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Add a new mage attack
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1 // size
2 const vector SHALRATH_MIN = '-36 -36 -24';
3 const vector SHALRATH_MAX = '36 36 50';
4
5 // model
6 string SHALRATH_MODEL = "models/monsters/mage.dpm";
7
8 #ifdef SVQC
9 // cvars
10 float autocvar_g_monster_shalrath;
11 float autocvar_g_monster_shalrath_health;
12 float autocvar_g_monster_shalrath_speed;
13 float autocvar_g_monster_shalrath_attack_spike_damage;
14 float autocvar_g_monster_shalrath_attack_spike_radius;
15 float autocvar_g_monster_shalrath_attack_spike_delay;
16 float autocvar_g_monster_shalrath_attack_melee_damage;
17 float autocvar_g_monster_shalrath_attack_melee_delay;
18 float autocvar_g_monster_shalrath_heal_self;
19 float autocvar_g_monster_shalrath_heal_friends;
20 float autocvar_g_monster_shalrath_heal_minhealth;
21 float autocvar_g_monster_shalrath_heal_range;
22 float autocvar_g_monster_shalrath_heal_delay;
23 float autocvar_g_monster_shalrath_shield_time;
24 float autocvar_g_monster_shalrath_shield_delay;
25 float autocvar_g_monster_shalrath_shield_blockpercent;
26 float autocvar_g_monster_shalrath_attack_grenade_damage;
27 float autocvar_g_monster_shalrath_attack_grenade_edgedamage;
28 float autocvar_g_monster_shalrath_attack_grenade_radius;
29 float autocvar_g_monster_shalrath_attack_grenade_lifetime;
30 float autocvar_g_monster_shalrath_attack_grenade_force;
31 float autocvar_g_monster_shalrath_attack_grenade_chance;
32
33 // animations
34 const float shalrath_anim_idle          = 0;
35 const float shalrath_anim_walk          = 1;
36 const float shalrath_anim_attack        = 2;
37 const float shalrath_anim_pain          = 3;
38 const float shalrath_anim_death         = 4;
39 const float shalrath_anim_run           = 5;
40
41 void() ShalMissile;
42 float() shal_missile;
43 void() shalrath_heal;
44 void() shalrath_shield;
45 void() shalrath_shield_die;
46
47 void shalrath_think ()
48 {
49         entity head;
50         float friend_needshelp = FALSE;
51         
52         FOR_EACH_PLAYER(head)
53         {
54                 if not(IsDifferentTeam(head, self))
55                 if(head.health > 0)
56                 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
57                 if((!g_minstagib && head.health < autocvar_g_balance_health_regenstable) || (g_minstagib && head.ammo_cells < start_ammo_cells))
58                 {
59                         friend_needshelp = TRUE;
60                         break; // found 1 player near us who is low on health
61                 }
62         }
63         FOR_EACH_MONSTER(head)
64         {
65                 if not(IsDifferentTeam(head, self))
66                 if(head.health > 0)
67                 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
68                 if((!g_minstagib && head.health < autocvar_g_balance_health_regenstable) || (g_minstagib && head.ammo_cells < start_ammo_cells))
69                 {
70                         friend_needshelp = TRUE;
71                         break; // found 1 player near us who is low on health
72                 }
73         }
74         
75         self.think = shalrath_think;
76         self.nextthink = time + self.ticrate;
77         
78         if(self.weaponentity)
79         if(time >= self.weaponentity.ltime)
80                 shalrath_shield_die();
81                 
82         if(self.health < autocvar_g_monster_shalrath_heal_minhealth || friend_needshelp)
83         if(time >= self.attack_finished_single)
84         if(random() < 0.5)
85                 shalrath_heal();
86                 
87         if(self.enemy)
88         if not(self.spawnflags & MONSTERFLAG_GIANT) // giants are too big to hold a shield
89         if(self.health < self.max_health)
90         if(time >= self.lastshielded)
91         if(random() < 0.5)
92                 shalrath_shield();
93         
94         monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
95 }
96
97 void shalrath_attack ()
98 {
99         monsters_setframe(shalrath_anim_attack);
100         self.delay = time + 0.2;
101         self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
102         self.monster_delayedattack = ShalMissile;
103 }
104
105 void shalrathattack_melee ()
106 {
107         monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
108 }
109
110 void shalrath_attack_melee ()
111 {
112         self.monster_delayedattack = shalrathattack_melee;
113         self.delay = time + 0.2;
114         monsters_setframe(shalrath_anim_attack);
115         self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
116 }
117
118 void shalrath_grenade_explode()
119 {
120         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
121         
122         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
123         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);
124         remove(self);
125 }
126
127 void shalrath_grenade_touch()
128 {
129         if(IS_PLAYER(other))
130         {
131                 PROJECTILE_TOUCH;
132                 shalrath_grenade_explode();
133                 return;
134         }
135 }
136
137 void shalrath_throw_itemgrenade()
138 {
139         makevectors(self.angles);
140
141         W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_shalrath_attack_grenade_damage);
142         w_shotdir = v_forward; // no TrueAim for grenades please
143
144         entity gren = spawn ();
145         gren.owner = gren.realowner = self;
146         gren.classname = "grenade";
147         gren.bot_dodge = FALSE;
148         gren.movetype = MOVETYPE_BOUNCE;
149         gren.solid = SOLID_TRIGGER;
150         gren.projectiledeathtype = DEATH_MONSTER_MAGE;
151         setorigin(gren, w_shotorg);
152         setsize(gren, '-64 -64 -64', '64 64 64');
153
154         gren.nextthink = time + autocvar_g_monster_shalrath_attack_grenade_lifetime;
155         gren.think = shalrath_grenade_explode;
156         gren.use = shalrath_grenade_explode;
157         gren.touch = shalrath_grenade_touch;
158
159         gren.missile_flags = MIF_SPLASH | MIF_ARC;
160         W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_shalrath_attack_grenade);
161         
162         gren.flags = FL_PROJECTILE;
163         
164         setmodel(gren, "models/items/g_h50.md3");
165         
166         self.attack_finished_single = time + 1.5;
167 }
168
169 float shal_missile ()
170 {
171         if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
172         {
173                 shalrath_throw_itemgrenade();
174                 return TRUE;
175         }
176         
177         shalrath_attack();
178         
179         return TRUE;
180 }
181
182 void ShalHome ()
183 {
184         local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
185         
186         if (self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
187         {
188                 remove(self);
189                 return;
190         }
191         dir = normalize(vtemp - self.origin);
192         UpdateCSQCProjectile(self);
193         if (monster_skill == 3)
194                 self.velocity = dir * 350;
195         else
196                 self.velocity = dir * 250;
197         self.nextthink = time + 0.2;
198         self.think = ShalHome;  
199 }
200
201 void shal_spike_explode ()
202 {
203         self.event_damage = func_null;
204
205         pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
206         RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_spike_damage, autocvar_g_monster_shalrath_attack_spike_damage * 0.5, autocvar_g_monster_shalrath_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
207
208         remove (self);
209 }
210
211 void shal_spike_touchexplode()
212 {
213         PROJECTILE_TOUCH;
214
215         shal_spike_explode();
216 }
217
218 void ShalMissile ()
219 {
220         local   entity  missile = world;
221         local   vector  dir = '0 0 0';
222         local   float   dist = 0;
223         
224         self.effects |= EF_MUZZLEFLASH;
225
226         missile = spawn ();
227         missile.owner = missile.realowner = self;
228         
229         self.v_angle = self.angles;
230         makevectors (self.angles);
231         
232         dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
233         dist = vlen (self.enemy.origin - self.origin);
234
235         missile.think = ShalHome;
236         missile.ltime = time + 7;
237         missile.nextthink = time;
238         missile.solid = SOLID_BBOX;
239         missile.movetype = MOVETYPE_FLYMISSILE;
240         missile.flags = FL_PROJECTILE;
241         setorigin (missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
242         setsize (missile, '0 0 0', '0 0 0');    
243         missile.velocity = dir * 400;
244         missile.avelocity = '300 300 300';
245         missile.enemy = self.enemy;
246         missile.touch = shal_spike_touchexplode;
247         
248         CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
249 }
250
251 float ShalrathCheckAttack ()
252 {
253         vector spot1 = '0 0 0', spot2 = '0 0 0';
254
255         if (self.health <= 0)
256                 return FALSE;
257                 
258         // reset delays when we have no enemy
259         if not(self.enemy)
260         {
261                 self.monster_delayedattack = func_null;
262                 self.delay = -1;
263         }
264         
265         if(self.monster_delayedattack && self.delay != -1)
266         {
267                 if(time < self.delay)
268                         return FALSE;
269                         
270                 self.monster_delayedattack();
271                 self.delay = -1;
272                 self.monster_delayedattack = func_null;
273         }
274         
275         if(time < self.attack_finished_single)
276                 return FALSE;
277         
278         if (vlen(self.enemy.origin - self.origin) <= 120)
279         {       // melee attack
280                 if (self.attack_melee)
281                 {
282                         monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
283                         self.attack_melee();
284                         return TRUE;
285                 }
286         }
287
288 // see if any entities are in the way of the shot
289         spot1 = self.origin + self.view_ofs;
290         spot2 = self.enemy.origin + self.enemy.view_ofs;
291
292         traceline (spot1, spot2, FALSE, self);
293
294         if (trace_ent != self.enemy && trace_fraction < 1)
295                 return FALSE; // don't have a clear shot
296
297         //if (trace_inopen && trace_inwater)
298         //      return FALSE; // sight line crossed contents
299
300         if (self.attack_ranged())
301                 return TRUE;
302
303         return FALSE;
304 }
305
306 void shalrath_heal()
307 {
308         entity head;
309         if(self.health < self.max_health) // only show our effect if we are healing ourself too
310                 pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
311         self.health = bound(0, self.health + autocvar_g_monster_shalrath_heal_self, self.max_health);
312         WaypointSprite_UpdateHealth(self.sprite, self.health);
313         monsters_setframe(shalrath_anim_attack);
314         self.attack_finished_single = time + autocvar_g_monster_shalrath_heal_delay;
315         
316         for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
317         {
318                 if(head.health > 0)
319                 if not(head.frozen)
320                 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
321                 if not(IsDifferentTeam(head, self))
322                 {
323                         if(IS_PLAYER(head))
324                         {
325                                 if(head.ammo_cells < start_ammo_cells || head.health < g_pickup_healthmedium_max)
326                                         pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
327                                 if(g_minstagib)
328                                         head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
329                                 else
330                                         head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, g_pickup_healthmedium_max);
331                         }
332                         else
333                         {
334                                 if(head.health < head.max_health)
335                                         pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
336                                 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, head.max_health);
337                                 WaypointSprite_UpdateHealth(head.sprite, head.health);
338                         }
339                 }
340         }
341 }
342
343 void shalrath_shield_die()
344 {
345         if not(self.weaponentity)
346                 return; // why would this be called without a shield?
347         
348         self.armorvalue = 1;
349         
350         remove(self.weaponentity);
351         
352         self.weaponentity = world;
353 }
354
355 void shalrath_shield()
356 {
357         if(self.weaponentity)
358                 return; // already have a shield
359
360         self.weaponentity = spawn();
361         self.weaponentity.owner = self.weaponentity.realowner = self;
362         setmodel(self.weaponentity, "models/onslaught/generator_shield.md3");
363         setattachment(self.weaponentity, self, "");
364         self.weaponentity.classname = "shield";
365         self.weaponentity.ltime = time + autocvar_g_monster_shalrath_shield_time;
366         self.weaponentity.health = 70;
367         self.weaponentity.alpha = 0.5;
368         self.weaponentity.scale = self.scale * 0.6;
369         self.weaponentity.effects = EF_ADDITIVE;
370         self.weaponentity.solid = SOLID_NOT;
371         self.weaponentity.movetype = MOVETYPE_NOCLIP;
372         self.weaponentity.avelocity = '7 0 11';
373         
374         self.lastshielded = time + autocvar_g_monster_shalrath_shield_delay;
375         
376         monsters_setframe(shalrath_anim_attack);
377         self.attack_finished_single = time + 1;
378         
379         self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
380 }
381
382 void shalrath_die ()
383 {
384         Monster_CheckDropCvars ("shalrath");
385         
386         self.think = monster_dead_think;
387         self.nextthink = time + self.ticrate;
388         self.ltime = time + 5;
389         monsters_setframe(shalrath_anim_death);
390         
391         monster_hook_death(); // for post-death mods
392 }
393
394 void shalrath_spawn ()
395 {
396         if not(self.health)
397                 self.health = autocvar_g_monster_shalrath_health * self.scale;
398
399         self.damageforcescale   = 0.003;
400         self.classname                  = "monster_shalrath";
401         self.checkattack                = ShalrathCheckAttack;
402         self.attack_ranged              = shal_missile;
403         self.attack_melee               = shalrath_attack_melee;
404         self.nextthink                  = time + random() * 0.5 + 0.1;
405         self.think                              = shalrath_think;
406         
407         monsters_setframe(shalrath_anim_walk);
408         
409         monster_setupsounds("shalrath");
410         
411         monster_hook_spawn(); // for post-spawn mods
412 }
413
414 void spawnfunc_monster_shalrath ()
415 {       
416         if not(autocvar_g_monster_shalrath) { remove(self); return; }
417         
418         self.monster_spawnfunc = spawnfunc_monster_shalrath;
419         
420         if(Monster_CheckAppearFlags(self))
421                 return;
422         
423         if not (monster_initialize(
424                          "Mage", MONSTER_MAGE,
425                          SHALRATH_MIN, SHALRATH_MAX,
426                          FALSE,
427                          shalrath_die, shalrath_spawn))
428         {
429                 remove(self);
430                 return;
431         }
432 }
433
434 // compatibility with old spawns
435 void spawnfunc_monster_vore () { spawnfunc_monster_shalrath(); }
436
437 #endif // SVQC