5 SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
6 void M_Mage_Attack_Spike(entity this, vector dir);
7 void M_Mage_Attack_Push(entity this);
8 METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire))
10 TC(MageSpike, thiswep);
12 if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
13 if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
14 actor.enemy = Monster_FindTarget(actor);
15 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_MAGE.m_id);
16 if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
17 M_Mage_Attack_Spike(actor, w_shotdir);
18 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
21 if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
22 M_Mage_Attack_Push(actor);
23 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
27 void M_Mage_Attack_Teleport(entity this, entity targ);
29 CLASS(OffhandMageTeleport, OffhandWeapon)
30 .bool OffhandMageTeleport_key_pressed;
31 METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
33 TC(OffhandMageTeleport, this);
34 if (key_pressed && !player.OffhandMageTeleport_key_pressed)
35 M_Mage_Attack_Teleport(player, player.enemy);
36 player.OffhandMageTeleport_key_pressed = key_pressed;
38 ENDCLASS(OffhandMageTeleport)
39 OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
41 float autocvar_g_monster_mage_health;
42 float autocvar_g_monster_mage_damageforcescale = 0.5;
43 float autocvar_g_monster_mage_attack_spike_damage;
44 float autocvar_g_monster_mage_attack_spike_radius;
45 float autocvar_g_monster_mage_attack_spike_delay;
46 float autocvar_g_monster_mage_attack_spike_accel;
47 float autocvar_g_monster_mage_attack_spike_decel;
48 float autocvar_g_monster_mage_attack_spike_turnrate;
49 float autocvar_g_monster_mage_attack_spike_speed_max;
50 float autocvar_g_monster_mage_attack_spike_smart;
51 float autocvar_g_monster_mage_attack_spike_smart_trace_min;
52 float autocvar_g_monster_mage_attack_spike_smart_trace_max;
53 float autocvar_g_monster_mage_attack_spike_smart_mindist;
54 float autocvar_g_monster_mage_attack_push_damage;
55 float autocvar_g_monster_mage_attack_push_radius;
56 float autocvar_g_monster_mage_attack_push_delay;
57 float autocvar_g_monster_mage_attack_push_force;
58 float autocvar_g_monster_mage_heal_self;
59 float autocvar_g_monster_mage_heal_allies;
60 float autocvar_g_monster_mage_heal_minhealth;
61 float autocvar_g_monster_mage_heal_range;
62 float autocvar_g_monster_mage_heal_delay;
63 float autocvar_g_monster_mage_shield_time;
64 float autocvar_g_monster_mage_shield_delay;
65 float autocvar_g_monster_mage_shield_blockpercent;
66 float autocvar_g_monster_mage_speed_stop;
67 float autocvar_g_monster_mage_speed_run;
68 float autocvar_g_monster_mage_speed_walk;
71 const float mage_anim_idle = 0;
72 const float mage_anim_walk = 1;
73 const float mage_anim_attack = 2;
74 const float mage_anim_pain = 3;
75 const float mage_anim_death = 4;
76 const float mage_anim_run = 5;
79 void M_Mage_Defend_Heal(entity this);
80 void M_Mage_Defend_Shield(entity this);
83 .float mage_shield_delay;
84 .float mage_shield_time;
86 bool M_Mage_Defend_Heal_Check(entity this, entity targ)
90 if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0)
92 if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
94 if(STAT(FROZEN, targ))
97 return (IS_MONSTER(targ) && GetResourceAmount(targ, RESOURCE_HEALTH) < targ.max_health);
98 if(targ.items & ITEM_Shield.m_itemid)
103 case 0: return (GetResourceAmount(targ, RESOURCE_HEALTH) < autocvar_g_balance_health_regenstable);
106 return ((GetResourceAmount(targ, RESOURCE_CELLS) && GetResourceAmount(targ, RESOURCE_CELLS) < g_pickup_cells_max)
107 || (GetResourceAmount(targ, RESOURCE_PLASMA) && GetResourceAmount(targ, RESOURCE_PLASMA) < g_pickup_plasma_max)
108 || (GetResourceAmount(targ, RESOURCE_ROCKETS) && GetResourceAmount(targ, RESOURCE_ROCKETS) < g_pickup_rockets_max)
109 || (GetResourceAmount(targ, RESOURCE_BULLETS) && GetResourceAmount(targ, RESOURCE_BULLETS) < g_pickup_nails_max)
110 || (GetResourceAmount(targ, RESOURCE_SHELLS) && GetResourceAmount(targ, RESOURCE_SHELLS) < g_pickup_shells_max)
113 case 2: return (GetResourceAmount(targ, RESOURCE_ARMOR) < autocvar_g_balance_armor_regenstable);
114 case 3: return (GetResourceAmount(targ, RESOURCE_HEALTH) > 0);
120 void M_Mage_Attack_Spike_Explode(entity this, entity directhitentity)
122 this.event_damage = func_null;
124 sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
126 this.realowner.mage_spike = NULL;
128 Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
129 RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius),
130 NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, directhitentity);
135 void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
137 PROJECTILE_TOUCH(this, toucher);
139 M_Mage_Attack_Spike_Explode(this, toucher);
144 // copied from W_Seeker_Think
145 void M_Mage_Attack_Spike_Think(entity this)
147 if (time > this.ltime || (this.enemy && GetResourceAmount(this.enemy, RESOURCE_HEALTH) <= 0) || GetResourceAmount(this.owner, RESOURCE_HEALTH) <= 0) {
148 this.projectiledeathtype |= HITTYPE_SPLASH;
149 M_Mage_Attack_Spike_Explode(this, NULL);
152 float spd = vlen(this.velocity);
154 spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
155 (autocvar_g_monster_mage_attack_spike_speed_max),
156 spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
159 if (this.enemy != NULL)
160 if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
163 if (this.enemy != NULL)
165 entity e = this.enemy;
166 vector eorg = 0.5 * (e.absmin + e.absmax);
167 float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
168 vector desireddir = normalize(eorg - this.origin);
169 vector olddir = normalize(this.velocity); // get my current direction
171 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
172 if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - this.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
174 // Is it a better idea (shorter distance) to trace to the target itself?
175 if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
176 traceline(this.origin, this.origin + olddir * this.wait, false, this);
178 traceline(this.origin, eorg, false, this);
180 // Setup adaptive tracelength
181 this.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
183 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
184 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
187 vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
188 this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
193 //this.angles = vectoangles(this.velocity); // turn model in the new flight direction
194 this.nextthink = time;// + 0.05; // csqc projectiles
195 UpdateCSQCProjectile(this);
198 void M_Mage_Attack_Spike(entity this, vector dir)
200 makevectors(this.angles);
202 entity missile = spawn();
203 missile.owner = missile.realowner = this;
204 setthink(missile, M_Mage_Attack_Spike_Think);
205 missile.ltime = time + 7;
206 missile.nextthink = time;
207 missile.solid = SOLID_BBOX;
208 set_movetype(missile, MOVETYPE_FLYMISSILE);
209 missile.flags = FL_PROJECTILE;
210 IL_PUSH(g_projectiles, missile);
211 IL_PUSH(g_bot_dodge, missile);
212 setorigin(missile, this.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 = this.enemy;
217 settouch(missile, M_Mage_Attack_Spike_Touch);
219 this.mage_spike = missile;
221 CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
224 void M_Mage_Defend_Heal(entity this)
226 float washealed = false;
228 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
231 entity fx = EFFECT_Null;
238 Heal(it, this, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_health_regenstable);
244 if(GetResourceAmount(this, RESOURCE_CELLS)) GiveResourceWithLimit(it, RESOURCE_CELLS, 1, g_pickup_cells_max);
245 if(GetResourceAmount(this, RESOURCE_PLASMA)) GiveResourceWithLimit(it, RESOURCE_PLASMA, 1, g_pickup_plasma_max);
246 if(GetResourceAmount(this, RESOURCE_ROCKETS)) GiveResourceWithLimit(it, RESOURCE_ROCKETS, 1, g_pickup_rockets_max);
247 if(GetResourceAmount(this, RESOURCE_SHELLS)) GiveResourceWithLimit(it, RESOURCE_SHELLS, 2, g_pickup_shells_max);
248 if(GetResourceAmount(this, RESOURCE_BULLETS)) GiveResourceWithLimit(it, RESOURCE_BULLETS, 5, g_pickup_nails_max);
250 fx = EFFECT_AMMO_REGEN;
254 if(GetResourceAmount(it, RESOURCE_ARMOR) < autocvar_g_balance_armor_regenstable)
256 GiveResourceWithLimit(it, RESOURCE_ARMOR, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_armor_regenstable);
257 fx = EFFECT_ARMOR_REPAIR;
261 float hp = ((it == this) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_allies);
262 TakeResource(it, RESOURCE_HEALTH, hp); // TODO: use regular damage functions? needs a way to bypass friendly fire checks
267 Send_Effect(fx, it.origin, '0 0 0', 1);
271 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
272 Heal(it, this, autocvar_g_monster_mage_heal_allies, RESOURCE_LIMIT_NONE);
273 if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
274 WaypointSprite_UpdateHealth(it.sprite, GetResourceAmount(it, RESOURCE_HEALTH));
280 setanim(this, this.anim_shoot, true, true, true);
281 this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
282 this.anim_finished = time + 1.5;
286 void M_Mage_Attack_Push(entity this)
288 sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
289 RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius),
290 NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy);
291 Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
293 setanim(this, this.anim_shoot, true, true, true);
294 this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
297 void M_Mage_Attack_Teleport(entity this, entity targ)
300 if(vdist(targ.origin - this.origin, >, 1500)) return;
302 makevectors(targ.angles);
303 tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
305 if(trace_fraction < 1)
308 vector newpos = targ.origin + ((v_forward * -1) * 200);
310 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
311 Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
313 setorigin(this, newpos);
315 vector a = vectoangles(targ.origin - this.origin);
319 this.fixangle = true;
320 this.velocity *= 0.5;
322 this.attack_finished_single[0] = time + 0.2;
325 void M_Mage_Defend_Shield_Remove(entity this)
327 this.effects &= ~(EF_ADDITIVE | EF_BLUE);
328 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_monsters_armor_blockpercent);
331 void M_Mage_Defend_Shield(entity this)
333 this.effects |= (EF_ADDITIVE | EF_BLUE);
334 this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
335 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
336 this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
337 setanim(this, this.anim_shoot, true, true, true);
338 this.attack_finished_single[0] = time + 1;
339 this.anim_finished = time + 1;
342 bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
346 case MONSTER_ATTACK_MELEE:
350 Weapon wep = WEP_MAGE_SPIKE;
352 wep.wr_think(wep, actor, weaponentity, 2);
358 case MONSTER_ATTACK_RANGED:
360 if(!actor.mage_spike)
364 OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
365 off.offhand_think(off, actor, true);
370 setanim(actor, actor.anim_shoot, true, true, true);
371 actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
372 actor.anim_finished = time + 1;
373 Weapon wep = WEP_MAGE_SPIKE;
374 wep.wr_think(wep, actor, weaponentity, 1);
389 spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE.monsterid); }
394 METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
397 bool need_help = false;
399 FOREACH_CLIENT(IS_PLAYER(it) && it != actor,
401 if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
402 if(M_Mage_Defend_Heal_Check(actor, it))
411 IL_EACH(g_monsters, it != actor,
413 if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
414 if(M_Mage_Defend_Heal_Check(actor, it))
422 if(GetResourceAmount(actor, RESOURCE_HEALTH) < (autocvar_g_monster_mage_heal_minhealth) || need_help)
423 if(time >= actor.attack_finished_single[0])
425 M_Mage_Defend_Heal(actor);
427 if(time >= actor.mage_shield_time && GetResourceAmount(actor, RESOURCE_ARMOR))
428 M_Mage_Defend_Shield_Remove(actor);
431 if(GetResourceAmount(actor, RESOURCE_HEALTH) < actor.max_health)
432 if(time >= actor.mage_shield_delay)
434 M_Mage_Defend_Shield(actor);
439 METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype))
445 METHOD(Mage, mr_death, bool(Mage this, entity actor))
448 setanim(actor, actor.anim_die1, false, true, true);
454 METHOD(Mage, mr_anim, bool(Mage this, entity actor))
457 vector none = '0 0 0';
458 actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
459 actor.anim_walk = animfixfps(actor, '1 1 1', none);
460 actor.anim_idle = animfixfps(actor, '0 1 1', none);
461 actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
462 actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
463 actor.anim_run = animfixfps(actor, '5 1 1', none);
469 METHOD(Mage, mr_setup, bool(Mage this, entity actor))
472 if(!GetResourceAmount(this, RESOURCE_HEALTH)) SetResourceAmountExplicit(actor, RESOURCE_HEALTH, autocvar_g_monster_mage_health);
473 if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
474 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
475 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
476 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
478 actor.monster_loot = ITEM_HealthBig;
479 actor.monster_attackfunc = M_Mage_Attack;