// size
-const vector SHALRATH_MIN = '-32 -32 -24';
-const vector SHALRATH_MAX = '32 32 32';
+const vector SHALRATH_MIN = '-36 -36 -24';
+const vector SHALRATH_MAX = '36 36 50';
+// model
+string SHALRATH_MODEL = "models/monsters/mage.dpm";
+
+#ifdef SVQC
// cvars
float autocvar_g_monster_shalrath;
float autocvar_g_monster_shalrath_health;
float autocvar_g_monster_shalrath_attack_spike_delay;
float autocvar_g_monster_shalrath_attack_melee_damage;
float autocvar_g_monster_shalrath_attack_melee_delay;
+float autocvar_g_monster_shalrath_heal_self;
+float autocvar_g_monster_shalrath_heal_friends;
+float autocvar_g_monster_shalrath_heal_minhealth;
+float autocvar_g_monster_shalrath_heal_range;
+float autocvar_g_monster_shalrath_heal_delay;
+float autocvar_g_monster_shalrath_shield_time;
+float autocvar_g_monster_shalrath_shield_delay;
+float autocvar_g_monster_shalrath_shield_blockpercent;
+float autocvar_g_monster_shalrath_attack_grenade_damage;
+float autocvar_g_monster_shalrath_attack_grenade_edgedamage;
+float autocvar_g_monster_shalrath_attack_grenade_radius;
+float autocvar_g_monster_shalrath_attack_grenade_lifetime;
+float autocvar_g_monster_shalrath_attack_grenade_force;
+float autocvar_g_monster_shalrath_attack_grenade_chance;
// animations
-#define shalrath_anim_idle 0
-#define shalrath_anim_walk 1
-#define shalrath_anim_attack 2
-#define shalrath_anim_pain 3
-#define shalrath_anim_death 4
-#define shalrath_anim_run 5
+const float shalrath_anim_idle = 0;
+const float shalrath_anim_walk = 1;
+const float shalrath_anim_attack = 2;
+const float shalrath_anim_pain = 3;
+const float shalrath_anim_death = 4;
+const float shalrath_anim_run = 5;
void() ShalMissile;
+void() shalrath_heal;
+void() shalrath_shield;
+void() shalrath_shield_die;
-void shalrath_think ()
+void shalrath_think()
{
+ entity head;
+ float friend_needshelp = FALSE, need_hpammo = FALSE;
+
+ FOR_EACH_PLAYER(head)
+ {
+ need_hpammo = ((g_minstagib) ? head.ammo_cells < start_ammo_cells : head.health < autocvar_g_balance_health_regenstable);
+ if not(IsDifferentTeam(head, self))
+ if(head.health > 0)
+ if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
+ if(need_hpammo)
+ {
+ friend_needshelp = TRUE;
+ break; // found 1 player near us who is low on health
+ }
+ }
+ FOR_EACH_MONSTER(head) if(head != self)
+ {
+ if not(IsDifferentTeam(head, self))
+ if(head.health > 0)
+ if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
+ if(head.health < head.max_health)
+ {
+ friend_needshelp = TRUE;
+ break; // found 1 player near us who is low on health
+ }
+ }
+
self.think = shalrath_think;
- self.nextthink = time + 0.1;
+ self.nextthink = time + self.ticrate;
- if(self.delay != -1)
- self.nextthink = self.delay;
+ if(self.weaponentity)
+ if(time >= self.weaponentity.ltime)
+ shalrath_shield_die();
+
+ if(self.health < autocvar_g_monster_shalrath_heal_minhealth || friend_needshelp)
+ if(time >= self.attack_finished_single)
+ if(random() < 0.5)
+ shalrath_heal();
+
+ if(self.enemy)
+ if(self.health < self.max_health)
+ if(time >= self.lastshielded)
+ if(random() < 0.5)
+ shalrath_shield();
monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
}
-void shalrath_attack ()
+void shalrathattack_melee()
{
- self.frame = shalrath_anim_attack;
- self.delay = time + 0.2;
- self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
- self.monster_delayedattack = ShalMissile;
+ monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
+
+ self.delay = -1;
+ self.monster_delayedattack = func_null;
}
-void shalrathattack_melee ()
+void shalrath_grenade_explode()
{
- float bigdmg = 0, rdmg = autocvar_g_monster_shalrath_attack_melee_damage * random();
-
- bigdmg = rdmg * self.scale;
-
- monster_melee(self.enemy, bigdmg * monster_skill, 120, DEATH_MONSTER_MAGE);
+ pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
+
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+ RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_grenade_damage, autocvar_g_monster_shalrath_attack_grenade_edgedamage, autocvar_g_monster_shalrath_attack_grenade_radius, world, autocvar_g_monster_shalrath_attack_grenade_force, DEATH_MONSTER_MAGE, other);
+ remove(self);
}
-void shalrath_attack_melee ()
+void shalrath_grenade_touch()
{
- self.monster_delayedattack = shalrathattack_melee;
- self.delay = time + 0.2;
- self.frame = shalrath_anim_attack;
- self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
+ if(IS_PLAYER(other))
+ {
+ PROJECTILE_TOUCH;
+ shalrath_grenade_explode();
+ return;
+ }
}
-float shal_missile ()
+void shalrath_throw_itemgrenade()
{
- shalrath_attack();
+ makevectors(self.angles);
+
+ W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_shalrath_attack_grenade_damage);
+ w_shotdir = v_forward; // no TrueAim for grenades please
+
+ entity gren = spawn ();
+ gren.owner = gren.realowner = self;
+ gren.classname = "grenade";
+ gren.bot_dodge = FALSE;
+ gren.movetype = MOVETYPE_BOUNCE;
+ gren.solid = SOLID_TRIGGER;
+ gren.projectiledeathtype = DEATH_MONSTER_MAGE;
+ setorigin(gren, w_shotorg);
+ setsize(gren, '-64 -64 -64', '64 64 64');
+
+ gren.nextthink = time + autocvar_g_monster_shalrath_attack_grenade_lifetime;
+ gren.think = shalrath_grenade_explode;
+ gren.use = shalrath_grenade_explode;
+ gren.touch = shalrath_grenade_touch;
+
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
+ W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_shalrath_attack_grenade);
+
+ gren.flags = FL_PROJECTILE;
- return TRUE;
+ setmodel(gren, "models/items/g_h50.md3");
+
+ self.attack_finished_single = time + 1.5;
}
-void ShalHome ()
+void ShalHome()
{
local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
self.think = ShalHome;
}
-void shal_spike_explode ()
+void shal_spike_explode()
{
self.event_damage = func_null;
shal_spike_explode();
}
-void ShalMissile ()
+void ShalMissile()
{
local entity missile = world;
local vector dir = '0 0 0';
missile = spawn ();
missile.owner = missile.realowner = self;
- self.v_angle = self.angles;
- makevectors (self.angles);
+ monster_makevectors(self.enemy);
dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
dist = vlen (self.enemy.origin - self.origin);
CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
}
-float ShalrathCheckAttack ()
+void shalrath_heal()
{
- local vector spot1 = '0 0 0', spot2 = '0 0 0';
- local entity targ = self.enemy;
-
- if (self.health <= 0 || targ == world || targ.health < 1)
- return FALSE;
+ entity head;
+ if(self.health < self.max_health) // only show our effect if we are healing ourself too
+ pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
+ self.health = bound(0, self.health + autocvar_g_monster_shalrath_heal_self, self.max_health);
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+ monsters_setframe(shalrath_anim_attack);
+ self.attack_finished_single = time + autocvar_g_monster_shalrath_heal_delay;
- if(self.monster_delayedattack && self.delay != -1)
+ for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
{
- if(time < self.delay)
- return FALSE;
-
- self.monster_delayedattack();
- self.delay = -1;
- self.monster_delayedattack = func_null;
+ if(head.health > 0)
+ if not(head.frozen)
+ if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
+ if not(IsDifferentTeam(head, self))
+ {
+ if(IS_PLAYER(head))
+ {
+ if((g_minstagib && head.ammo_cells < start_ammo_cells) || head.health < start_health)
+ pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
+ if(g_minstagib)
+ head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
+ else
+ head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, g_pickup_healthmedium_max);
+ }
+ else
+ {
+ if(head.health < head.max_health)
+ pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
+ head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, head.max_health);
+ WaypointSprite_UpdateHealth(head.sprite, head.health);
+ }
+ }
}
+}
+
+void shalrath_shield_die()
+{
+ if not(self.weaponentity)
+ return; // why would this be called without a shield?
+
+ self.armorvalue = 1;
+
+ remove(self.weaponentity);
- if(time < self.attack_finished_single)
- return FALSE;
+ self.weaponentity = world;
+}
+
+void shalrath_shield()
+{
+ if(self.weaponentity)
+ return; // already have a shield
+
+ entity shield = spawn();
+
+ shield.owner = self;
+ shield.team = self.team;
+ shield.ltime = time + autocvar_g_monster_shalrath_shield_time;
+ shield.health = 70;
+ shield.classname = "shield";
+ shield.effects = EF_ADDITIVE;
+ shield.movetype = MOVETYPE_NOCLIP;
+ shield.solid = SOLID_TRIGGER;
+ shield.avelocity = '7 0 11';
+ shield.scale = self.scale * 0.6;
+
+ setattachment(shield, self, "");
+ setmodel(shield, "models/ctf/shield.md3");
+ setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
+
+ self.weaponentity = shield;
+
+ self.lastshielded = time + autocvar_g_monster_shalrath_shield_delay;
+
+ monsters_setframe(shalrath_anim_attack);
+ self.attack_finished_single = time + 1;
- if (vlen(self.enemy.origin - self.origin) <= 120)
- { // melee attack
- if (self.attack_melee)
+ self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
+}
+
+float mage_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ self.monster_delayedattack = shalrathattack_melee;
+ self.delay = time + 0.2;
+ monsters_setframe(shalrath_anim_attack);
+ self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
+
+ return TRUE;
+ }
+ case MONSTER_ATTACK_RANGED:
{
- monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
- self.attack_melee();
+ if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
+ {
+ shalrath_throw_itemgrenade();
+ return TRUE;
+ }
+
+ monsters_setframe(shalrath_anim_attack);
+ self.delay = time + 0.2;
+ self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
+ self.monster_delayedattack = ShalMissile;
+
return TRUE;
}
}
-
-// see if any entities are in the way of the shot
- spot1 = self.origin + self.view_ofs;
- spot2 = targ.origin + targ.view_ofs;
-
- traceline (spot1, spot2, FALSE, self);
-
- if (trace_ent != targ && trace_fraction < 1)
- return FALSE; // don't have a clear shot
-
- //if (trace_inopen && trace_inwater)
- // return FALSE; // sight line crossed contents
-
- if (random() < 0.2)
- if (self.attack_ranged())
- return TRUE;
-
+
return FALSE;
}
-void shalrath_die ()
+void shalrath_die()
{
Monster_CheckDropCvars ("shalrath");
- self.think = Monster_Fade;
- self.frame = shalrath_anim_death;
- self.solid = SOLID_NOT;
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
- self.enemy = world;
- self.nextthink = time + 2.1;
- self.movetype = MOVETYPE_TOSS;
+ self.think = monster_dead_think;
+ self.nextthink = time + self.ticrate;
+ self.ltime = time + 5;
+ monsters_setframe(shalrath_anim_death);
monster_hook_death(); // for post-death mods
}
-void shalrath_spawn ()
+void shalrath_spawn()
{
if not(self.health)
- self.health = autocvar_g_monster_shalrath_health * self.scale;
+ self.health = autocvar_g_monster_shalrath_health;
self.damageforcescale = 0.003;
self.classname = "monster_shalrath";
- self.checkattack = ShalrathCheckAttack;
- self.attack_ranged = shal_missile;
- self.attack_melee = shalrath_attack_melee;
+ self.monster_attackfunc = mage_attack;
self.nextthink = time + random() * 0.5 + 0.1;
self.think = shalrath_think;
- self.frame = shalrath_anim_walk;
- self.sprite_height = 40 * self.scale;
+
+ monsters_setframe(shalrath_anim_walk);
+
+ monster_setupsounds("shalrath");
monster_hook_spawn(); // for post-spawn mods
}
-void spawnfunc_monster_shalrath ()
+void spawnfunc_monster_mage()
{
if not(autocvar_g_monster_shalrath) { remove(self); return; }
- self.monster_spawnfunc = spawnfunc_monster_shalrath;
+ self.monster_spawnfunc = spawnfunc_monster_mage;
- if(self.spawnflags & MONSTERFLAG_APPEAR)
- {
- self.think = func_null;
- self.nextthink = -1;
- self.use = Monster_Appear;
-
+ if(Monster_CheckAppearFlags(self))
return;
- }
-
- self.scale = 1.3;
if not (monster_initialize(
- "Mage",
- "models/monsters/mage.dpm",
+ "Mage", MONSTER_MAGE,
SHALRATH_MIN, SHALRATH_MAX,
FALSE,
shalrath_die, shalrath_spawn))
}
// compatibility with old spawns
-void spawnfunc_monster_vore () { spawnfunc_monster_shalrath(); }
+void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
+
+#endif // SVQC