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 entity gren = spawn ();
132 gren.owner = gren.realowner = self;
133 gren.classname = "grenade";
134 gren.bot_dodge = FALSE;
135 gren.movetype = MOVETYPE_BOUNCE;
136 gren.solid = SOLID_TRIGGER;
137 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
138 setorigin(gren, w_shotorg);
139 setsize(gren, '-64 -64 -64', '64 64 64');
141 gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
142 gren.think = mage_grenade_explode;
143 gren.use = mage_grenade_explode;
144 gren.touch = mage_grenade_touch;
146 gren.missile_flags = MIF_SPLASH | MIF_ARC;
147 W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
149 gren.flags = FL_PROJECTILE;
151 setmodel(gren, "models/items/g_h50.md3");
153 self.attack_finished_single = time + 1.5;
156 void mage_spike_explode()
158 self.event_damage = func_null;
160 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
161 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);
166 void mage_spike_touch()
170 mage_spike_explode();
173 void mage_spike_think()
175 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
177 mage_spike_explode();
181 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
183 UpdateCSQCProjectile(self);
185 if (monster_skill == 3)
186 self.velocity = dir * 350;
188 self.velocity = dir * 250;
190 self.nextthink = time + 0.2;
191 self.think = mage_spike_think;
197 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
199 makevectors(self.angles);
202 missile.owner = missile.realowner = self;
203 missile.think = mage_spike_think;
204 missile.ltime = time + 7;
205 missile.nextthink = time;
206 missile.solid = SOLID_BBOX;
207 missile.movetype = MOVETYPE_FLYMISSILE;
208 missile.flags = FL_PROJECTILE;
209 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
210 setsize (missile, '0 0 0', '0 0 0');
211 missile.velocity = dir * 400;
212 missile.avelocity = '300 300 300';
213 missile.enemy = self.enemy;
214 missile.touch = mage_spike_touch;
216 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
222 float washealed = FALSE;
224 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
233 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
237 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
238 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
239 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
240 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
244 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
246 head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
247 fx = "armorrepair_fx";
251 head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
256 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
260 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
261 head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
262 WaypointSprite_UpdateHealth(head.sprite, head.health);
268 monsters_setframe(mage_anim_attack);
269 self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
273 void mage_shield_die()
275 if not(self.weaponentity)
276 return; // why would this be called without a shield?
280 remove(self.weaponentity);
282 self.weaponentity = world;
287 if(self.weaponentity)
288 return; // already have a shield
290 entity shield = spawn();
293 shield.team = self.team;
294 shield.ltime = time + MON_CVAR(mage, shield_time);
296 shield.classname = "shield";
297 shield.effects = EF_ADDITIVE;
298 shield.movetype = MOVETYPE_NOCLIP;
299 shield.solid = SOLID_TRIGGER;
300 shield.avelocity = '7 0 11';
301 shield.scale = self.scale * 0.6;
303 setattachment(shield, self, "");
304 setmodel(shield, "models/ctf/shield.md3");
305 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
307 self.weaponentity = shield;
309 self.lastshielded = time + MON_CVAR(mage, shield_delay);
311 monsters_setframe(mage_anim_attack);
312 self.attack_finished_single = time + 1;
314 self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100;
317 float mage_attack(float attack_type)
321 case MONSTER_ATTACK_MELEE:
323 monsters_setframe(mage_anim_attack);
324 self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
325 defer(0.2, mageattack_melee);
329 case MONSTER_ATTACK_RANGED:
331 if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
333 mage_throw_itemgrenade();
337 monsters_setframe(mage_anim_attack);
338 self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
339 defer(0.2, mage_spike);
348 void spawnfunc_monster_mage()
350 self.classname = "monster_mage";
352 self.monster_spawnfunc = spawnfunc_monster_mage;
354 if(Monster_CheckAppearFlags(self))
357 if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
360 // compatibility with old spawns
361 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
363 float m_mage(float req)
370 float need_help = FALSE;
372 FOR_EACH_PLAYER(head)
373 if(friend_needshelp(head))
376 break; // found 1 player near us who is low on health
379 FOR_EACH_MONSTER(head)
381 if(friend_needshelp(head))
384 break; // found 1 player near us who is low on health
387 if(self.weaponentity)
388 if(time >= self.weaponentity.ltime)
391 if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
392 if(time >= self.attack_finished_single)
397 if(self.health < self.max_health)
398 if(time >= self.lastshielded)
402 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);
407 monsters_setframe(mage_anim_death);
412 if not(self.health) self.health = MON_CVAR(mage, health);
414 self.monster_loot = spawnfunc_item_health_large;
415 self.monster_attackfunc = mage_attack;
416 monsters_setframe(mage_anim_walk);
427 MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
437 float m_mage(float req)
448 precache_model ("models/monsters/mage.dpm");
457 #endif // REGISTER_MONSTER