/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ /* ============================================================================== BOSS-ONE ============================================================================== */ $cd id1/models/boss1 $origin 0 0 -15 $base base $skin skin $scale 5 $frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10 $frame rise11 rise12 rise13 rise14 rise15 rise16 rise17 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 $frame walk9 walk10 walk11 walk12 walk13 walk14 walk15 $frame walk16 walk17 walk18 walk19 walk20 walk21 walk22 $frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31 $frame death1 death2 death3 death4 death5 death6 death7 death8 death9 $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 $frame attack9 attack10 attack11 attack12 attack13 attack14 attack15 $frame attack16 attack17 attack18 attack19 attack20 attack21 attack22 $frame attack23 $frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8 $frame shocka9 shocka10 $frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6 $frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8 $frame shockc9 shockc10 void(vector p) boss_missile; void() boss_face = { // go for another player if multi player if (self.enemy.health <= 0 || random() < 0.02) { self.enemy = find(self.enemy, classname, "player"); if (!self.enemy) self.enemy = find(self.enemy, classname, "player"); } ai_face(); }; void() boss_rise1 =[ $rise1, boss_rise2 ] { sound (self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM); }; void() boss_rise2 =[ $rise2, boss_rise3 ] { sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM); }; void() boss_rise3 =[ $rise3, boss_rise4 ] {}; void() boss_rise4 =[ $rise4, boss_rise5 ] {}; void() boss_rise5 =[ $rise5, boss_rise6 ] {}; void() boss_rise6 =[ $rise6, boss_rise7 ] {}; void() boss_rise7 =[ $rise7, boss_rise8 ] {}; void() boss_rise8 =[ $rise8, boss_rise9 ] {}; void() boss_rise9 =[ $rise9, boss_rise10 ] {}; void() boss_rise10 =[ $rise10, boss_rise11 ] {}; void() boss_rise11 =[ $rise11, boss_rise12 ] {}; void() boss_rise12 =[ $rise12, boss_rise13 ] {}; void() boss_rise13 =[ $rise13, boss_rise14 ] {}; void() boss_rise14 =[ $rise14, boss_rise15 ] {}; void() boss_rise15 =[ $rise15, boss_rise16 ] {}; void() boss_rise16 =[ $rise16, boss_rise17 ] {}; void() boss_rise17 =[ $rise17, boss_missile1 ] {}; void() boss_idle1 =[ $walk1, boss_idle2 ] { // look for other players }; void() boss_idle2 =[ $walk2, boss_idle3 ] {boss_face();}; void() boss_idle3 =[ $walk3, boss_idle4 ] {boss_face();}; void() boss_idle4 =[ $walk4, boss_idle5 ] {boss_face();}; void() boss_idle5 =[ $walk5, boss_idle6 ] {boss_face();}; void() boss_idle6 =[ $walk6, boss_idle7 ] {boss_face();}; void() boss_idle7 =[ $walk7, boss_idle8 ] {boss_face();}; void() boss_idle8 =[ $walk8, boss_idle9 ] {boss_face();}; void() boss_idle9 =[ $walk9, boss_idle10 ] {boss_face();}; void() boss_idle10 =[ $walk10, boss_idle11 ] {boss_face();}; void() boss_idle11 =[ $walk11, boss_idle12 ] {boss_face();}; void() boss_idle12 =[ $walk12, boss_idle13 ] {boss_face();}; void() boss_idle13 =[ $walk13, boss_idle14 ] {boss_face();}; void() boss_idle14 =[ $walk14, boss_idle15 ] {boss_face();}; void() boss_idle15 =[ $walk15, boss_idle16 ] {boss_face();}; void() boss_idle16 =[ $walk16, boss_idle17 ] {boss_face();}; void() boss_idle17 =[ $walk17, boss_idle18 ] {boss_face();}; void() boss_idle18 =[ $walk18, boss_idle19 ] {boss_face();}; void() boss_idle19 =[ $walk19, boss_idle20 ] {boss_face();}; void() boss_idle20 =[ $walk20, boss_idle21 ] {boss_face();}; void() boss_idle21 =[ $walk21, boss_idle22 ] {boss_face();}; void() boss_idle22 =[ $walk22, boss_idle23 ] {boss_face();}; void() boss_idle23 =[ $walk23, boss_idle24 ] {boss_face();}; void() boss_idle24 =[ $walk24, boss_idle25 ] {boss_face();}; void() boss_idle25 =[ $walk25, boss_idle26 ] {boss_face();}; void() boss_idle26 =[ $walk26, boss_idle27 ] {boss_face();}; void() boss_idle27 =[ $walk27, boss_idle28 ] {boss_face();}; void() boss_idle28 =[ $walk28, boss_idle29 ] {boss_face();}; void() boss_idle29 =[ $walk29, boss_idle30 ] {boss_face();}; void() boss_idle30 =[ $walk30, boss_idle31 ] {boss_face();}; void() boss_idle31 =[ $walk31, boss_idle1 ] {boss_face();}; void() boss_missile1 =[ $attack1, boss_missile2 ] {boss_face();}; void() boss_missile2 =[ $attack2, boss_missile3 ] {boss_face();}; void() boss_missile3 =[ $attack3, boss_missile4 ] {boss_face();}; void() boss_missile4 =[ $attack4, boss_missile5 ] {boss_face();}; void() boss_missile5 =[ $attack5, boss_missile6 ] {boss_face();}; void() boss_missile6 =[ $attack6, boss_missile7 ] {boss_face();}; void() boss_missile7 =[ $attack7, boss_missile8 ] {boss_face();}; void() boss_missile8 =[ $attack8, boss_missile9 ] {boss_face();}; void() boss_missile9 =[ $attack9, boss_missile10 ] {boss_missile('100 100 200');}; void() boss_missile10 =[ $attack10, boss_missile11 ] {boss_face();}; void() boss_missile11 =[ $attack11, boss_missile12 ] {boss_face();}; void() boss_missile12 =[ $attack12, boss_missile13 ] {boss_face();}; void() boss_missile13 =[ $attack13, boss_missile14 ] {boss_face();}; void() boss_missile14 =[ $attack14, boss_missile15 ] {boss_face();}; void() boss_missile15 =[ $attack15, boss_missile16 ] {boss_face();}; void() boss_missile16 =[ $attack16, boss_missile17 ] {boss_face();}; void() boss_missile17 =[ $attack17, boss_missile18 ] {boss_face();}; void() boss_missile18 =[ $attack18, boss_missile19 ] {boss_face();}; void() boss_missile19 =[ $attack19, boss_missile20 ] {boss_face();}; void() boss_missile20 =[ $attack20, boss_missile21 ] {boss_missile('100 -100 200');}; void() boss_missile21 =[ $attack21, boss_missile22 ] {boss_face();}; void() boss_missile22 =[ $attack22, boss_missile23 ] {boss_face();}; void() boss_missile23 =[ $attack23, boss_missile1 ] {boss_face();}; void() boss_shocka1 =[ $shocka1, boss_shocka2 ] {}; void() boss_shocka2 =[ $shocka2, boss_shocka3 ] {}; void() boss_shocka3 =[ $shocka3, boss_shocka4 ] {}; void() boss_shocka4 =[ $shocka4, boss_shocka5 ] {}; void() boss_shocka5 =[ $shocka5, boss_shocka6 ] {}; void() boss_shocka6 =[ $shocka6, boss_shocka7 ] {}; void() boss_shocka7 =[ $shocka7, boss_shocka8 ] {}; void() boss_shocka8 =[ $shocka8, boss_shocka9 ] {}; void() boss_shocka9 =[ $shocka9, boss_shocka10 ] {}; void() boss_shocka10 =[ $shocka10, boss_missile1 ] {}; void() boss_shockb1 =[ $shockb1, boss_shockb2 ] {}; void() boss_shockb2 =[ $shockb2, boss_shockb3 ] {}; void() boss_shockb3 =[ $shockb3, boss_shockb4 ] {}; void() boss_shockb4 =[ $shockb4, boss_shockb5 ] {}; void() boss_shockb5 =[ $shockb5, boss_shockb6 ] {}; void() boss_shockb6 =[ $shockb6, boss_shockb7 ] {}; void() boss_shockb7 =[ $shockb1, boss_shockb8 ] {}; void() boss_shockb8 =[ $shockb2, boss_shockb9 ] {}; void() boss_shockb9 =[ $shockb3, boss_shockb10 ] {}; void() boss_shockb10 =[ $shockb4, boss_missile1 ] {}; void() boss_shockc1 =[ $shockc1, boss_shockc2 ] {}; void() boss_shockc2 =[ $shockc2, boss_shockc3 ] {}; void() boss_shockc3 =[ $shockc3, boss_shockc4 ] {}; void() boss_shockc4 =[ $shockc4, boss_shockc5 ] {}; void() boss_shockc5 =[ $shockc5, boss_shockc6 ] {}; void() boss_shockc6 =[ $shockc6, boss_shockc7 ] {}; void() boss_shockc7 =[ $shockc7, boss_shockc8 ] {}; void() boss_shockc8 =[ $shockc8, boss_shockc9 ] {}; void() boss_shockc9 =[ $shockc9, boss_shockc10 ] {}; void() boss_shockc10 =[ $shockc10, boss_death1 ] {}; void() boss_death1 = [$death1, boss_death2] { sound (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM); }; void() boss_death2 = [$death2, boss_death3] {}; void() boss_death3 = [$death3, boss_death4] {}; void() boss_death4 = [$death4, boss_death5] {}; void() boss_death5 = [$death5, boss_death6] {}; void() boss_death6 = [$death6, boss_death7] {}; void() boss_death7 = [$death7, boss_death8] {}; void() boss_death8 = [$death8, boss_death9] {}; void() boss_death9 = [$death9, boss_death10] { sound (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LAVASPLASH); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); }; void() boss_death10 = [$death9, boss_death10] { killed_monsters = killed_monsters + 1; WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast SUB_UseTargets (); remove (self); }; void(vector p) boss_missile = { local vector offang; local vector org, vec, d; local float t; offang = vectoangles (self.enemy.origin - self.origin); makevectors (offang); org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1'; // lead the player on hard mode if (skill > 1) { t = vlen(self.enemy.origin - org) / 300; vec = self.enemy.velocity; vec_z = 0; d = self.enemy.origin + t * vec; } else { d = self.enemy.origin; } vec = normalize (d - org); launch_spike (org, vec); setmodel (newmis, "progs/lavaball.mdl"); newmis.avelocity = '200 100 300'; setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); newmis.velocity = vec*300; newmis.touch = T_MissileTouch; // rocket explosion sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM); // check for dead enemy if (self.enemy.health <= 0) boss_idle1 (); }; void() boss_awake = { self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.takedamage = DAMAGE_NO; setmodel (self, "progs/boss.mdl"); setsize (self, '-128 -128 -24', '128 128 256'); if (skill == 0) self.health = 1; else self.health = 3; self.enemy = activator; WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LAVASPLASH); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); self.yaw_speed = 20; boss_rise1 (); }; /*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256) */ void() monster_boss = { if (deathmatch) { remove(self); return; } precache_model ("progs/boss.mdl"); precache_model ("progs/lavaball.mdl"); precache_sound ("weapons/rocket1i.wav"); precache_sound ("boss1/out1.wav"); precache_sound ("boss1/sight1.wav"); precache_sound ("misc/power.wav"); precache_sound ("boss1/throw.wav"); precache_sound ("boss1/pain.wav"); precache_sound ("boss1/death.wav"); total_monsters = total_monsters + 1; self.use = boss_awake; }; //=========================================================================== entity le1, le2; float lightning_end; void() lightning_fire = { local vector p1, p2; if (time >= lightning_end) { // done here, put the terminals back up self = le1; door_go_down (); self = le2; door_go_down (); return; } p1 = (le1.mins + le1.maxs) * 0.5; p1_z = le1.absmin_z - 16; p2 = (le2.mins + le2.maxs) * 0.5; p2_z = le2.absmin_z - 16; // compensate for length of bolt p2 = p2 - normalize(p2-p1)*100; self.nextthink = time + 0.1; self.think = lightning_fire; WriteByte (MSG_ALL, SVC_TEMPENTITY); WriteByte (MSG_ALL, TE_LIGHTNING3); WriteEntity (MSG_ALL, world); WriteCoord (MSG_ALL, p1_x); WriteCoord (MSG_ALL, p1_y); WriteCoord (MSG_ALL, p1_z); WriteCoord (MSG_ALL, p2_x); WriteCoord (MSG_ALL, p2_y); WriteCoord (MSG_ALL, p2_z); }; void() lightning_use = { if (lightning_end >= time + 1) return; le1 = find( world, target, "lightning"); le2 = find( le1, target, "lightning"); if (!le1 || !le2) { dprint ("missing lightning targets\n"); return; } if ( (le1.state != STATE_TOP && le1.state != STATE_BOTTOM) || (le2.state != STATE_TOP && le2.state != STATE_BOTTOM) || (le1.state != le2.state) ) { // dprint ("not aligned\n"); return; } // don't let the electrodes go back up until the bolt is done le1.nextthink = -1; le2.nextthink = -1; lightning_end = time + 1; sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM); lightning_fire (); // advance the boss pain if down self = find (world, classname, "monster_boss"); if (!self) return; self.enemy = activator; if (le1.state == STATE_TOP && self.health > 0) { sound (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM); self.health = self.health - 1; if (self.health >= 2) boss_shocka1(); else if (self.health == 1) boss_shockb1(); else if (self.health == 0) boss_shockc1(); } }; /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16) Just for boss level. */ void() event_lightning = { self.use = lightning_use; };