mirror of
https://github.com/nzp-team/fteqw.git
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218 lines
4.4 KiB
C++
218 lines
4.4 KiB
C++
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/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
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/*
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================
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monster_use
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Using a monster makes it angry at the current activator
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================
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*/
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void() monster_use =
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{
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if (self.enemy)
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return;
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if (self.health <= 0)
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return;
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if (activator.items & IT_INVISIBILITY)
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return;
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if (activator.flags & FL_NOTARGET)
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return;
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if (activator.flags & FL_CLIENT)
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return;
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// delay reaction so if the monster is teleported, its sound is still
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// heard
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self.enemy = activator;
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self.nextthink = time + 0.1;
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self.think = FoundTarget;
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};
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/*
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================
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monster_death_use
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When a mosnter dies, it fires all of its targets with the current
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enemy as activator.
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================
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*/
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void() monster_death_use =
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{
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// fall to ground
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if (self.flags & FL_FLY)
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self.flags = self.flags - FL_FLY;
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if (self.flags & FL_SWIM)
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self.flags = self.flags - FL_SWIM;
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if (!self.target)
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return;
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activator = self.enemy;
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SUB_UseTargets ();
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};
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//============================================================================
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void() walkmonster_start_go =
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{
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self.origin_z = self.origin_z + 1; // raise off floor a bit
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droptofloor();
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if (!walkmove(0,0))
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{
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dprint ("walkmonster in wall at: ");
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dprint (vtos(self.origin));
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dprint ("\n");
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}
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self.takedamage = DAMAGE_AIM;
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self.ideal_yaw = self.angles * '0 1 0';
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if (!self.yaw_speed)
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self.yaw_speed = 20;
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self.view_ofs = '0 0 25';
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self.use = monster_use;
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self.flags = self.flags | FL_MONSTER;
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if (self.target)
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{
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self.goalentity = self.movetarget = find(world, targetname, self.target);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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if (!self.movetarget)
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{
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dprint ("Monster can't find target at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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}
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// this used to be an objerror
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if (self.movetarget.classname == "path_corner")
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self.th_walk ();
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else
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self.pausetime = 99999999;
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self.th_stand ();
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}
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else
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{
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self.pausetime = 99999999;
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self.th_stand ();
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}
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// spread think times so they don't all happen at same time
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self.nextthink = time + 0.1 + random()*0.5;
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};
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void() walkmonster_start =
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{
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// delay drop to floor to make sure all doors have been spawned
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// spread think times so they don't all happen at same time
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self.nextthink = time + 0.1 + random()*0.5;
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self.think = walkmonster_start_go;
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total_monsters = total_monsters + 1;
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};
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void() flymonster_start_go =
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{
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self.takedamage = DAMAGE_AIM;
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self.ideal_yaw = self.angles * '0 1 0';
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if (!self.yaw_speed)
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self.yaw_speed = 10;
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self.view_ofs = '0 0 25';
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self.use = monster_use;
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self.flags = self.flags | FL_FLY | FL_MONSTER;
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if (!walkmove(0,0))
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{
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dprint ("flymonster in wall at: ");
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dprint (vtos(self.origin));
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dprint ("\n");
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}
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if (self.target)
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{
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self.goalentity = self.movetarget = find(world, targetname, self.target);
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if (!self.movetarget)
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{
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dprint ("Monster can't find target at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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}
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// this used to be an objerror
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if (self.movetarget.classname == "path_corner")
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self.th_walk ();
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else
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self.pausetime = 99999999;
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self.th_stand ();
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}
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else
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{
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self.pausetime = 99999999;
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self.th_stand ();
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}
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};
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void() flymonster_start =
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{
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// spread think times so they don't all happen at same time
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self.nextthink = time + 0.1 + random()*0.5;
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self.think = flymonster_start_go;
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total_monsters = total_monsters + 1;
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};
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void() swimmonster_start_go =
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{
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if (deathmatch)
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{
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remove(self);
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return;
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}
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self.takedamage = DAMAGE_AIM;
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// total_monsters = total_monsters + 1;
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self.ideal_yaw = self.angles * '0 1 0';
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if (!self.yaw_speed)
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self.yaw_speed = 10;
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self.view_ofs = '0 0 10';
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self.use = monster_use;
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self.flags = self.flags | FL_SWIM | FL_MONSTER;
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if (self.target)
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{
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self.goalentity = self.movetarget = find(world, targetname, self.target);
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if (!self.movetarget)
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{
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dprint ("Monster can't find target at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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}
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// this used to be an objerror
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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self.th_walk ();
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}
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else
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{
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self.pausetime = 99999999;
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self.th_stand ();
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}
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// spread think times so they don't all happen at same time
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self.nextthink = time + 0.1 + random()*0.5;
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};
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void() swimmonster_start =
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{
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// spread think times so they don't all happen at same time
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self.nextthink = time + 0.1 + random()*0.5;
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self.think = swimmonster_start_go;
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total_monsters = total_monsters + 1;
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};
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