quake-rerelease-qc/quakec_mg1/monsters.qc

301 lines
6.5 KiB
C++

/* 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.
*/
/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
// name =[framenum, nexttime, nextthink] {code}
// expands to:
// name ()
// {
// self.frame=framenum;
// self.nextthink = time + nexttime;
// self.think = nextthink
// <code>
// };
float MONSTER_SPAWNED = 4;
float MONSTER_SPAWNED_ANGRY = 8;
float MONSTER_SPAWNED_TFOG = 16;
float MONSTER_WAITWALK = 4096;
float MONSTER_TYPE_WALK = 1;
float MONSTER_TYPE_FLY = 2;
float MONSTER_TYPE_SWIM = 3;
float MONSTER_SIZE_SMALL = 1;
float MONSTER_SIZE_LARGE = 2;
/*
================
monster_use
Using a monster makes it angry at the current activator
================
*/
void() monster_use =
{
if (self.enemy)
return;
if (self.health <= 0)
return;
if (activator.items & IT_INVISIBILITY)
return;
if (activator.flags & FL_NOTARGET)
return;
if (activator.classname != "player")
return;
// delay reaction so if the monster is teleported, its sound is still
// heard
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget;
};
/*
================
monster_death_use
When a mosnter dies, it fires all of its targets with the current
enemy as activator.
================
*/
void() monster_death_use =
{
// fall to ground
if (self.flags & FL_FLY)
self.flags = self.flags - FL_FLY;
if (self.flags & FL_SWIM)
self.flags = self.flags - FL_SWIM;
if (cvar("horde") && self.classname != "monster_zombie")
{
remote_wavecheck();
}
if (!self.target)
return;
activator = self.enemy;
SUB_UseTargets ();
};
void monster_begin_walking()
{
self.use = monster_use;
self.pausetime = 0;
self.th_walk();
}
//============================================================================
void() StartMonster =
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, self.mdl);
if(self.state == MONSTER_SIZE_SMALL) setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
if(self.state == MONSTER_SIZE_LARGE) setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
if(self.lefty == MONSTER_TYPE_WALK)
{
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();
}
if (!walkmove(0,0))
{
dprint ("monster in wall at: ");
dprint (vtos(self.origin));
dprint (":\n");
dprint (self.classname);
if(self.target){
dprint (" (target = ");
dprint (self.target);
dprint (" )");
}
if(self.targetname){
dprint (" (targetname = ");
dprint (self.targetname);
dprint (" )");
}
dprint ("\n");
}
if(self.spawnflags & MONSTER_SPAWNED)
{
spawn_tdeath (self.origin, self);
if(self.spawnflags & MONSTER_SPAWNED_TFOG)
{
spawn_tfog(self.origin);
}
}
self.takedamage = DAMAGE_AIM;
self.ideal_yaw = self.angles * '0 1 0';
if (!self.yaw_speed)
self.yaw_speed = 20;
self.view_ofs = '0 0 25';
self.use = monster_use;
self.team = TEAM_MONSTERS;
self.flags = self.flags | FL_MONSTER;
if(self.lefty == MONSTER_TYPE_FLY) self.flags = self.flags | FL_FLY;
if(self.lefty == MONSTER_TYPE_SWIM) self.flags = self.flags | FL_SWIM;
if (self.target)
{
if(self.spawnflags & MONSTER_ATTACK_FRIEND)
{
entity f = SUB_RandomTarget(self, CanTakedamage);
if(f)
{
self.enemy = f;
FoundTarget ();
return;
}
}
self.goalentity = self.movetarget = find(world, targetname, self.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
dprint ("Monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\n");
}
if (self.movetarget.classname == "path_corner")
{
if(self.spawnflags & MONSTER_WAITWALK)
{
self.pausetime = 99999999;
self.th_stand ();
self.use = monster_begin_walking;
}
else
{
self.th_walk ();
}
}
else
{
self.pausetime = 99999999;
self.th_stand ();
}
}
else
{
self.pausetime = 99999999;
self.th_stand ();
}
if(self.spawnflags & MONSTER_SPAWNED)
{
// Yoder, Sept29, horde fix so that preplaced monsters are counted on spawn_tdeath
if (horde_ent)
total_monsters = total_monsters + 1;
// end Yoder chunk, back to normal
if(self.spawnflags & MONSTER_SPAWNED_ANGRY)
{
monster_use(); //Make monster angry!
}
}
else
{
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
}
};
void InitMonster(string model, float type, float size)
{
if (deathmatch)
{
remove(self);
return;
}
INHIBIT_COOP
if (RemovedOutsideCoop()) return;
self.flags |= FL_FUTUREMONSTER;
self.mdl = model;
self.lefty = type;
self.state = size;
// CG: This was removed because it caused the entity alpha to differ from the baseline alpha somehow, causing it to be transmitted over the network every frame for every monster.
// self.alpha = 1;
// Yoder, Sept29, fix for preplaced monsters in horde_ent
// in horde, mosnters shouldn't increase total count until spawned
if (cvar("horde"))
{
if (!(self.spawnflags & MONSTER_SPAWNED))
total_monsters = total_monsters + 1;
}
else // normal behavior
total_monsters = total_monsters + 1;
if(self.spawnflags & MONSTER_SPAWNED)
{
self.use = StartMonster;
return;
}
// delay drop to floor to make sure all doors have been spawned
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
self.think = StartMonster;
}
// Yoder Sept24 2021, Horde Merge
// Monster fade, used to fade out the model a few seconds after deathmatch
void() MonsterFade2 =
{
if (self.alpha > 0)
{
self.alpha = self.alpha - 1 * frametime;
//self.think = MonsterFade;
self.nextthink = time; // think next frame
}
else
remove(self);
}
void() MonsterFade =
{
if (!cvar("horde"))
{
self.think = SUB_Null;
return;
}
if (!self.alpha)
self.alpha = 1;
self.think = MonsterFade2;
self.nextthink = time + 10 + random() * 5; // wait a bit before fading
};