anim_idle = 0;
45 const float mage_anim_walk = 1;
46 const float mage_anim_attack = 2;
47 const float mage_anim_pain = 3;
48 const float mage_anim_death = 4;
49 const float mage_anim_run = 5;
53 void() mage_shield_die;
55 float friend_needshelp(entity e)
61 if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
63 if(IsDifferentTeam(e, self))
68 return (e.health < e.max_health);
69 if(e.items & IT_INVINCIBLE)
76 if(e.health < autocvar_g_balance_health_regenstable)
82 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))
88 if(e.armorvalue < autocvar_g_balance_armor_regenstable)
103 void mageattack_melee()
105 monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), 0.3, DEATH_MONSTER_MAGE, TRUE);
108 void mage_grenade_explode()
110 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
112 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
113 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);
117 void mage_grenade_touch()
122 mage_grenade_explode();
127 void mage_throw_itemgrenade()
129 makevectors(self.angles);
131 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, MON_CVAR(mage, attack_grenade_damage));
132 w_shotdir = v_forward; // no TrueAim for grenades please
134 entity gren = spawn ();
135 gren.owner = gren.realowner = self;
136 gren.classname = "grenade";
137 gren.bot_dodge = FALSE;
138 gren.movetype = MOVETYPE_BOUNCE;
139 gren.solid = SOLID_TRIGGER;
140 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
141 setorigin(gren, w_shotorg);
142 setsize(gren, '-64 -64 -64', '64 64 64');
144 gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
145 gren.think = mage_grenade_explode;
146 gren.use = mage_grenade_explode;
147 gren.touch = mage_grenade_touch;
149 gren.missile_flags = MIF_SPLASH | MIF_ARC;
150 W_SetupProjectileVelocityEx(gren, w_shotdir, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
152 gren.flags = FL_PROJECTILE;
154 setmodel(gren, "models/items/g_h50.md3");
156 self.attack_finished_single = time + 1.5;
159 void mage_spike_explode()
161 self.event_damage = func_null;
163 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
164 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);
169 void mage_spike_touch()
173 mage_spike_explode();
176 void mage_spike_think()
178 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
180 mage_spike_explode();
184 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
186 UpdateCSQCProjectile(self);
188 if (monster_skill == 3)
189 self.velocity = dir * 350;
191 self.velocity = dir * 250;
193 self.nextthink = time + 0.2;
194 self.think = mage_spike_think;
200 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
202 makevectors(self.angles);
205 missile.owner = missile.realowner = self;
206 missile.think = mage_spike_think;
207 missile.ltime = time + 7;
208 missile.nextthink = time;
209 missile.solid = SOLID_BBOX;
210 missile.movetype = MOVETYPE_FLYMISSILE;
211 missile.flags = FL_PROJECTILE;
212 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
213 setsize (missile, '0 0 0', '0 0 0');
214 missile.velocity = dir * 400;
215 missile.avelocity = '300 300 300';
216 missile.enemy = self.enemy;
217 missile.touch = mage_spike_touch;
219 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
225 float washealed = FALSE;
227 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
236 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
240 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
241 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
242 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
243 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
247 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
249 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
250 fx = "armorrepair_fx";
254 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
259 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
263 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
264 head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
265 WaypointSprite_UpdateHealth(head.sprite, head.health);
271 monsters_setframe(mage_anim_attack);
272 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
276 void mage_shield_die()
278 if not(self.weaponentity)
279 return; // why would this be called without a shield?
283 remove(self.weaponentity);
285 self.weaponentity = world;
290 if(self.weaponentity)
291 return; // already have a shield
293 entity shield = spawn();
296 shield.team = self.team;
297 shield.ltime = time + MON_CVAR(mage, shield_time);
299 shield.classname = "shield";
300 shield.effects = EF_ADDITIVE;
301 shield.movetype = MOVETYPE_NOCLIP;
302 shield.solid = SOLID_TRIGGER;
303 shield.avelocity = '7 0 11';
304 shield.scale = self.scale * 0.6;
306 setattachment(shield, self, "");
307 setmodel(shield, "models/ctf/shield.md3");
308 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
310 self.weaponentity = shield;
312 self.lastshielded = time + MON_CVAR(mage, shield_delay);
314 monsters_setframe(mage_anim_attack);
315 self.attack_finished_single = time + 1;
317 self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100;
320 float mage_attack(float attack_type)
324 case MONSTER_ATTACK_MELEE:
326 monsters_setframe(mage_anim_attack);
327 self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
328 defer(0.2, mageattack_melee);
332 case MONSTER_ATTACK_RANGED:
334 if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
336 mage_throw_itemgrenade();
340 monsters_setframe(mage_anim_attack);
341 self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
342 defer(0.2, mage_spike);
351 void spawnfunc_monster_mage()
353 self.classname = "monster_mage";
355 self.monster_spawnfunc = spawnfunc_monster_mage;
357 if(Monster_CheckAppearFlags(self))
360 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
363 // compatibility with old spawns
364 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
366 float m_mage(float req)
373 float need_help = FALSE;
375 FOR_EACH_PLAYER(head)
376 if(friend_needshelp(head))
379 break; // found 1 player near us who is low on health
382 FOR_EACH_MONSTER(head)
384 if(friend_needshelp(head))
387 break; // found 1 player near us who is low on health
390 if(self.weaponentity)
391 if(time >= self.weaponentity.ltime)
394 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
395 if(time >= self.attack_finished_single)
400 if(self.health < self.max_health)
401 if(time >= self.lastshielded)
405 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);
410 monsters_setframe(mage_anim_death);
415 if not(self.health) self.health = MON_CVAR(mage, health);
417 self.monster_attackfunc = mage_attack;
418 monsters_setframe(mage_anim_walk);
429 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
439 float m_mage(float req)
450 precache_model ("models/monsters/mage.dpm");
459 #endif // REGISTER_MONSTER