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_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;
61 void() mage_shield_die;
63 float friend_needshelp(entity e)
69 if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
71 if(IsDifferentTeam(e, self))
76 return (e.health < e.max_health);
77 if(e.items & IT_INVINCIBLE)
84 if(e.health < autocvar_g_balance_health_regenstable)
90 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))
96 if(e.armorvalue < autocvar_g_balance_armor_regenstable)
111 void mageattack_melee()
113 monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), 0.3, DEATH_MONSTER_MAGE, TRUE);
116 void mage_grenade_explode()
118 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
120 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
121 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);
125 void mage_grenade_touch()
130 mage_grenade_explode();
135 void mage_throw_itemgrenade()
137 makevectors(self.angles);
139 entity gren = spawn ();
140 gren.owner = gren.realowner = self;
141 gren.classname = "grenade";
142 gren.bot_dodge = FALSE;
143 gren.movetype = MOVETYPE_BOUNCE;
144 gren.solid = SOLID_TRIGGER;
145 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
146 setorigin(gren, CENTER_OR_VIEWOFS(self));
147 setsize(gren, '-64 -64 -64', '64 64 64');
149 gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
150 gren.think = mage_grenade_explode;
151 gren.use = mage_grenade_explode;
152 gren.touch = mage_grenade_touch;
154 gren.missile_flags = MIF_SPLASH | MIF_ARC;
155 W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
157 gren.flags = FL_PROJECTILE;
159 setmodel(gren, "models/items/g_h50.md3");
161 self.attack_finished_single = time + 1.5;
164 void mage_spike_explode()
166 self.event_damage = func_null;
168 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
170 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
171 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);
176 void mage_spike_touch()
180 mage_spike_explode();
183 // copied from W_Seeker_Think
184 void mage_spike_think()
187 vector desireddir, olddir, newdir, eorg;
192 if (time > self.ltime)
194 self.projectiledeathtype |= HITTYPE_SPLASH;
195 mage_spike_explode();
198 spd = vlen(self.velocity);
200 spd - MON_CVAR(mage, attack_spike_decel) * frametime,
201 MON_CVAR(mage, attack_spike_speed_max),
202 spd + MON_CVAR(mage, attack_spike_accel) * frametime
205 if (self.enemy != world)
206 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
209 if (self.enemy != world)
212 eorg = 0.5 * (e.absmin + e.absmax);
213 turnrate = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
214 desireddir = normalize(eorg - self.origin);
215 olddir = normalize(self.velocity); // get my current direction
216 dist = vlen(eorg - self.origin);
218 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
219 if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
221 // Is it a better idea (shorter distance) to trace to the target itself?
222 if ( vlen(self.origin + olddir * self.wait) < dist)
223 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
225 traceline(self.origin, eorg, FALSE, self);
227 // Setup adaptive tracelength
228 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));
230 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
231 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
234 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
235 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
242 if (self.enemy.deadflag != DEAD_NO || self.owner.health < 1)
245 self.ltime = time + 1 + (random() * 4);
246 self.nextthink = self.ltime;
250 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
251 self.nextthink = time;// + 0.05; // csqc projectiles
252 UpdateCSQCProjectile(self);
258 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
260 makevectors(self.angles);
263 missile.owner = missile.realowner = self;
264 missile.think = mage_spike_think;
265 missile.ltime = time + 7;
266 missile.nextthink = time;
267 missile.solid = SOLID_BBOX;
268 missile.movetype = MOVETYPE_FLYMISSILE;
269 missile.flags = FL_PROJECTILE;
270 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
271 setsize (missile, '0 0 0', '0 0 0');
272 missile.velocity = dir * 400;
273 missile.avelocity = '300 300 300';
274 missile.enemy = self.enemy;
275 missile.touch = mage_spike_touch;
277 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
283 float washealed = FALSE;
285 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
294 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
298 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
299 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
300 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
301 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
305 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
307 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
308 fx = "armorrepair_fx";
312 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
317 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
321 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
322 head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
323 WaypointSprite_UpdateHealth(head.sprite, head.health);
329 monsters_setframe(mage_anim_attack);
330 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
334 void mage_shield_die()
336 if not(self.weaponentity)
337 return; // why would this be called without a shield?
341 remove(self.weaponentity);
343 self.weaponentity = world;
348 if(self.weaponentity)
349 return; // already have a shield
351 entity shield = spawn();
354 shield.team = self.team;
355 shield.ltime = time + MON_CVAR(mage, shield_time);
357 shield.classname = "shield";
358 shield.effects = EF_ADDITIVE;
359 shield.movetype = MOVETYPE_NOCLIP;
360 shield.solid = SOLID_TRIGGER;
361 shield.avelocity = '7 0 11';
362 shield.scale = self.scale * 0.6;
364 setattachment(shield, self, "");
365 setmodel(shield, "models/ctf/shield.md3");
366 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
368 self.weaponentity = shield;
370 self.lastshielded = time + MON_CVAR(mage, shield_delay);
372 monsters_setframe(mage_anim_attack);
373 self.attack_finished_single = time + 1;
375 self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100;
378 float mage_attack(float attack_type)
382 case MONSTER_ATTACK_MELEE:
384 monsters_setframe(mage_anim_attack);
385 self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
386 defer(0.2, mageattack_melee);
390 case MONSTER_ATTACK_RANGED:
392 if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
394 mage_throw_itemgrenade();
398 monsters_setframe(mage_anim_attack);
399 self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
400 defer(0.2, mage_spike);
409 void spawnfunc_monster_mage()
411 self.classname = "monster_mage";
413 self.monster_spawnfunc = spawnfunc_monster_mage;
415 if(Monster_CheckAppearFlags(self))
418 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
421 // compatibility with old spawns
422 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
424 float m_mage(float req)
431 float need_help = FALSE;
433 FOR_EACH_PLAYER(head)
434 if(friend_needshelp(head))
437 break; // found 1 player near us who is low on health
440 FOR_EACH_MONSTER(head)
442 if(friend_needshelp(head))
445 break; // found 1 player near us who is low on health
448 if(self.weaponentity)
449 if(time >= self.weaponentity.ltime)
452 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
453 if(time >= self.attack_finished_single)
458 if(self.health < self.max_health)
459 if(time >= self.lastshielded)
463 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);
468 monsters_setframe(mage_anim_death);
473 if not(self.health) self.health = MON_CVAR(mage, health);
475 self.monster_loot = spawnfunc_item_health_large;
476 self.monster_attackfunc = mage_attack;
477 monsters_setframe(mage_anim_walk);
488 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
498 float m_mage(float req)
509 precache_model ("models/monsters/mage.dpm");
518 #endif // REGISTER_MONSTER