diff --git a/quakec/basemod/ai.qc b/quakec/basemod/ai.qc new file mode 100644 index 000000000..0c649ae4b --- /dev/null +++ b/quakec/basemod/ai.qc @@ -0,0 +1,750 @@ +void() t_movetarget; +/* + +.enemy +Will be world if not currently angry at anyone. + +.movetarget +The next path spot to walk toward. If .enemy, ignore .movetarget. +When an enemy is killed, the monster will try to return to it's path. + +.huntt_ime +Set to time + something when the player is in sight, but movement straight for +him is blocked. This causes the monster to use wall following code for +movement direction instead of sighting on the player. + +.ideal_yaw +A yaw angle of the intended direction, which will be turned towards at up +to 45 deg / state. If the enemy is in view and hunt_time is not active, +this will be the exact line towards the enemy. + +.pausetime +A monster will leave it's stand state and head towards it's .movetarget when +time > .pausetime. + +walkmove(angle, speed) primitive is all or nothing +*/ + +// +// when a monster becomes angry at a player, that monster will be used +// as the sight target the next frame so that monsters near that one +// will wake up even if they wouldn't have noticed the player +// +entity sight_entity; +float sight_entity_time; + +float(float v) anglemod = +{ + while (v >= 360) + v = v - 360; + while (v < 0) + v = v + 360; + return v; +}; + +/* +============================================================================== + +MOVETARGET CODE + +The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target. + +targetname +must be present. The name of this movetarget. + +target +the next spot to move to. If not present, stop here for good. + +pausetime +The number of seconds to spend standing or bowing for path_stand or path_bow + +============================================================================== +*/ + + +void() movetarget_f = +{ + if (!self.targetname) + objerror ("monster_movetarget: no targetname"); + + self.solid = SOLID_TRIGGER; + self.touch = t_movetarget; + setsize (self, '-8 -8 -8', '8 8 8'); + +}; + +/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8) +Monsters will continue walking towards the next target corner. +*/ +void() path_corner = +{ + movetarget_f (); +}; + + +/* +============= +t_movetarget + +Something has bumped into a movetarget. If it is a monster +moving towards it, change the next destination and continue. +============== +*/ +void() t_movetarget = +{ +local entity temp; + + if (other.movetarget != self) + return; + + if (other.enemy) + return; // fighting, not following a path + + temp = self; + self = other; + other = temp; + + if (self.classname == "monster_ogre") + sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound + +//dprint ("t_movetarget\n"); + self.goalentity = self.movetarget = find (world, targetname, other.target); + self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); + if (!self.movetarget) + { + self.pausetime = time + 999999; + self.th_stand (); + return; + } +}; + + + +//============================================================================ + +/* +============= +range + +returns the range catagorization of an entity reletive to self +0 melee range, will become hostile even if back is turned +1 visibility and infront, or visibility and show hostile +2 infront and show hostile +3 only triggered by damage +============= +*/ +float(entity targ) range = +{ + local vector spot1, spot2; + local float r; + + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + + r = vlen (spot1 - spot2); + if (r < 120) + return RANGE_MELEE; + if (r < 500) + return RANGE_NEAR; + if (r < 1000) + return RANGE_MID; + return RANGE_FAR; +}; + +/* +============= +visible + +returns 1 if the entity is visible to self, even if not infront () +============= +*/ +float (entity targ) visible = +{ + local vector spot1, spot2; + + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + traceline (spot1, spot2, TRUE, self); // see through other monsters + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_fraction == 1) + return TRUE; + return FALSE; +}; + + +/* +============= +infront + +returns 1 if the entity is in front (in sight) of self +============= +*/ +float(entity targ) infront = +{ + local vector vec; + local float dot; + + makevectors (self.angles); + vec = normalize (targ.origin - self.origin); + dot = vec * v_forward; + + if ( dot > 0.3) + { + return TRUE; + } + return FALSE; +}; + + +//============================================================================ + +/* +=========== +ChangeYaw + +Turns towards self.ideal_yaw at self.yaw_speed +Sets the global variable current_yaw +Called every 0.1 sec by monsters +============ +*/ +/* +void() ChangeYaw = +{ + local float ideal, move, current_yaw; + +//current_yaw = self.ideal_yaw; +// mod down the current angle + current_yaw = anglemod( self.angles_y ); + ideal = self.ideal_yaw; + + if (current_yaw == ideal) + return; + + move = ideal - current_yaw; + if (ideal > current_yaw) + { + if (move > 180) + move = move - 360; + } + else + { + if (move < -180) + move = move + 360; + } + + if (move > 0) + { + if (move > self.yaw_speed) + move = self.yaw_speed; + } + else + { + if (move < 0-self.yaw_speed ) + move = 0-self.yaw_speed; + } + + current_yaw = anglemod (current_yaw + move); + + self.angles_y = current_yaw; +}; +*/ + + +//============================================================================ + +void() HuntTarget = +{ + self.goalentity = self.enemy; + self.think = self.th_run; + self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); + self.nextthink = time + 0.1; + SUB_AttackFinished (1); // wait a while before first attack +}; + +void() SightSound = +{ + local float rsnd; + local string s; + + switch (self.classname) + { + case "monster_ogre": + s = "ogre/ogwake.wav"; + break; + case "monster_knight": + s = "knight/ksight.wav"; + break; + case "monster_shambler": + s = "shambler/ssight.wav"; + break; + case "monster_demon1": + s = "demon/sight2.wav"; + break; + case "monster_wizard": + s = "wizard/wsight.wav"; + break; + case "monster_zombie": + s = "zombie/z_idle.wav"; + break; + case "monster_dog": + s = "dog/dsight.wav"; + break; + case "monster_hell_knight": + s = "hknight/sight1.wav"; + break; + case "monster_tarbaby": + s = "blob/sight1.wav"; + break; + case "monster_enforcer": + rsnd = random(); + if (rsnd < 0.25) + s = "enforcer/sight1.wav"; + else if (rsnd < 0.5) + s = "enforcer/sight2.wav"; + else if (rsnd < 0.75) + s = "enforcer/sight3.wav"; + else + s = "enforcer/sight4.wav"; + break; + case "monster_shalrath": + s = "shalrath/sight.wav"; + break; + default: + s = "soldier/sight1.wav"; + } + + sound (self, CHAN_VOICE, s, 1, ATTN_NORM); +}; + +void() FoundTarget = +{ + if (self.enemy.classname == "player") + { // let other monsters see this monster for a while + sight_entity = self; + sight_entity_time = time; + } + + self.show_hostile = time + 1; // wake up other monsters + + SightSound (); + HuntTarget (); +}; + +/* +=========== +FindTarget + +Self is currently not attacking anything, so try to find a target + +Returns TRUE if an enemy was sighted + +When a player fires a missile, the point of impact becomes a fakeplayer so +that monsters that see the impact will respond as if they had seen the +player. + +To avoid spending too much time, only a single client (or fakeclient) is +checked each frame. This means multi player games will have slightly +slower noticing monsters. +============ +*/ +float() FindTarget = +{ + local entity client; + local float r; + +// if the first spawnflag bit is set, the monster will only wake up on +// really seeing the player, not another monster getting angry + +// spawnflags & 3 is a big hack, because zombie crucified used the first +// spawn flag prior to the ambush flag, and I forgot about it, so the second +// spawn flag works as well + if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) ) + { + client = sight_entity; + if (client.enemy == self.enemy) + return TRUE; + } + else + { + client = checkclient (); + if (!client) + return FALSE; // current check entity isn't in PVS + } + + if (client == self.enemy) + return FALSE; + + if (client.flags & FL_NOTARGET) + return FALSE; + if (client.items & IT_INVISIBILITY) + return FALSE; + + r = range (client); + if (r == RANGE_FAR) + return FALSE; + + if (!visible (client)) + return FALSE; + + if (r == RANGE_NEAR) + { + if (client.show_hostile < time && !infront (client)) + return FALSE; + } + else if (r == RANGE_MID) + { + if ( /* client.show_hostile < time || */ !infront (client)) + return FALSE; + } + +// +// got one +// + self.enemy = client; + if (self.enemy.classname != "player") + { + self.enemy = self.enemy.enemy; + if (self.enemy.classname != "player") + { + self.enemy = world; + return FALSE; + } + } + + FoundTarget (); + + return TRUE; +}; + + +//============================================================================= + +void(float dist) ai_forward = +{ + walkmove (self.angles_y, dist); +}; + +void(float dist) ai_back = +{ + walkmove ( (self.angles_y+180), dist); +}; + + +/* +============= +ai_pain + +stagger back a bit +============= +*/ +void(float dist) ai_pain = +{ + ai_back (dist); +/* + local float away; + + away = anglemod (vectoyaw (self.origin - self.enemy.origin) + + 180*(random()- 0.5) ); + + walkmove (away, dist); +*/ +}; + +/* +============= +ai_painforward + +stagger back a bit +============= +*/ +void(float dist) ai_painforward = +{ + walkmove (self.ideal_yaw, dist); +}; + +/* +============= +ai_walk + +The monster is walking it's beat +============= +*/ +void(float dist) ai_walk = +{ +// movedist = dist; + + /* + There are no dragons! + if (self.classname == "monster_dragon") + { + movetogoal (dist); + return; + } + */ + + // check for noticing a player + if (FindTarget ()) + return; + + movetogoal (dist); +}; + + +/* +============= +ai_stand + +The monster is staying in one place for a while, with slight angle turns +============= +*/ +void() ai_stand = +{ + if (FindTarget ()) + return; + + if (time > self.pausetime) + { + self.th_walk (); + return; + } + +// change angle slightly + +}; + +/* +============= +ai_turn + +don't move, but turn towards ideal_yaw +============= +*/ +void() ai_turn = +{ + if (FindTarget ()) + return; + + ChangeYaw (); +}; + +//============================================================================= + +/* +============= +ChooseTurn +============= +*/ +/* +void(vector dest3) ChooseTurn = +{ + local vector dir, newdir; + + dir = self.origin - dest3; + + newdir_x = trace_plane_normal_y; + newdir_y = 0 - trace_plane_normal_x; + newdir_z = 0; + + if (dir * newdir > 0) + { + dir_x = 0 - trace_plane_normal_y; + dir_y = trace_plane_normal_x; + } + else + { + dir_x = trace_plane_normal_y; + dir_y = 0 - trace_plane_normal_x; + } + + dir_z = 0; + self.ideal_yaw = vectoyaw(dir); +}; +*/ + +/* +============ +FacingIdeal + +============ +*/ +float() FacingIdeal = +{ + local float delta; + + delta = anglemod(self.angles_y - self.ideal_yaw); + if (delta > 45 && delta < 315) + return FALSE; + return TRUE; +}; + + +//============================================================================= +float(float enemy_range) DogCheckAttack; +float(float enemy_range) WizardCheckAttack; +float(float enemy_range) DemonCheckAttack; + +float(float enemy_range) CheckAnyAttack = +{ + + switch (self.classname) + { + case "monster_army": + return SoldierCheckAttack (enemy_range); + case "monster_ogre": + return OgreCheckAttack (enemy_range); + case "monster_shambler": + return ShamCheckAttack (enemy_range); + case "monster_demon1": + return DemonCheckAttack (enemy_range); + case "monster_dog": + return DogCheckAttack (enemy_range); + case "monster_wizard": + return WizardCheckAttack (enemy_range); + } + + return CheckAttack (enemy_range); +}; + + +/* +============= +ai_run_melee + +Turn and close until within an angle to launch a melee attack +============= +*/ +void(float enemy_yaw) ai_run_melee = +{ + self.ideal_yaw = enemy_yaw; + ChangeYaw (); + + if (FacingIdeal()) + { + self.th_melee (); + self.attack_state = AS_STRAIGHT; + } +}; + + +/* +============= +ai_run_missile + +Turn in place until within an angle to launch a missile attack +============= +*/ +void(float enemy_yaw) ai_run_missile = +{ + self.ideal_yaw = enemy_yaw; + ChangeYaw (); + if (FacingIdeal()) + { + self.th_missile (); + self.attack_state = AS_STRAIGHT; + } +}; + + +/* +============= +ai_run_slide + +Strafe sideways, but stay at aproximately the same range +============= +*/ +void(float enemy_yaw, float movedist) ai_run_slide = +{ + local float ofs; + + self.ideal_yaw = enemy_yaw; + ChangeYaw (); + if (self.lefty) + ofs = 90; + else + ofs = -90; + + if (walkmove (self.ideal_yaw + ofs, movedist)) + return; + + self.lefty = 1 - self.lefty; + + walkmove (self.ideal_yaw - ofs, movedist); +}; + +/* +============= +ai_run + +The monster has an enemy it is trying to kill +============= +*/ +void(float dist) ai_run = +{ + local float enemy_vis, enemy_yaw; + +// see if the enemy is dead + if (self.enemy.health <= 0) + { + self.enemy = world; + // FIXME: look all around for other targets + if (self.oldenemy.health > 0) + { + self.enemy = self.oldenemy; + HuntTarget (); + } + else + { + if (self.movetarget) + self.th_walk (); + else + self.th_stand (); + return; + } + } + + self.show_hostile = time + 1; // wake up other monsters + +// check knowledge of enemy + enemy_vis = visible(self.enemy); + if (enemy_vis) + self.search_time = time + 5; + +// look for other coop players + if (coop && self.search_time < time) + { + if (FindTarget ()) + return; + } + + enemy_yaw = vectoyaw(self.enemy.origin - self.origin); + + if (self.attack_state == AS_MISSILE) + { + ai_run_missile (enemy_yaw); + return; + } + if (self.attack_state == AS_MELEE) + { + ai_run_melee (enemy_yaw); + return; + } + + if (!enemy_vis) + return; + + if (CheckAnyAttack (range(self.enemy))) + return; // beginning an attack + + if (self.attack_state == AS_SLIDING) + { + ai_run_slide (enemy_yaw, dist); + return; + } + +// head straight in + movetogoal (dist); // done in C code... +}; + diff --git a/quakec/basemod/basemod.txt b/quakec/basemod/basemod.txt index 81dfb0500..ecda1ff99 100644 --- a/quakec/basemod/basemod.txt +++ b/quakec/basemod/basemod.txt @@ -19,16 +19,18 @@ Usage of ammo_shells, etc as display In progress - Item fixing for SP +Add monsters back Todo - Fix ammo_shells, etc for monsters/backpacks Samelevel 4 (exit acts as a spawnpoint teleporter) Effects/decal system Fix weird deathmatch modes, cvar checking -Add monsters back Rogue/hipnotic weapons/monsters/hud stuffs Q2/Q3 ents H2/HL ents +Coop friendly finale +Add in shambler resistance in a better way Stray Ideas - Advanced heal decay (only decay health that the megahealth added?) diff --git a/quakec/basemod/boss.qc b/quakec/basemod/boss.qc new file mode 100644 index 000000000..fb6ce9392 --- /dev/null +++ b/quakec/basemod/boss.qc @@ -0,0 +1,373 @@ +/* +============================================================================== + +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); + TE_lavasplash(self.origin); +}; + +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) * 300; + + PRJ_FireProjectile(self, "progs/lavaball.mdl", org, vec, PE_EXPLOSION, 100+random()*20, MOD_CHTHON, 5); + PRJ_SetRadiusDamage(120, 160, MOD_CHTHON); + newmis.avelocity = '200 100 300'; + + 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; + + TE_lavasplash(self.origin); + + 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; + + TE_lightning3(world, p1, p2); +}; + +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 = +{ + if (deathmatch) + { + remove(self); + return; + } + + self.use = lightning_use; +}; + + diff --git a/quakec/basemod/client.qc b/quakec/basemod/client.qc index 4ecac8bde..1ae402eb3 100644 --- a/quakec/basemod/client.qc +++ b/quakec/basemod/client.qc @@ -76,7 +76,7 @@ void() SetNewParms = void() DecodeLevelParms = { - if (serverflags) + if (!deathmatch) { if (world.model == "maps/start.bsp") SetNewParms (); // take away all stuff on starting new episode @@ -317,10 +317,13 @@ void() changelevel_touch = // if "noexit" is set, blow up the player trying to leave //ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel // if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start"))) - if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start"))) + if (deathmatch) { - T_Damage (other, self, self, 50000, MOD_EXIT); - return; + if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start"))) + { + T_Damage (other, self, self, 50000, MOD_EXIT); + return; + } } bprint2 (PRINT_HIGH, other.netname, " exited the level\n"); @@ -904,6 +907,26 @@ void() WaterMove = return; } + if ( !(self.flags & FL_INWATER) ) + { + // player enter water sound + switch (self.watertype) + { + case CONTENT_LAVA: + sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM); + break; + case CONTENT_WATER: + sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM); + break; + case CONTENT_SLIME: + sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM); + break; + } + + self.flags = self.flags + FL_INWATER; + self.dmgtime = 0; + } + if (self.watertype == CONTENT_LAVA) { // do damage if (self.dmgtime < time) @@ -924,22 +947,7 @@ void() WaterMove = T_Damage (self, world, world, 4*self.waterlevel, MOD_SLIME); } } - - if ( !(self.flags & FL_INWATER) ) - { -// player enter water sound - - if (self.watertype == CONTENT_LAVA) - sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM); - if (self.watertype == CONTENT_WATER) - sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM); - if (self.watertype == CONTENT_SLIME) - sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM); - - self.flags = self.flags + FL_INWATER; - self.dmgtime = 0; - } }; void() CheckWaterJump = @@ -1276,7 +1284,7 @@ float(entity targ, entity attacker) OnSameTeam; void(entity targ, entity attacker, INTEGER mod) ClientObituary = { - if (attacker.classname == "player") + if (attacker.flags & FL_CLIENT) { if (attacker == targ) { @@ -1294,29 +1302,20 @@ void(entity targ, entity attacker, INTEGER mod) ClientObituary = return; } - KillMessage(targ.netname, attacker.netname, mod); - if (targ.classname == "player") + if (targ.flags & FL_CLIENT) { + KillMessage(targ.netname, attacker.netname, mod); attacker.frags = attacker.frags + 1; logfrag(attacker, targ); } return; } // else if attacker != player - if (attacker.netname == "") + if (targ.flags & FL_CLIENT) { WorldKillMessage(targ.netname, mod); - if (targ.classname == "player") - { - targ.frags = targ.frags - 1; - logfrag(targ, targ); - } - return; + targ.frags = targ.frags - 1; + logfrag(targ, targ); } - - // monster kill, but still consider it a suicide for score purposes - KillMessage(targ.netname, attacker.netname, mod); - targ.frags = targ.frags - 1; - logfrag(targ, targ); }; diff --git a/quakec/basemod/combat.qc b/quakec/basemod/combat.qc index 2b5b63376..cd68a9b4f 100644 --- a/quakec/basemod/combat.qc +++ b/quakec/basemod/combat.qc @@ -3,9 +3,10 @@ void() info_player_start; void(entity targ, entity attacker, INTEGER mod) ClientObituary; void(entity inflictor, entity attacker, float damage, float radius, entity ignore, INTEGER mod) T_RadiusDamage; -/*SERVER +#ifdef MONSTERS void() monster_death_use; -*/ +void() FoundTarget; +#endif //============================================================================ @@ -75,11 +76,14 @@ void(entity targ, entity attacker, INTEGER mod) Killed = } // bump the monster counter +#ifdef MONSTERS if (self.flags & FL_MONSTER) { killed_monsters = killed_monsters + 1; WriteByte (MSG_ALL, SVC_KILLEDMONSTER); + monster_death_use(); } +#endif ClientObituary(self, attacker, mod); @@ -87,9 +91,6 @@ void(entity targ, entity attacker, INTEGER mod) Killed = self.touch = SUB_Null; self.effects = 0; -/*SERVER - monster_death_use(); -*/ self.th_die (); self = oself; @@ -258,7 +259,7 @@ void(entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) oldself = self; self = targ; -/*SERVER +#ifdef MONSTERS if ( (self.flags & FL_MONSTER) && attacker != world) { // get mad unless of the same class (except for soldiers) @@ -274,7 +275,8 @@ void(entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) } } } -*/ +#endif + if (self.th_pain) { self.th_pain (attacker, take); diff --git a/quakec/basemod/defs.qc b/quakec/basemod/defs.qc index ca1637c24..d71c6aafe 100644 --- a/quakec/basemod/defs.qc +++ b/quakec/basemod/defs.qc @@ -282,13 +282,6 @@ void end_sys_fields; // flag for structure dumping #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground #define SOLID_BSP 4 // bsp clip, touch on edge, block -// range values -/* -float RANGE_MELEE = 0; -float RANGE_NEAR = 1; -float RANGE_MID = 2; -float RANGE_FAR = 3; -*/ // deadflag values #define DEAD_NO 0 @@ -462,6 +455,8 @@ float skill; entity lastspawn; float spotspawn; +entity shub; // boss entity + //================================================ #define WT_MEDIEVAL 0 @@ -497,7 +492,7 @@ float spotspawn; // // misc // -.float cnt; // misc flag used by trains/dropped pent and quad +.float cnt; // misc flag used by trains/dropped pent and quad/monsters // intermission float intermission_running; @@ -511,6 +506,15 @@ entity newmis; .float alpha; // DP_ENT_ALPHA // enums +// ai ranges +enum +{ + RANGE_MELEE, + RANGE_NEAR, + RANGE_MID, + RANGE_FAR +}; + // monster attack states enum { @@ -600,7 +604,7 @@ enum { float swim_flag; // swim sound playback float air_finished; // when time > air_finished, start drowning float waterdmg; // damage water will deal when drowning - float walkframe; // used with walking animation + INTEGER walkframe; // used with walking animation float jump_flag; // last z velocity used for falling damage INTEGER ammo_type; // ammo type in use }; @@ -614,10 +618,6 @@ enum { string mdl; // model used with SUB_regen float ammo_count; // ammo amount }; - struct { // fields used with monsters - float pausetime; // time to pause for monsters - entity movetarget; // target entity to move to - }; struct { // fields used with generic projectiles float damage_direct; // damage done with a direct hit float damage_exp; // damage done from radius damage @@ -644,6 +644,12 @@ enum { void() th_missile; // ranged animation void() th_melee; // melee animation entity oldenemy; // old enemy + entity movetarget; // target entity to move to + float pausetime; // time to pause for monsters + float hknightattack; // hell knight attack pattern + float lefty; // ai slide move + float wizardidle; // wizard idle sound timer + float inpain; // zombie in pain }; // fields used with ambient sounds? /* @@ -781,7 +787,6 @@ void() SUB_Remove; // void(entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) T_Damage; - float (entity e, float healamount, float ignore) T_Heal; // health function float(entity targ, entity inflictor) CanDamage; diff --git a/quakec/basemod/demon.qc b/quakec/basemod/demon.qc new file mode 100644 index 000000000..3da513ce2 --- /dev/null +++ b/quakec/basemod/demon.qc @@ -0,0 +1,356 @@ +/* +============================================================================== + +DEMON + +============================================================================== +*/ + +$cd id1/models/demon3 +$scale 0.8 +$origin 0 0 24 +$base base +$skin base + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 +$frame stand10 stand11 stand12 stand13 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 + +$frame run1 run2 run3 run4 run5 run6 + +$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10 +$frame leap11 leap12 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 death9 + +$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8 +$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15 + +//============================================================================ + +void() Demon_JumpTouch; +void(float side) Demon_Melee; + +void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();}; +void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();}; +void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();}; +void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();}; +void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();}; +void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();}; +void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();}; +void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();}; +void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();}; +void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();}; +void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();}; +void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();}; +void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();}; + +void() demon1_walk1 =[ $walk1, demon1_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE); +ai_walk(8); +}; +void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6);}; +void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6);}; +void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7);}; +void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4);}; +void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6);}; +void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10);}; +void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);}; + +void() demon1_run1 =[ $run1, demon1_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE); +ai_run(20);}; +void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);}; +void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);}; +void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);}; +void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);}; +void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);}; + +void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face();}; +void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();}; +void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();}; +void() demon1_jump4 =[ $leap4, demon1_jump5 ] +{ + ai_face(); + + self.touch = Demon_JumpTouch; + makevectors (self.angles); + self.origin_z = self.origin_z + 1; + self.velocity = v_forward * 600 + '0 0 250'; + if (self.flags & FL_ONGROUND) + self.flags = self.flags - FL_ONGROUND; +}; +void() demon1_jump5 =[ $leap5, demon1_jump6 ] {}; +void() demon1_jump6 =[ $leap6, demon1_jump7 ] {}; +void() demon1_jump7 =[ $leap7, demon1_jump8 ] {}; +void() demon1_jump8 =[ $leap8, demon1_jump9 ] {}; +void() demon1_jump9 =[ $leap9, demon1_jump10 ] {}; +void() demon1_jump10 =[ $leap10, demon1_jump1 ] { +self.nextthink = time + 3; +// if three seconds pass, assume demon is stuck and jump again +}; + +void() demon1_jump11 =[ $leap11, demon1_jump12 ] {}; +void() demon1_jump12 =[ $leap12, demon1_run1 ] {}; + + +void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(4);}; +void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);}; +void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);}; +void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(1);}; +void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);}; +void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(1);}; +void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(6);}; +void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(8);}; +void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(4);}; +void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(2);}; +void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);}; +void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);}; +void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(8);}; +void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(4);}; +void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(4);}; + +void() demon1_pain1 =[ $pain1, demon1_pain2 ] {}; +void() demon1_pain2 =[ $pain2, demon1_pain3 ] {}; +void() demon1_pain3 =[ $pain3, demon1_pain4 ] {}; +void() demon1_pain4 =[ $pain4, demon1_pain5 ] {}; +void() demon1_pain5 =[ $pain5, demon1_pain6 ] {}; +void() demon1_pain6 =[ $pain6, demon1_run1 ] {}; + +void(entity attacker, float damage) demon1_pain = +{ + if (self.touch == Demon_JumpTouch) + return; + + if (self.pain_finished > time) + return; + + self.pain_finished = time + 1; + sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM); + + if (random()*200 > damage) + return; // didn't flinch + + demon1_pain1 (); +}; + +void() demon1_die1 =[ $death1, demon1_die2 ] { +sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);}; +void() demon1_die2 =[ $death2, demon1_die3 ] {}; +void() demon1_die3 =[ $death3, demon1_die4 ] {}; +void() demon1_die4 =[ $death4, demon1_die5 ] {}; +void() demon1_die5 =[ $death5, demon1_die6 ] {}; +void() demon1_die6 =[ $death6, demon1_die7 ] +{self.solid = SOLID_NOT;}; +void() demon1_die7 =[ $death7, demon1_die8 ] {}; +void() demon1_die8 =[ $death8, demon1_die9 ] {}; +void() demon1_die9 =[ $death9, demon1_die9 ] {}; + +void() demon_die = +{ +// check for gib + if (self.health < -80) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_demon.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + return; + } + +// regular death + demon1_die1 (); +}; + + +void() Demon_MeleeAttack = +{ + demon1_atta1 (); +}; + + +/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush + +*/ +void() monster_demon1 = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/demon.mdl"); + precache_model ("progs/h_demon.mdl"); + + precache_sound ("demon/ddeath.wav"); + precache_sound ("demon/dhit2.wav"); + precache_sound ("demon/djump.wav"); + precache_sound ("demon/dpain1.wav"); + precache_sound ("demon/idle1.wav"); + precache_sound ("demon/sight2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/demon.mdl"); + + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 300; + + self.th_stand = demon1_stand1; + self.th_walk = demon1_walk1; + self.th_run = demon1_run1; + self.th_die = demon_die; + self.th_melee = Demon_MeleeAttack; // one of two attacks + self.th_missile = demon1_jump1; // jump attack + self.th_pain = demon1_pain; + + walkmonster_start(); +}; + + +/* +============================================================================== + +DEMON + +============================================================================== +*/ + +/* +============== +CheckDemonMelee + +Returns TRUE if a melee attack would hit right now +============== +*/ +float(float enemy_range) CheckDemonMelee = +{ + if (enemy_range == RANGE_MELEE) + { // FIXME: check canreach + self.attack_state = AS_MELEE; + return TRUE; + } + return FALSE; +}; + +/* +============== +CheckDemonJump + +============== +*/ +float() CheckDemonJump = +{ + local vector dist; + local float d; + + if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z + + 0.75 * self.enemy.size_z) + return FALSE; + + if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z + + 0.25 * self.enemy.size_z) + return FALSE; + + dist = self.enemy.origin - self.origin; + dist_z = 0; + + d = vlen(dist); + + if (d < 100) + return FALSE; + + if (d > 200) + { + if (random() < 0.9) + return FALSE; + } + + return TRUE; +}; + +float(float enemy_range) DemonCheckAttack = +{ +// if close enough for slashing, go for it + if (CheckDemonMelee (enemy_range)) + { + self.attack_state = AS_MELEE; + return TRUE; + } + + if (CheckDemonJump ()) + { + self.attack_state = AS_MISSILE; + sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM); + return TRUE; + } + + return FALSE; +}; + + +//=========================================================================== + +void(float side) Demon_Melee = +{ + local float ldmg; + local vector delta; + + ai_face (); + walkmove (self.ideal_yaw, 12); // allow a little closing + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + if (!CanDamage (self.enemy, self)) + return; + + sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM); + ldmg = 10 + 5*random(); + T_Damage (self.enemy, self, self, ldmg, MOD_DEMON); + + makevectors (self.angles); + SpawnMeatSpray (self.origin + v_forward*16, side * v_right); +}; + + +void() Demon_JumpTouch = +{ + local float ldmg; + + if (self.health <= 0) + return; + + if (other.takedamage) + { + if ( vlen(self.velocity) > 400 ) + { + ldmg = 40 + 10*random(); + T_Damage (other, self, self, ldmg, MOD_DEMON); + } + } + + if (!checkbottom(self)) + { + if (self.flags & FL_ONGROUND) + { // jump randomly to not get hung up + self.touch = SUB_Null; + self.think = demon1_jump1; + self.nextthink = time + 0.1; + } + return; // not on ground yet + } + + self.touch = SUB_Null; + self.think = demon1_jump11; + self.nextthink = time + 0.1; +}; + diff --git a/quakec/basemod/dog.qc b/quakec/basemod/dog.qc new file mode 100644 index 000000000..782597be2 --- /dev/null +++ b/quakec/basemod/dog.qc @@ -0,0 +1,356 @@ +/* +============================================================================== + +DOG + +============================================================================== +*/ +$cd id1/models/dog +$origin 0 0 24 +$base base +$skin skin + +$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 death9 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 +$frame painb11 painb12 painb13 painb14 painb15 painb16 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 + +$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 + + +void() dog_leap1; +void() dog_run1; + +/* +================ +dog_bite + +================ +*/ +void() dog_bite = +{ +local vector delta; +local float ldmg; + + if (!self.enemy) + return; + + ai_charge(10); + + if (!CanDamage (self.enemy, self)) + return; + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + + ldmg = (random() + random() + random()) * 8; + T_Damage (self.enemy, self, self, ldmg, MOD_DOG); +}; + +void() Dog_JumpTouch = +{ + local float ldmg; + + if (self.health <= 0) + return; + + if (other.takedamage) + { + if ( vlen(self.velocity) > 300 ) + { + ldmg = 10 + 10*random(); + T_Damage (other, self, self, ldmg, MOD_DOG); + } + } + + if (!checkbottom(self)) + { + if (self.flags & FL_ONGROUND) + { + // jump randomly to not get hung up + self.touch = SUB_Null; + self.think = dog_leap1; + self.nextthink = time + 0.1; + } + return; // not on ground yet + } + + self.touch = SUB_Null; + self.think = dog_run1; + self.nextthink = time + 0.1; +}; + + +void() dog_stand1 =[ $stand1, dog_stand2 ] {ai_stand();}; +void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();}; +void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();}; +void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();}; +void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();}; +void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();}; +void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();}; +void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();}; +void() dog_stand9 =[ $stand9, dog_stand1 ] {ai_stand();}; + +void() dog_walk1 =[ $walk1 , dog_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE); +ai_walk(8);}; +void() dog_walk2 =[ $walk2 , dog_walk3 ] {ai_walk(8);}; +void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);}; +void() dog_walk4 =[ $walk4 , dog_walk5 ] {ai_walk(8);}; +void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);}; +void() dog_walk6 =[ $walk6 , dog_walk7 ] {ai_walk(8);}; +void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);}; +void() dog_walk8 =[ $walk8 , dog_walk1 ] {ai_walk(8);}; + +void() dog_run1 =[ $run1 , dog_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE); +ai_run(16);}; +void() dog_run2 =[ $run2 , dog_run3 ] {ai_run(32);}; +void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);}; +void() dog_run4 =[ $run4 , dog_run5 ] {ai_run(20);}; +void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);}; +void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);}; +void() dog_run7 =[ $run7 , dog_run8 ] {ai_run(16);}; +void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);}; +void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);}; +void() dog_run10 =[ $run10 , dog_run11 ] {ai_run(20);}; +void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);}; +void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);}; + +void() dog_atta1 =[ $attack1, dog_atta2 ] {ai_charge(10);}; +void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);}; +void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);}; +void() dog_atta4 =[ $attack4, dog_atta5 ] { +sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM); +dog_bite();}; +void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);}; +void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);}; +void() dog_atta7 =[ $attack7, dog_atta8 ] {ai_charge(10);}; +void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);}; + +void() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();}; +void() dog_leap2 =[ $leap2, dog_leap3 ] +{ + ai_face(); + + self.touch = Dog_JumpTouch; + makevectors (self.angles); + self.origin_z = self.origin_z + 1; + self.velocity = v_forward * 300 + '0 0 200'; + if (self.flags & FL_ONGROUND) + self.flags = self.flags - FL_ONGROUND; +}; + +void() dog_leap3 =[ $leap3, dog_leap4 ] {}; +void() dog_leap4 =[ $leap4, dog_leap5 ] {}; +void() dog_leap5 =[ $leap5, dog_leap6 ] {}; +void() dog_leap6 =[ $leap6, dog_leap7 ] {}; +void() dog_leap7 =[ $leap7, dog_leap8 ] {}; +void() dog_leap8 =[ $leap8, dog_leap9 ] {}; +void() dog_leap9 =[ $leap9, dog_leap9 ] {}; + +void() dog_pain1 =[ $pain1 , dog_pain2 ] {}; +void() dog_pain2 =[ $pain2 , dog_pain3 ] {}; +void() dog_pain3 =[ $pain3 , dog_pain4 ] {}; +void() dog_pain4 =[ $pain4 , dog_pain5 ] {}; +void() dog_pain5 =[ $pain5 , dog_pain6 ] {}; +void() dog_pain6 =[ $pain6 , dog_run1 ] {}; + +void() dog_painb1 =[ $painb1 , dog_painb2 ] {}; +void() dog_painb2 =[ $painb2 , dog_painb3 ] {}; +void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);}; +void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);}; +void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);}; +void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);}; +void() dog_painb7 =[ $painb7 , dog_painb8 ] {}; +void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);}; +void() dog_painb9 =[ $painb9 , dog_painb10 ] {}; +void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);}; +void() dog_painb11 =[ $painb11 , dog_painb12 ] {}; +void() dog_painb12 =[ $painb12 , dog_painb13 ] {}; +void() dog_painb13 =[ $painb13 , dog_painb14 ] {}; +void() dog_painb14 =[ $painb14 , dog_painb15 ] {}; +void() dog_painb15 =[ $painb15 , dog_painb16 ] {}; +void() dog_painb16 =[ $painb16 , dog_run1 ] {}; + +void() dog_pain = +{ + sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM); + + if (random() > 0.5) + dog_pain1 (); + else + dog_painb1 (); +}; + +void() dog_die1 =[ $death1, dog_die2 ] {}; +void() dog_die2 =[ $death2, dog_die3 ] {}; +void() dog_die3 =[ $death3, dog_die4 ] {}; +void() dog_die4 =[ $death4, dog_die5 ] {}; +void() dog_die5 =[ $death5, dog_die6 ] {}; +void() dog_die6 =[ $death6, dog_die7 ] {}; +void() dog_die7 =[ $death7, dog_die8 ] {}; +void() dog_die8 =[ $death8, dog_die9 ] {}; +void() dog_die9 =[ $death9, dog_die9 ] {}; + +void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {}; +void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {}; +void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {}; +void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {}; +void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {}; +void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {}; +void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {}; +void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {}; +void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {}; + + +void() dog_die = +{ +// check for gib + if (self.health < -35) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowHead ("progs/h_dog.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM); + self.solid = SOLID_NOT; + + if (random() > 0.5) + dog_die1 (); + else + dog_dieb1 (); +}; + +//============================================================================ + +/* +============== +CheckDogMelee + +Returns TRUE if a melee attack would hit right now +============== +*/ +float(float enemy_range) CheckDogMelee = +{ + if (enemy_range == RANGE_MELEE) + { // FIXME: check canreach + self.attack_state = AS_MELEE; + return TRUE; + } + return FALSE; +}; + +/* +============== +CheckDogJump + +============== +*/ +float() CheckDogJump = +{ + local vector dist; + local float d; + + if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z + + 0.75 * self.enemy.size_z) + return FALSE; + + if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z + + 0.25 * self.enemy.size_z) + return FALSE; + + dist = self.enemy.origin - self.origin; + dist_z = 0; + + d = vlen(dist); + + if (d < 80) + return FALSE; + + if (d > 150) + return FALSE; + + return TRUE; +}; + +float(float enemy_range) DogCheckAttack = +{ +// if close enough for slashing, go for it + if (CheckDogMelee (enemy_range)) + { + self.attack_state = AS_MELEE; + return TRUE; + } + + if (CheckDogJump ()) + { + self.attack_state = AS_MISSILE; + return TRUE; + } + + return FALSE; +}; + + +//=========================================================================== + +/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush + +*/ +void() monster_dog = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/h_dog.mdl"); + precache_model ("progs/dog.mdl"); + + precache_sound ("dog/dattack1.wav"); + precache_sound ("dog/ddeath.wav"); + precache_sound ("dog/dpain1.wav"); + precache_sound ("dog/dsight.wav"); + precache_sound ("dog/idle.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/dog.mdl"); + + setsize (self, '-32 -32 -24', '32 32 40'); + self.health = 25; + + self.th_stand = dog_stand1; + self.th_walk = dog_walk1; + self.th_run = dog_run1; + self.th_pain = dog_pain; + self.th_die = dog_die; + self.th_melee = dog_atta1; + self.th_missile = dog_leap1; + + walkmonster_start(); +}; diff --git a/quakec/basemod/effects.qc b/quakec/basemod/effects.qc index 46023a96f..05a6ad45a 100644 --- a/quakec/basemod/effects.qc +++ b/quakec/basemod/effects.qc @@ -9,6 +9,71 @@ var float ef_pent = EF_DIMLIGHT; // used for pent effect on player var float ef_blue = 0; // used for glow on quad var float ef_quad = EF_DIMLIGHT; // used for quad effect on player +// base te write functions +void WriteVector (float msg, vector org) = +{ + WriteCoord (msg, org_x); + WriteCoord (msg, org_y); + WriteCoord (msg, org_z); +}; + +#ifdef NETQUAKE +void(vector org, float effect) _EFF_PointEffect = +{ + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, effect); + WriteVector (MSG_BROADCAST, org); +}; + +void(entity ent, vector org, vector org2, float effect) _EFF_BeamEffect = +{ + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, effect); + WriteEntity (MSG_BROADCAST, ent); + WriteVector (MSG_BROADCAST, org); + WriteVector (MSG_BROADCAST, org2); +}; + +void(vector org, float damage, float effect) _EFF_CountEffect = +{ + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, effect); + WriteByte (MSG_BROADCAST, damage); + WriteVector (MSG_BROADCAST, org); +}; + +#define EFF_PointEffect(a,b,c) _EFF_PointEffect(a,b) +#define EFF_BeamEffect(a,b,c,d,e) _EFF_BeamEffect(a,b,c,d) +#define EFF_CountEffect(a,b,c,d) _EFF_CountEffect(a,b,c) +#else +void(vector org, float effect, float mcast) EFF_PointEffect = +{ + WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); + WriteByte (MSG_MULTICAST, effect); + WriteVector (MSG_MULTICAST, org); + multicast (org, mcast); +}; + +void(entity ent, vector org, vector org2, float effect, float mcast) EFF_BeamEffect = +{ + WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); + WriteByte (MSG_MULTICAST, effect); + WriteEntity (MSG_MULTICAST, ent); + WriteVector (MSG_MULTICAST, org); + WriteVector (MSG_MULTICAST, org2); + multicast (org, mcast); +}; + +void(vector org, float damage, float effect, float mcast) EFF_CountEffect = +{ + WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); + WriteByte (MSG_MULTICAST, effect); + WriteByte (MSG_MULTICAST, damage); + WriteVector (MSG_MULTICAST, org); + multicast (org, mcast); +}; +#endif + /* ================ SpawnBlood @@ -24,17 +89,11 @@ void(vector org, float damage) _SpawnBlood = #ifdef NETQUAKE particle (org, '0 0 0', 73, damage*2); #else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_BLOOD); - WriteByte (MSG_MULTICAST, damage); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PVS); + EFF_CountEffect(org, damage, TE_BLOOD, MULTICAST_PVS); #endif }; -#ifdef NETQUAKE +// #if defined(NETQUAKE) || defined(MONSTERS) void() s_explode6 = [5, SUB_Remove] {}; void() s_explode5 = [4, s_explode6] {}; void() s_explode4 = [3, s_explode5] {}; @@ -60,160 +119,73 @@ void(vector org) CreateExplosion = self = s; // restore old self }; -#endif +// #endif void(vector org) _TE_explosion = { + EFF_PointEffect(org, TE_EXPLOSION, MULTICAST_PHS); #ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_EXPLOSION); - WriteCoord (MSG_BROADCAST, org_x); - WriteCoord (MSG_BROADCAST, org_y); - WriteCoord (MSG_BROADCAST, org_z); CreateExplosion(org); -#else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_EXPLOSION); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PHS); #endif }; void(vector org) _TE_gunshot = { #ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_GUNSHOT); - WriteCoord (MSG_BROADCAST, org_x); - WriteCoord (MSG_BROADCAST, org_y); - WriteCoord (MSG_BROADCAST, org_z); + EFF_PointEffect(org, TE_GUNSHOT, MULTICAST_PVS); #else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_GUNSHOT); - WriteByte (MSG_MULTICAST, 3); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PVS); + EFF_CountEffect(org, 3, TE_GUNSHOT, MULTICAST_PVS); #endif }; void(vector org) _TE_spike = { -#ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_SPIKE); - WriteCoord (MSG_BROADCAST, org_x); - WriteCoord (MSG_BROADCAST, org_y); - WriteCoord (MSG_BROADCAST, org_z); -#else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_SPIKE); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PHS); -#endif + EFF_PointEffect(org, TE_SPIKE, MULTICAST_PHS); }; void(vector org) _TE_knightspike = { -#ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE); - WriteCoord (MSG_BROADCAST, org_x); - WriteCoord (MSG_BROADCAST, org_y); - WriteCoord (MSG_BROADCAST, org_z); -#else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PHS); -#endif + EFF_PointEffect(org, TE_KNIGHTSPIKE, MULTICAST_PHS); }; void(vector org) _TE_wizspike = { -#ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_WIZSPIKE); - WriteCoord (MSG_BROADCAST, org_x); - WriteCoord (MSG_BROADCAST, org_y); - WriteCoord (MSG_BROADCAST, org_z); -#else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_WIZSPIKE); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PHS); -#endif + EFF_PointEffect(org, TE_WIZSPIKE, MULTICAST_PHS); }; void(vector org) _TE_superspike = { -#ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_SUPERSPIKE); - WriteCoord (MSG_BROADCAST, org_x); - WriteCoord (MSG_BROADCAST, org_y); - WriteCoord (MSG_BROADCAST, org_z); -#else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_SUPERSPIKE); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PHS); -#endif + EFF_PointEffect(org, TE_SUPERSPIKE, MULTICAST_PHS); }; void(vector org) _TE_teleport = { -#ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_TELEPORT); - WriteCoord (MSG_BROADCAST, org_x); - WriteCoord (MSG_BROADCAST, org_y); - WriteCoord (MSG_BROADCAST, org_z); -#else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_TELEPORT); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PHS); -#endif + EFF_PointEffect(org, TE_TELEPORT, MULTICAST_PHS); +}; + +void(vector org) _TE_lavasplash = +{ + EFF_PointEffect(org, TE_LAVASPLASH, MULTICAST_PVS); +}; + +void(vector org) _TE_tarexplosion = +{ + EFF_PointEffect(org, TE_TAREXPLOSION, MULTICAST_PHS); +}; + +void(entity ent, vector start, vector end) _TE_lightning1 = +{ + EFF_BeamEffect (ent, start, end, TE_LIGHTNING1, MULTICAST_PHS); }; void(entity ent, vector start, vector end) _TE_lightning2 = { -#ifdef NETQUAKE - WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte (MSG_BROADCAST, TE_LIGHTNING2); - WriteEntity (MSG_BROADCAST, ent); - WriteCoord (MSG_BROADCAST, start_x); - WriteCoord (MSG_BROADCAST, start_y); - WriteCoord (MSG_BROADCAST, start_z); - WriteCoord (MSG_BROADCAST, end_x); - WriteCoord (MSG_BROADCAST, end_y); - WriteCoord (MSG_BROADCAST, end_z); -#else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_LIGHTNING2); - WriteEntity (MSG_MULTICAST, ent); - WriteCoord (MSG_MULTICAST, start_x); - WriteCoord (MSG_MULTICAST, start_y); - WriteCoord (MSG_MULTICAST, start_z); - WriteCoord (MSG_MULTICAST, end_x); - WriteCoord (MSG_MULTICAST, end_y); - WriteCoord (MSG_MULTICAST, end_z); - multicast (start, MULTICAST_PHS); -#endif + EFF_BeamEffect (ent, start, end, TE_LIGHTNING2, MULTICAST_PHS); +}; + +void(entity ent, vector start, vector end) _TE_lightning3 = +{ + EFF_BeamEffect (ent, start, end, TE_LIGHTNING3, MULTICAST_PHS); }; void(vector org) TE_lightningblood = @@ -221,12 +193,7 @@ void(vector org) TE_lightningblood = #ifdef NETQUAKE particle(org, '0 0 100', 225, 120); #else - WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); - WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD); - WriteCoord (MSG_MULTICAST, org_x); - WriteCoord (MSG_MULTICAST, org_y); - WriteCoord (MSG_MULTICAST, org_z); - multicast (org, MULTICAST_PVS); + EFF_PointEffect(org, TE_LIGHTNINGBLOOD, MULTICAST_PVS); #endif }; @@ -239,7 +206,11 @@ var void(vector org) TE_knightspike = _TE_knightspike; var void(vector org) TE_wizspike = _TE_wizspike; var void(vector org) TE_superspike = _TE_superspike; var void(vector org) TE_teleport = _TE_teleport; +var void(vector org) TE_lavasplash = _TE_lavasplash; +var void(vector org) TE_tarexplosion = _TE_tarexplosion; +var void(entity ent, vector start, vector end) TE_lightning1 = _TE_lightning1; var void(entity ent, vector start, vector end) TE_lightning2 = _TE_lightning2; +var void(entity ent, vector start, vector end) TE_lightning3 = _TE_lightning3; // set effects function, takes function pointers and assigns them based on detected builtins void() EFF_SetEffects = @@ -266,7 +237,11 @@ void() EFF_SetEffects = TE_wizspike = _te_wizspike; TE_superspike = _te_superspike; TE_teleport = _te_teleport; + TE_lavasplash = _te_lavasplash; + TE_tarexplosion = _te_tarexplosion; + TE_lightning1 = _te_lightning1; TE_lightning2 = _te_lightning2; + TE_lightning3 = _te_lightning3; } if (eng_support & ENG_TEBLOOD) diff --git a/quakec/basemod/enforcer.qc b/quakec/basemod/enforcer.qc new file mode 100644 index 000000000..8ce800b84 --- /dev/null +++ b/quakec/basemod/enforcer.qc @@ -0,0 +1,282 @@ +/* +============================================================================== + +SOLDIER / PLAYER + +============================================================================== +*/ + +$cd id1/models/enforcer +$origin 0 -6 24 +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 +$frame walk11 walk12 walk13 walk14 walk15 walk16 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame attack1 attack2 attack3 attack4 attack5 attack6 +$frame attack7 attack8 attack9 attack10 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 death11 death12 death13 death14 + +$frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8 +$frame fdeath9 fdeath10 fdeath11 + +$frame paina1 paina2 paina3 paina4 + +$frame painb1 painb2 painb3 painb4 painb5 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 + +$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 +$frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16 +$frame paind17 paind18 paind19 + +void() enforcer_fire = +{ + local vector org, vec; + + muzzleflash(); + makevectors (self.angles); + + org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16'; + vec = normalize(self.enemy.origin - self.origin) * 600; + + sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM); + PRJ_FireProjectile(self, "progs/laser.mdl", org, vec, PE_LASER, 15, MOD_ENFORCER, 5); + newmis.effects |= EF_DIMLIGHT; + newmis.alpha = 0.5; +}; + +//============================================================================ + +void() enf_stand1 =[ $stand1, enf_stand2 ] {ai_stand();}; +void() enf_stand2 =[ $stand2, enf_stand3 ] {ai_stand();}; +void() enf_stand3 =[ $stand3, enf_stand4 ] {ai_stand();}; +void() enf_stand4 =[ $stand4, enf_stand5 ] {ai_stand();}; +void() enf_stand5 =[ $stand5, enf_stand6 ] {ai_stand();}; +void() enf_stand6 =[ $stand6, enf_stand7 ] {ai_stand();}; +void() enf_stand7 =[ $stand7, enf_stand1 ] {ai_stand();}; + +void() enf_walk1 =[ $walk1 , enf_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE); +ai_walk(2);}; +void() enf_walk2 =[ $walk2 , enf_walk3 ] {ai_walk(4);}; +void() enf_walk3 =[ $walk3 , enf_walk4 ] {ai_walk(4);}; +void() enf_walk4 =[ $walk4 , enf_walk5 ] {ai_walk(3);}; +void() enf_walk5 =[ $walk5 , enf_walk6 ] {ai_walk(1);}; +void() enf_walk6 =[ $walk6 , enf_walk7 ] {ai_walk(2);}; +void() enf_walk7 =[ $walk7 , enf_walk8 ] {ai_walk(2);}; +void() enf_walk8 =[ $walk8 , enf_walk9 ] {ai_walk(1);}; +void() enf_walk9 =[ $walk9 , enf_walk10 ] {ai_walk(2);}; +void() enf_walk10 =[ $walk10, enf_walk11 ] {ai_walk(4);}; +void() enf_walk11 =[ $walk11, enf_walk12 ] {ai_walk(4);}; +void() enf_walk12 =[ $walk12, enf_walk13 ] {ai_walk(1);}; +void() enf_walk13 =[ $walk13, enf_walk14 ] {ai_walk(2);}; +void() enf_walk14 =[ $walk14, enf_walk15 ] {ai_walk(3);}; +void() enf_walk15 =[ $walk15, enf_walk16 ] {ai_walk(4);}; +void() enf_walk16 =[ $walk16, enf_walk1 ] {ai_walk(2);}; + +void() enf_run1 =[ $run1 , enf_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE); +ai_run(18);}; +void() enf_run2 =[ $run2 , enf_run3 ] {ai_run(14);}; +void() enf_run3 =[ $run3 , enf_run4 ] {ai_run(7);}; +void() enf_run4 =[ $run4 , enf_run5 ] {ai_run(12);}; +void() enf_run5 =[ $run5 , enf_run6 ] {ai_run(14);}; +void() enf_run6 =[ $run6 , enf_run7 ] {ai_run(14);}; +void() enf_run7 =[ $run7 , enf_run8 ] {ai_run(7);}; +void() enf_run8 =[ $run8 , enf_run1 ] {ai_run(11);}; + +void() enf_atk1 =[ $attack1, enf_atk2 ] {ai_face();}; +void() enf_atk2 =[ $attack2, enf_atk3 ] {ai_face();}; +void() enf_atk3 =[ $attack3, enf_atk4 ] {ai_face();}; +void() enf_atk4 =[ $attack4, enf_atk5 ] {ai_face();}; +void() enf_atk5 =[ $attack5, enf_atk6 ] {ai_face();}; +void() enf_atk6 =[ $attack6, enf_atk7 ] {enforcer_fire();}; +void() enf_atk7 =[ $attack7, enf_atk8 ] {ai_face();}; +void() enf_atk8 =[ $attack8, enf_atk9 ] {ai_face();}; +void() enf_atk9 =[ $attack5, enf_atk10 ] {ai_face();}; +void() enf_atk10 =[ $attack6, enf_atk11 ] {enforcer_fire();}; +void() enf_atk11 =[ $attack7, enf_atk12 ] {ai_face();}; +void() enf_atk12 =[ $attack8, enf_atk13 ] {ai_face();}; +void() enf_atk13 =[ $attack9, enf_atk14 ] {ai_face();}; +void() enf_atk14 =[ $attack10, enf_run1 ] {ai_face(); +SUB_CheckRefire (enf_atk1); +}; + +void() enf_paina1 =[ $paina1, enf_paina2 ] {}; +void() enf_paina2 =[ $paina2, enf_paina3 ] {}; +void() enf_paina3 =[ $paina3, enf_paina4 ] {}; +void() enf_paina4 =[ $paina4, enf_run1 ] {}; + +void() enf_painb1 =[ $painb1, enf_painb2 ] {}; +void() enf_painb2 =[ $painb2, enf_painb3 ] {}; +void() enf_painb3 =[ $painb3, enf_painb4 ] {}; +void() enf_painb4 =[ $painb4, enf_painb5 ] {}; +void() enf_painb5 =[ $painb5, enf_run1 ] {}; + +void() enf_painc1 =[ $painc1, enf_painc2 ] {}; +void() enf_painc2 =[ $painc2, enf_painc3 ] {}; +void() enf_painc3 =[ $painc3, enf_painc4 ] {}; +void() enf_painc4 =[ $painc4, enf_painc5 ] {}; +void() enf_painc5 =[ $painc5, enf_painc6 ] {}; +void() enf_painc6 =[ $painc6, enf_painc7 ] {}; +void() enf_painc7 =[ $painc7, enf_painc8 ] {}; +void() enf_painc8 =[ $painc8, enf_run1 ] {}; + +void() enf_paind1 =[ $paind1, enf_paind2 ] {}; +void() enf_paind2 =[ $paind2, enf_paind3 ] {}; +void() enf_paind3 =[ $paind3, enf_paind4 ] {}; +void() enf_paind4 =[ $paind4, enf_paind5 ] {ai_painforward(2);}; +void() enf_paind5 =[ $paind5, enf_paind6 ] {ai_painforward(1);}; +void() enf_paind6 =[ $paind6, enf_paind7 ] {}; +void() enf_paind7 =[ $paind7, enf_paind8 ] {}; +void() enf_paind8 =[ $paind8, enf_paind9 ] {}; +void() enf_paind9 =[ $paind9, enf_paind10 ] {}; +void() enf_paind10 =[ $paind10, enf_paind11 ] {}; +void() enf_paind11 =[ $paind11, enf_paind12 ] {ai_painforward(1);}; +void() enf_paind12 =[ $paind12, enf_paind13 ] {ai_painforward(1);}; +void() enf_paind13 =[ $paind13, enf_paind14 ] {ai_painforward(1);}; +void() enf_paind14 =[ $paind14, enf_paind15 ] {}; +void() enf_paind15 =[ $paind15, enf_paind16 ] {}; +void() enf_paind16 =[ $paind16, enf_paind17 ] {ai_pain(1);}; +void() enf_paind17 =[ $paind17, enf_paind18 ] {ai_pain(1);}; +void() enf_paind18 =[ $paind18, enf_paind19 ] {}; +void() enf_paind19 =[ $paind19, enf_run1 ] {}; + +void(entity attacker, float damage) enf_pain = +{ + local float r; + + if (self.pain_finished > time) + return; + + r = random (); + if (r < 0.5) + sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM); + + self.pain_finished = time + 1; + if (r < 0.2) + enf_paina1 (); + else if (r < 0.4) + enf_painb1 (); + else if (r < 0.7) + enf_painc1 (); + else + enf_paind1 (); +}; + +//============================================================================ + + + + +void() enf_die1 =[ $death1, enf_die2 ] {}; +void() enf_die2 =[ $death2, enf_die3 ] {}; +void() enf_die3 =[ $death3, enf_die4 ] +{self.solid = SOLID_NOT;DropBackpack();}; +void() enf_die4 =[ $death4, enf_die5 ] {ai_forward(14);}; +void() enf_die5 =[ $death5, enf_die6 ] {ai_forward(2);}; +void() enf_die6 =[ $death6, enf_die7 ] {}; +void() enf_die7 =[ $death7, enf_die8 ] {}; +void() enf_die8 =[ $death8, enf_die9 ] {}; +void() enf_die9 =[ $death9, enf_die10 ] {ai_forward(3);}; +void() enf_die10 =[ $death10, enf_die11 ] {ai_forward(5);}; +void() enf_die11 =[ $death11, enf_die12 ] {ai_forward(5);}; +void() enf_die12 =[ $death12, enf_die13 ] {ai_forward(5);}; +void() enf_die13 =[ $death13, enf_die14 ] {}; +void() enf_die14 =[ $death14, enf_die14 ] {}; + +void() enf_fdie1 =[ $fdeath1, enf_fdie2 ] { + +}; +void() enf_fdie2 =[ $fdeath2, enf_fdie3 ] {}; +void() enf_fdie3 =[ $fdeath3, enf_fdie4 ] +{self.solid = SOLID_NOT;DropBackpack();}; +void() enf_fdie4 =[ $fdeath4, enf_fdie5 ] {}; +void() enf_fdie5 =[ $fdeath5, enf_fdie6 ] {}; +void() enf_fdie6 =[ $fdeath6, enf_fdie7 ] {}; +void() enf_fdie7 =[ $fdeath7, enf_fdie8 ] {}; +void() enf_fdie8 =[ $fdeath8, enf_fdie9 ] {}; +void() enf_fdie9 =[ $fdeath9, enf_fdie10 ] {}; +void() enf_fdie10 =[ $fdeath10, enf_fdie11 ] {}; +void() enf_fdie11 =[ $fdeath11, enf_fdie11 ] {}; + + +void() enf_die = +{ +// check for gib + if (self.health < -35) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_mega.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM); + if (random() > 0.5) + enf_die1 (); + else + enf_fdie1 (); +}; + + +/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush + +*/ +void() monster_enforcer = +{ + if (deathmatch) + { + remove(self); + return; + } + + precache_model2 ("progs/enforcer.mdl"); + precache_model2 ("progs/h_mega.mdl"); + precache_model2 ("progs/laser.mdl"); + + precache_sound2 ("enforcer/death1.wav"); + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + precache_sound2 ("enforcer/idle1.wav"); + precache_sound2 ("enforcer/pain1.wav"); + precache_sound2 ("enforcer/pain2.wav"); + precache_sound2 ("enforcer/sight1.wav"); + precache_sound2 ("enforcer/sight2.wav"); + precache_sound2 ("enforcer/sight3.wav"); + precache_sound2 ("enforcer/sight4.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/enforcer.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 80; + + self.th_stand = enf_stand1; + self.th_walk = enf_walk1; + self.th_run = enf_run1; + self.th_pain = enf_pain; + self.th_die = enf_die; + self.th_missile = enf_atk1; + + self.ammo_cells_real = 5; // drop 5 cells on death + + walkmonster_start(); +}; diff --git a/quakec/basemod/engine.qc b/quakec/basemod/engine.qc index 33d6bea6e..ab7963d6f 100644 --- a/quakec/basemod/engine.qc +++ b/quakec/basemod/engine.qc @@ -119,14 +119,30 @@ string(string cv) stringserverinfokey = #endif // cdtrack wrapper +#ifdef NETQUAKE +// only NetQuake supports loop track void(float track, float looptrack) ENG_SwitchTrack = { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, track); -#ifdef NETQUAKE - // only NetQuake supports loop track WriteByte (MSG_ALL, looptrack); +}; +#else +void(float track) _ENG_SwitchTrack = +{ + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, track); +}; + +#define ENG_SwitchTrack(a,b) _ENG_SwitchTrack(a) #endif + +// finale wrapper +void(string s) ENG_Finale = +{ + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, s); + }; // engine check routine diff --git a/quakec/basemod/fight.qc b/quakec/basemod/fight.qc new file mode 100644 index 000000000..a9b04b6b7 --- /dev/null +++ b/quakec/basemod/fight.qc @@ -0,0 +1,365 @@ + +/* + +A monster is in fight mode if it thinks it can effectively attack its +enemy. + +When it decides it can't attack, it goes into hunt mode. + +*/ + +float(float v) anglemod; + +void() ai_face; + +//============================================================================= + +/* +=========== +CheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float(float enemy_range) CheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + + targ = self.enemy; + +// see if any entities are in the way of the shot + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + + traceline (spot1, spot2, FALSE, self); + + if (trace_ent != targ) + return FALSE; // don't have a clear shot + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (enemy_range == RANGE_MELEE) + { // melee attack + if (self.th_melee) + { + self.th_melee (); + return TRUE; + } + } + +// missile attack + if (!self.th_missile) + return FALSE; + + if (time < self.attack_finished) + return FALSE; + + if (enemy_range == RANGE_FAR) + return FALSE; + + if (enemy_range == RANGE_MELEE) + { + chance = 0.9; + self.attack_finished = 0; + } + else if (enemy_range == RANGE_NEAR) + { + if (self.th_melee) + chance = 0.2; + else + chance = 0.4; + } + else if (enemy_range == RANGE_MID) + { + if (self.th_melee) + chance = 0.05; + else + chance = 0.1; + } + else + chance = 0; + + if (random () < chance) + { + self.th_missile (); + SUB_AttackFinished (2*random()); + return TRUE; + } + + return FALSE; +}; + + +/* +============= +ai_face + +Stay facing the enemy +============= +*/ +void() ai_face = +{ + self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); + ChangeYaw (); +}; + +/* +============= +ai_charge + +The monster is in a melee attack, so get as close as possible to .enemy +============= +*/ +float (entity targ) visible; +float(entity targ) infront; +float(entity targ) range; + +void(float d) ai_charge = +{ + ai_face (); + movetogoal (d); // done in C code... +}; + +void() ai_charge_side = +{ + local vector dtemp; + local float heading; + +// aim to the left of the enemy for a flyby + + self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); + ChangeYaw (); + + makevectors (self.angles); + dtemp = self.enemy.origin - 30*v_right; + heading = vectoyaw(dtemp - self.origin); + + walkmove(heading, 20); +}; + + +/* +============= +ai_melee + +============= +*/ +void(INTEGER mod) ai_melee = +{ + local vector delta; + local float ldmg; + + if (!self.enemy) + return; // removed before stroke + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 60) + return; + + ldmg = (random() + random() + random()) * 3; + T_Damage (self.enemy, self, self, ldmg, mod); +}; + + +void(INTEGER mod) ai_melee_side = +{ + local vector delta; + local float ldmg; + + if (!self.enemy) + return; // removed before stroke + + ai_charge_side(); + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 60) + return; + if (!CanDamage (self.enemy, self)) + return; + ldmg = (random() + random() + random()) * 3; + T_Damage (self.enemy, self, self, ldmg, mod); +}; + + +//============================================================================= + +/* +=========== +SoldierCheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float(float enemy_range) SoldierCheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + + targ = self.enemy; + +// see if any entities are in the way of the shot + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + + traceline (spot1, spot2, FALSE, self); + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_ent != targ) + return FALSE; // don't have a clear shot + + +// missile attack + if (time < self.attack_finished) + return FALSE; + + if (enemy_range == RANGE_FAR) + return FALSE; + + if (enemy_range == RANGE_MELEE) + chance = 0.9; + else if (enemy_range == RANGE_NEAR) + chance = 0.4; + else if (enemy_range == RANGE_MID) + chance = 0.05; + else + chance = 0; + + if (random() < chance) + { + self.th_missile (); + SUB_AttackFinished (1 + random()); + return TRUE; + } + + return FALSE; +}; +//============================================================================= + +/* +=========== +ShamCheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float(float enemy_range) ShamCheckAttack = +{ + local vector spot1, spot2; + local entity targ; +// local float chance; +// local float enemy_yaw; + + if (enemy_range == RANGE_MELEE) + { + if (CanDamage (self.enemy, self)) + { + self.attack_state = AS_MELEE; + return TRUE; + } + } + + if (time < self.attack_finished) + return FALSE; + + targ = self.enemy; + +// see if any entities are in the way of the shot + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + + if (vlen(spot1 - spot2) > 600) + return FALSE; + + traceline (spot1, spot2, FALSE, self); + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_ent != targ) + { + return FALSE; // don't have a clear shot + } + +// missile attack + if (enemy_range == RANGE_FAR) + return FALSE; + + self.attack_state = AS_MISSILE; + SUB_AttackFinished (2 + 2*random()); + return TRUE; +}; + +//============================================================================ + +/* +=========== +OgreCheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float(float enemy_range) OgreCheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + + if (enemy_range == RANGE_MELEE) + { + if (CanDamage (self.enemy, self)) + { + self.attack_state = AS_MELEE; + return TRUE; + } + } + + if (time < self.attack_finished) + return FALSE; + + targ = self.enemy; + +// see if any entities are in the way of the shot + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + + traceline (spot1, spot2, FALSE, self); + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_ent != targ) + { + return FALSE; // don't have a clear shot + } + +// missile attack + if (time < self.attack_finished) + return FALSE; + + if (enemy_range == RANGE_FAR) + return FALSE; + + else if (enemy_range == RANGE_NEAR) + chance = 0.10; + else if (enemy_range == RANGE_MID) + chance = 0.05; + else + chance = 0; + + self.attack_state = AS_MISSILE; + SUB_AttackFinished (1 + 2*random()); + return TRUE; +}; + diff --git a/quakec/basemod/fish.qc b/quakec/basemod/fish.qc new file mode 100644 index 000000000..48556b315 --- /dev/null +++ b/quakec/basemod/fish.qc @@ -0,0 +1,186 @@ +$cd id1/models/fish +$origin 0 0 24 +$base base +$skin skin + +$frame attack1 attack2 attack3 attack4 attack5 attack6 +$frame attack7 attack8 attack9 attack10 attack11 attack12 attack13 +$frame attack14 attack15 attack16 attack17 attack18 + +$frame death1 death2 death3 death4 death5 death6 death7 +$frame death8 death9 death10 death11 death12 death13 death14 death15 +$frame death16 death17 death18 death19 death20 death21 + +$frame swim1 swim2 swim3 swim4 swim5 swim6 swim7 swim8 +$frame swim9 swim10 swim11 swim12 swim13 swim14 swim15 swim16 swim17 +$frame swim18 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 pain7 pain8 +$frame pain9 + +void() swimmonster_start; + +void() f_stand1 =[ $swim1, f_stand2 ] {ai_stand();}; +void() f_stand2 =[ $swim2, f_stand3 ] {ai_stand();}; +void() f_stand3 =[ $swim3, f_stand4 ] {ai_stand();}; +void() f_stand4 =[ $swim4, f_stand5 ] {ai_stand();}; +void() f_stand5 =[ $swim5, f_stand6 ] {ai_stand();}; +void() f_stand6 =[ $swim6, f_stand7 ] {ai_stand();}; +void() f_stand7 =[ $swim7, f_stand8 ] {ai_stand();}; +void() f_stand8 =[ $swim8, f_stand9 ] {ai_stand();}; +void() f_stand9 =[ $swim9, f_stand10 ] {ai_stand();}; +void() f_stand10 =[ $swim10, f_stand11 ] {ai_stand();}; +void() f_stand11 =[ $swim11, f_stand12 ] {ai_stand();}; +void() f_stand12 =[ $swim12, f_stand13 ] {ai_stand();}; +void() f_stand13 =[ $swim13, f_stand14 ] {ai_stand();}; +void() f_stand14 =[ $swim14, f_stand15 ] {ai_stand();}; +void() f_stand15 =[ $swim15, f_stand16 ] {ai_stand();}; +void() f_stand16 =[ $swim16, f_stand17 ] {ai_stand();}; +void() f_stand17 =[ $swim17, f_stand18 ] {ai_stand();}; +void() f_stand18 =[ $swim18, f_stand1 ] {ai_stand();}; + +void() f_walk1 =[ $swim1, f_walk2 ] {ai_walk(8);}; +void() f_walk2 =[ $swim2, f_walk3 ] {ai_walk(8);}; +void() f_walk3 =[ $swim3, f_walk4 ] {ai_walk(8);}; +void() f_walk4 =[ $swim4, f_walk5 ] {ai_walk(8);}; +void() f_walk5 =[ $swim5, f_walk6 ] {ai_walk(8);}; +void() f_walk6 =[ $swim6, f_walk7 ] {ai_walk(8);}; +void() f_walk7 =[ $swim7, f_walk8 ] {ai_walk(8);}; +void() f_walk8 =[ $swim8, f_walk9 ] {ai_walk(8);}; +void() f_walk9 =[ $swim9, f_walk10 ] {ai_walk(8);}; +void() f_walk10 =[ $swim10, f_walk11 ] {ai_walk(8);}; +void() f_walk11 =[ $swim11, f_walk12 ] {ai_walk(8);}; +void() f_walk12 =[ $swim12, f_walk13 ] {ai_walk(8);}; +void() f_walk13 =[ $swim13, f_walk14 ] {ai_walk(8);}; +void() f_walk14 =[ $swim14, f_walk15 ] {ai_walk(8);}; +void() f_walk15 =[ $swim15, f_walk16 ] {ai_walk(8);}; +void() f_walk16 =[ $swim16, f_walk17 ] {ai_walk(8);}; +void() f_walk17 =[ $swim17, f_walk18 ] {ai_walk(8);}; +void() f_walk18 =[ $swim18, f_walk1 ] {ai_walk(8);}; + +void() f_run1 =[ $swim1, f_run2 ] {ai_run(12); + if (random() < 0.5) + sound (self, CHAN_VOICE, "fish/idle.wav", 1, ATTN_NORM); +}; +void() f_run2 =[ $swim3, f_run3 ] {ai_run(12);}; +void() f_run3 =[ $swim5, f_run4 ] {ai_run(12);}; +void() f_run4 =[ $swim7, f_run5 ] {ai_run(12);}; +void() f_run5 =[ $swim9, f_run6 ] {ai_run(12);}; +void() f_run6 =[ $swim11, f_run7 ] {ai_run(12);}; +void() f_run7 =[ $swim13, f_run8 ] {ai_run(12);}; +void() f_run8 =[ $swim15, f_run9 ] {ai_run(12);}; +void() f_run9 =[ $swim17, f_run1 ] {ai_run(12);}; + +void() fish_melee = +{ + local vector delta; + local float ldmg; + + if (!self.enemy) + return; // removed before stroke + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 60) + return; + + sound (self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM); + ldmg = (random() + random()) * 3; + T_Damage (self.enemy, self, self, ldmg, MOD_FISH); +}; + +void() f_attack1 =[ $attack1, f_attack2 ] {ai_charge(10);}; +void() f_attack2 =[ $attack2, f_attack3 ] {ai_charge(10);}; +void() f_attack3 =[ $attack3, f_attack4 ] {fish_melee();}; +void() f_attack4 =[ $attack4, f_attack5 ] {ai_charge(10);}; +void() f_attack5 =[ $attack5, f_attack6 ] {ai_charge(10);}; +void() f_attack6 =[ $attack6, f_attack7 ] {ai_charge(10);}; +void() f_attack7 =[ $attack7, f_attack8 ] {ai_charge(10);}; +void() f_attack8 =[ $attack8, f_attack9 ] {ai_charge(10);}; +void() f_attack9 =[ $attack9, f_attack10] {fish_melee();}; +void() f_attack10 =[ $attack10, f_attack11] {ai_charge(10);}; +void() f_attack11 =[ $attack11, f_attack12] {ai_charge(10);}; +void() f_attack12 =[ $attack12, f_attack13] {ai_charge(10);}; +void() f_attack13 =[ $attack13, f_attack14] {ai_charge(10);}; +void() f_attack14 =[ $attack14, f_attack15] {ai_charge(10);}; +void() f_attack15 =[ $attack15, f_attack16] {fish_melee();}; +void() f_attack16 =[ $attack16, f_attack17] {ai_charge(10);}; +void() f_attack17 =[ $attack17, f_attack18] {ai_charge(10);}; +void() f_attack18 =[ $attack18, f_run1 ] {ai_charge(10);}; + +void() f_death1 =[ $death1, f_death2 ] { +sound (self, CHAN_VOICE, "fish/death.wav", 1, ATTN_NORM); +}; +void() f_death2 =[ $death2, f_death3 ] {}; +void() f_death3 =[ $death3, f_death4 ] {self.solid = SOLID_NOT;}; +void() f_death4 =[ $death4, f_death5 ] {}; +void() f_death5 =[ $death5, f_death6 ] {}; +void() f_death6 =[ $death6, f_death7 ] {}; +void() f_death7 =[ $death7, f_death8 ] {}; +void() f_death8 =[ $death8, f_death9 ] {}; +void() f_death9 =[ $death9, f_death10 ] {}; +void() f_death10 =[ $death10, f_death11 ] {}; +void() f_death11 =[ $death11, f_death12 ] {}; +void() f_death12 =[ $death12, f_death13 ] {}; +void() f_death13 =[ $death13, f_death14 ] {}; +void() f_death14 =[ $death14, f_death15 ] {}; +void() f_death15 =[ $death15, f_death16 ] {}; +void() f_death16 =[ $death16, f_death17 ] {}; +void() f_death17 =[ $death17, f_death18 ] {}; +void() f_death18 =[ $death18, f_death19 ] {}; +void() f_death19 =[ $death19, f_death20 ] {}; +void() f_death20 =[ $death20, f_death21 ] {}; +void() f_death21 =[ $death21, f_death21 ] {}; + +void() f_pain1 =[ $pain1, f_pain2 ] {}; +void() f_pain2 =[ $pain2, f_pain3 ] {ai_pain(6);}; +void() f_pain3 =[ $pain3, f_pain4 ] {ai_pain(6);}; +void() f_pain4 =[ $pain4, f_pain5 ] {ai_pain(6);}; +void() f_pain5 =[ $pain5, f_pain6 ] {ai_pain(6);}; +void() f_pain6 =[ $pain6, f_pain7 ] {ai_pain(6);}; +void() f_pain7 =[ $pain7, f_pain8 ] {ai_pain(6);}; +void() f_pain8 =[ $pain8, f_pain9 ] {ai_pain(6);}; +void() f_pain9 =[ $pain9, f_run1 ] {ai_pain(6);}; + +void(entity attacker, float damage) fish_pain = +{ + +// fish allways do pain frames + f_pain1 (); +}; + + + +/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush +*/ +void() monster_fish = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/fish.mdl"); + + precache_sound2 ("fish/death.wav"); + precache_sound2 ("fish/bite.wav"); + precache_sound2 ("fish/idle.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/fish.mdl"); + + setsize (self, '-16 -16 -24', '16 16 24'); + self.health = 25; + + self.th_stand = f_stand1; + self.th_walk = f_walk1; + self.th_run = f_run1; + self.th_die = f_death1; + self.th_pain = fish_pain; + self.th_melee = f_attack1; + + swimmonster_start (); +}; + diff --git a/quakec/basemod/hknight.qc b/quakec/basemod/hknight.qc new file mode 100644 index 000000000..a70576a40 --- /dev/null +++ b/quakec/basemod/hknight.qc @@ -0,0 +1,442 @@ +/* +============================================================================== + +KNIGHT + +============================================================================== +*/ + +$cd id1/models/knight2 +$origin 0 0 24 +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 +$frame walk10 walk11 walk12 walk13 walk14 walk15 walk16 walk17 +$frame walk18 walk19 walk20 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame pain1 pain2 pain3 pain4 pain5 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 death11 death12 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 + +$frame char_a1 char_a2 char_a3 char_a4 char_a5 char_a6 char_a7 char_a8 +$frame char_a9 char_a10 char_a11 char_a12 char_a13 char_a14 char_a15 char_a16 + +$frame magica1 magica2 magica3 magica4 magica5 magica6 magica7 magica8 +$frame magica9 magica10 magica11 magica12 magica13 magica14 + +$frame magicb1 magicb2 magicb3 magicb4 magicb5 magicb6 magicb7 magicb8 +$frame magicb9 magicb10 magicb11 magicb12 magicb13 + +$frame char_b1 char_b2 char_b3 char_b4 char_b5 char_b6 + +$frame slice1 slice2 slice3 slice4 slice5 slice6 slice7 slice8 slice9 slice10 + +$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 smash8 smash9 smash10 +$frame smash11 + +$frame w_attack1 w_attack2 w_attack3 w_attack4 w_attack5 w_attack6 w_attack7 +$frame w_attack8 w_attack9 w_attack10 w_attack11 w_attack12 w_attack13 w_attack14 +$frame w_attack15 w_attack16 w_attack17 w_attack18 w_attack19 w_attack20 +$frame w_attack21 w_attack22 + +$frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8 +$frame magicc9 magicc10 magicc11 + + +void() hknight_char_a1; +void() hknight_run1; +void() hk_idle_sound; + +void(float offset) hknight_shot = +{ + local vector offang; + local vector org, vec; + + offang = vectoangles (self.enemy.origin - self.origin); + offang_y = offang_y + offset * 6; + + makevectors (offang); + + org = self.origin + self.mins + self.size*0.5 + v_forward * 20; + +// set missile speed + vec = normalize (v_forward); + vec_z = 0 - vec_z + (random() - 0.5)*0.1; + + sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM); + PRJ_FireProjectile(self, "progs/k_spike.mdl", org, vec * 300, PE_KNIGHTSPIKE, 9, MOD_HKNIGHT, 6); +}; + +void() CheckForCharge = +{ + // check for mad charge + if (!visible(self.enemy)) + return; + if (time < self.attack_finished) + return; + if ( fabs(self.origin_z - self.enemy.origin_z) > 20) + return; // too much height change + if ( vlen (self.origin - self.enemy.origin) < 80) + return; // use regular attack + + // charge + SUB_AttackFinished (2); + hknight_char_a1 (); +}; + +void() CheckContinueCharge = +{ + if (time > self.attack_finished) + { + SUB_AttackFinished (3); + hknight_run1 (); + return; // done charging + } + if (random() > 0.5) + sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM); + else + sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); +}; + +//=========================================================================== + +void() hknight_stand1 =[ $stand1, hknight_stand2 ] {ai_stand();}; +void() hknight_stand2 =[ $stand2, hknight_stand3 ] {ai_stand();}; +void() hknight_stand3 =[ $stand3, hknight_stand4 ] {ai_stand();}; +void() hknight_stand4 =[ $stand4, hknight_stand5 ] {ai_stand();}; +void() hknight_stand5 =[ $stand5, hknight_stand6 ] {ai_stand();}; +void() hknight_stand6 =[ $stand6, hknight_stand7 ] {ai_stand();}; +void() hknight_stand7 =[ $stand7, hknight_stand8 ] {ai_stand();}; +void() hknight_stand8 =[ $stand8, hknight_stand9 ] {ai_stand();}; +void() hknight_stand9 =[ $stand9, hknight_stand1 ] {ai_stand();}; + +//=========================================================================== + +void() hknight_walk1 =[ $walk1, hknight_walk2 ] { +hk_idle_sound(); +ai_walk(2);}; +void() hknight_walk2 =[ $walk2, hknight_walk3 ] {ai_walk(5);}; +void() hknight_walk3 =[ $walk3, hknight_walk4 ] {ai_walk(5);}; +void() hknight_walk4 =[ $walk4, hknight_walk5 ] {ai_walk(4);}; +void() hknight_walk5 =[ $walk5, hknight_walk6 ] {ai_walk(4);}; +void() hknight_walk6 =[ $walk6, hknight_walk7 ] {ai_walk(2);}; +void() hknight_walk7 =[ $walk7, hknight_walk8 ] {ai_walk(2);}; +void() hknight_walk8 =[ $walk8, hknight_walk9 ] {ai_walk(3);}; +void() hknight_walk9 =[ $walk9, hknight_walk10 ] {ai_walk(3);}; +void() hknight_walk10 =[ $walk10, hknight_walk11 ] {ai_walk(4);}; +void() hknight_walk11 =[ $walk11, hknight_walk12 ] {ai_walk(3);}; +void() hknight_walk12 =[ $walk12, hknight_walk13 ] {ai_walk(4);}; +void() hknight_walk13 =[ $walk13, hknight_walk14 ] {ai_walk(6);}; +void() hknight_walk14 =[ $walk14, hknight_walk15 ] {ai_walk(2);}; +void() hknight_walk15 =[ $walk15, hknight_walk16 ] {ai_walk(2);}; +void() hknight_walk16 =[ $walk16, hknight_walk17 ] {ai_walk(4);}; +void() hknight_walk17 =[ $walk17, hknight_walk18 ] {ai_walk(3);}; +void() hknight_walk18 =[ $walk18, hknight_walk19 ] {ai_walk(3);}; +void() hknight_walk19 =[ $walk19, hknight_walk20 ] {ai_walk(3);}; +void() hknight_walk20 =[ $walk20, hknight_walk1 ] {ai_walk(2);}; + +//=========================================================================== + +void() hknight_run1 =[ $run1, hknight_run2 ] { +hk_idle_sound(); +ai_run (20); CheckForCharge (); }; +void() hknight_run2 =[ $run2, hknight_run3 ] {ai_run(25);}; +void() hknight_run3 =[ $run3, hknight_run4 ] {ai_run(18);}; +void() hknight_run4 =[ $run4, hknight_run5 ] {ai_run(16);}; +void() hknight_run5 =[ $run5, hknight_run6 ] {ai_run(14);}; +void() hknight_run6 =[ $run6, hknight_run7 ] {ai_run(25);}; +void() hknight_run7 =[ $run7, hknight_run8 ] {ai_run(21);}; +void() hknight_run8 =[ $run8, hknight_run1 ] {ai_run(13);}; + +//============================================================================ + +void() hknight_pain1 =[ $pain1, hknight_pain2 ] {sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);}; +void() hknight_pain2 =[ $pain2, hknight_pain3 ] {}; +void() hknight_pain3 =[ $pain3, hknight_pain4 ] {}; +void() hknight_pain4 =[ $pain4, hknight_pain5 ] {}; +void() hknight_pain5 =[ $pain5, hknight_run1 ] {}; + +//============================================================================ + +void() hknight_die1 =[ $death1, hknight_die2 ] {ai_forward(10);}; +void() hknight_die2 =[ $death2, hknight_die3 ] {ai_forward(8);}; +void() hknight_die3 =[ $death3, hknight_die4 ] +{self.solid = SOLID_NOT; ai_forward(7);}; +void() hknight_die4 =[ $death4, hknight_die5 ] {}; +void() hknight_die5 =[ $death5, hknight_die6 ] {}; +void() hknight_die6 =[ $death6, hknight_die7 ] {}; +void() hknight_die7 =[ $death7, hknight_die8 ] {}; +void() hknight_die8 =[ $death8, hknight_die9 ] {ai_forward(10);}; +void() hknight_die9 =[ $death9, hknight_die10 ] {ai_forward(11);}; +void() hknight_die10 =[ $death10, hknight_die11 ] {}; +void() hknight_die11 =[ $death11, hknight_die12 ] {}; +void() hknight_die12 =[ $death12, hknight_die12 ] {}; + +void() hknight_dieb1 =[ $deathb1, hknight_dieb2 ] {}; +void() hknight_dieb2 =[ $deathb2, hknight_dieb3 ] {}; +void() hknight_dieb3 =[ $deathb3, hknight_dieb4 ] +{self.solid = SOLID_NOT;}; +void() hknight_dieb4 =[ $deathb4, hknight_dieb5 ] {}; +void() hknight_dieb5 =[ $deathb5, hknight_dieb6 ] {}; +void() hknight_dieb6 =[ $deathb6, hknight_dieb7 ] {}; +void() hknight_dieb7 =[ $deathb7, hknight_dieb8 ] {}; +void() hknight_dieb8 =[ $deathb8, hknight_dieb9 ] {}; +void() hknight_dieb9 =[ $deathb9, hknight_dieb9 ] {}; + +void() hknight_die = +{ +// check for gib + if (self.health < -40) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_hellkn.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM); + if (random() > 0.5) + hknight_die1 (); + else + hknight_dieb1 (); +}; + + +//============================================================================ +#ifdef 0 +// Not used +void() hknight_magica1 =[ $magica1, hknight_magica2 ] {ai_face();}; +void() hknight_magica2 =[ $magica2, hknight_magica3 ] {ai_face();}; +void() hknight_magica3 =[ $magica3, hknight_magica4 ] {ai_face();}; +void() hknight_magica4 =[ $magica4, hknight_magica5 ] {ai_face();}; +void() hknight_magica5 =[ $magica5, hknight_magica6 ] {ai_face();}; +void() hknight_magica6 =[ $magica6, hknight_magica7 ] {ai_face();}; +void() hknight_magica7 =[ $magica7, hknight_magica8 ] {hknight_shot(-2);}; +void() hknight_magica8 =[ $magica8, hknight_magica9 ] {hknight_shot(-1);}; +void() hknight_magica9 =[ $magica9, hknight_magica10] {hknight_shot(0);}; +void() hknight_magica10 =[ $magica10, hknight_magica11] {hknight_shot(1);}; +void() hknight_magica11 =[ $magica11, hknight_magica12] {hknight_shot(2);}; +void() hknight_magica12 =[ $magica12, hknight_magica13] {hknight_shot(3);}; +void() hknight_magica13 =[ $magica13, hknight_magica14] {ai_face();}; +void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();}; + +//============================================================================ + +void() hknight_magicb1 =[ $magicb1, hknight_magicb2 ] {ai_face();}; +void() hknight_magicb2 =[ $magicb2, hknight_magicb3 ] {ai_face();}; +void() hknight_magicb3 =[ $magicb3, hknight_magicb4 ] {ai_face();}; +void() hknight_magicb4 =[ $magicb4, hknight_magicb5 ] {ai_face();}; +void() hknight_magicb5 =[ $magicb5, hknight_magicb6 ] {ai_face();}; +void() hknight_magicb6 =[ $magicb6, hknight_magicb7 ] {ai_face();}; +void() hknight_magicb7 =[ $magicb7, hknight_magicb8 ] {hknight_shot(-2);}; +void() hknight_magicb8 =[ $magicb8, hknight_magicb9 ] {hknight_shot(-1);}; +void() hknight_magicb9 =[ $magicb9, hknight_magicb10] {hknight_shot(0);}; +void() hknight_magicb10 =[ $magicb10, hknight_magicb11] {hknight_shot(1);}; +void() hknight_magicb11 =[ $magicb11, hknight_magicb12] {hknight_shot(2);}; +void() hknight_magicb12 =[ $magicb12, hknight_magicb13] {hknight_shot(3);}; +void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();}; +#endif + +//============================================================================ + +void() hknight_magicc1 =[ $magicc1, hknight_magicc2 ] {ai_face();}; +void() hknight_magicc2 =[ $magicc2, hknight_magicc3 ] {ai_face();}; +void() hknight_magicc3 =[ $magicc3, hknight_magicc4 ] {ai_face();}; +void() hknight_magicc4 =[ $magicc4, hknight_magicc5 ] {ai_face();}; +void() hknight_magicc5 =[ $magicc5, hknight_magicc6 ] {ai_face();}; +void() hknight_magicc6 =[ $magicc6, hknight_magicc7 ] {hknight_shot(-2);}; +void() hknight_magicc7 =[ $magicc7, hknight_magicc8 ] {hknight_shot(-1);}; +void() hknight_magicc8 =[ $magicc8, hknight_magicc9 ] {hknight_shot(0);}; +void() hknight_magicc9 =[ $magicc9, hknight_magicc10] {hknight_shot(1);}; +void() hknight_magicc10 =[ $magicc10, hknight_magicc11] {hknight_shot(2);}; +void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);}; + +//=========================================================================== + +void() hknight_char_a1 =[ $char_a1, hknight_char_a2 ] {ai_charge(20);}; +void() hknight_char_a2 =[ $char_a2, hknight_char_a3 ] {ai_charge(25);}; +void() hknight_char_a3 =[ $char_a3, hknight_char_a4 ] {ai_charge(18);}; +void() hknight_char_a4 =[ $char_a4, hknight_char_a5 ] {ai_charge(16);}; +void() hknight_char_a5 =[ $char_a5, hknight_char_a6 ] {ai_charge(14);}; +void() hknight_char_a6 =[ $char_a6, hknight_char_a7 ] {ai_charge(20); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_a7 =[ $char_a7, hknight_char_a8 ] {ai_charge(21); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_a8 =[ $char_a8, hknight_char_a9 ] {ai_charge(13); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_a9 =[ $char_a9, hknight_char_a10 ] {ai_charge(20); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_a10=[ $char_a10, hknight_char_a11 ] {ai_charge(20); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_a11=[ $char_a11, hknight_char_a12 ] {ai_charge(18); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_a12=[ $char_a12, hknight_char_a13 ] {ai_charge(16);}; +void() hknight_char_a13=[ $char_a13, hknight_char_a14 ] {ai_charge(14);}; +void() hknight_char_a14=[ $char_a14, hknight_char_a15 ] {ai_charge(25);}; +void() hknight_char_a15=[ $char_a15, hknight_char_a16 ] {ai_charge(21);}; +void() hknight_char_a16=[ $char_a16, hknight_run1 ] {ai_charge(13);}; + +//=========================================================================== + +#ifdef 0 +// Not used +void() hknight_char_b1 =[ $char_b1, hknight_char_b2 ] +{CheckContinueCharge (); ai_charge(23); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_b2 =[ $char_b2, hknight_char_b3 ] {ai_charge(17); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_b3 =[ $char_b3, hknight_char_b4 ] {ai_charge(12); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_b4 =[ $char_b4, hknight_char_b5 ] {ai_charge(22); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_b5 =[ $char_b5, hknight_char_b6 ] {ai_charge(18); ai_melee(MOD_HKNIGHT);}; +void() hknight_char_b6 =[ $char_b6, hknight_char_b1 ] {ai_charge(8); ai_melee(MOD_HKNIGHT);}; +#endif + +//=========================================================================== + +void() hknight_slice1 =[ $slice1, hknight_slice2 ] {ai_charge(9);}; +void() hknight_slice2 =[ $slice2, hknight_slice3 ] {ai_charge(6);}; +void() hknight_slice3 =[ $slice3, hknight_slice4 ] {ai_charge(13);}; +void() hknight_slice4 =[ $slice4, hknight_slice5 ] {ai_charge(4);}; +void() hknight_slice5 =[ $slice5, hknight_slice6 ] {ai_charge(7); ai_melee(MOD_HKNIGHT);}; +void() hknight_slice6 =[ $slice6, hknight_slice7 ] {ai_charge(15); ai_melee(MOD_HKNIGHT);}; +void() hknight_slice7 =[ $slice7, hknight_slice8 ] {ai_charge(8); ai_melee(MOD_HKNIGHT);}; +void() hknight_slice8 =[ $slice8, hknight_slice9 ] {ai_charge(2); ai_melee(MOD_HKNIGHT);}; +void() hknight_slice9 =[ $slice9, hknight_slice10 ] {ai_melee(MOD_HKNIGHT);}; +void() hknight_slice10 =[ $slice10, hknight_run1 ] {ai_charge(3);}; + +//=========================================================================== + +void() hknight_smash1 =[ $smash1, hknight_smash2 ] {ai_charge(1);}; +void() hknight_smash2 =[ $smash2, hknight_smash3 ] {ai_charge(13);}; +void() hknight_smash3 =[ $smash3, hknight_smash4 ] {ai_charge(9);}; +void() hknight_smash4 =[ $smash4, hknight_smash5 ] {ai_charge(11);}; +void() hknight_smash5 =[ $smash5, hknight_smash6 ] {ai_charge(10); ai_melee(MOD_HKNIGHT);}; +void() hknight_smash6 =[ $smash6, hknight_smash7 ] {ai_charge(7); ai_melee(MOD_HKNIGHT);}; +void() hknight_smash7 =[ $smash7, hknight_smash8 ] {ai_charge(12); ai_melee(MOD_HKNIGHT);}; +void() hknight_smash8 =[ $smash8, hknight_smash9 ] {ai_charge(2); ai_melee(MOD_HKNIGHT);}; +void() hknight_smash9 =[ $smash9, hknight_smash10 ] {ai_charge(3); ai_melee(MOD_HKNIGHT);}; +void() hknight_smash10 =[ $smash10, hknight_smash11 ] {ai_charge(0);}; +void() hknight_smash11 =[ $smash11, hknight_run1 ] {ai_charge(0);}; + +//============================================================================ + +void() hknight_watk1 =[ $w_attack1, hknight_watk2 ] {ai_charge(2);}; +void() hknight_watk2 =[ $w_attack2, hknight_watk3 ] {ai_charge(0);}; +void() hknight_watk3 =[ $w_attack3, hknight_watk4 ] {ai_charge(0);}; +void() hknight_watk4 =[ $w_attack4, hknight_watk5 ] {ai_melee(MOD_HKNIGHT);}; +void() hknight_watk5 =[ $w_attack5, hknight_watk6 ] {ai_melee(MOD_HKNIGHT);}; +void() hknight_watk6 =[ $w_attack6, hknight_watk7 ] {ai_melee(MOD_HKNIGHT);}; +void() hknight_watk7 =[ $w_attack7, hknight_watk8 ] {ai_charge(1);}; +void() hknight_watk8 =[ $w_attack8, hknight_watk9 ] {ai_charge(4);}; +void() hknight_watk9 =[ $w_attack9, hknight_watk10 ] {ai_charge(5);}; +void() hknight_watk10 =[ $w_attack10, hknight_watk11 ] {ai_charge(3); ai_melee(MOD_HKNIGHT);}; +void() hknight_watk11 =[ $w_attack11, hknight_watk12 ] {ai_charge(2); ai_melee(MOD_HKNIGHT);}; +void() hknight_watk12 =[ $w_attack12, hknight_watk13 ] {ai_charge(2); ai_melee(MOD_HKNIGHT);}; +void() hknight_watk13 =[ $w_attack13, hknight_watk14 ] {ai_charge(0);}; +void() hknight_watk14 =[ $w_attack14, hknight_watk15 ] {ai_charge(0);}; +void() hknight_watk15 =[ $w_attack15, hknight_watk16 ] {ai_charge(0);}; +void() hknight_watk16 =[ $w_attack16, hknight_watk17 ] {ai_charge(1);}; +void() hknight_watk17 =[ $w_attack17, hknight_watk18 ] {ai_charge(1); ai_melee(MOD_HKNIGHT);}; +void() hknight_watk18 =[ $w_attack18, hknight_watk19 ] {ai_charge(3); ai_melee(MOD_HKNIGHT);}; +void() hknight_watk19 =[ $w_attack19, hknight_watk20 ] {ai_charge(4); ai_melee(MOD_HKNIGHT);}; +void() hknight_watk20 =[ $w_attack20, hknight_watk21 ] {ai_charge(6);}; +void() hknight_watk21 =[ $w_attack21, hknight_watk22 ] {ai_charge(7);}; +void() hknight_watk22 =[ $w_attack22, hknight_run1 ] {ai_charge(3);}; + +//============================================================================ + +void() hk_idle_sound = +{ + if (random() < 0.2) + sound (self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM); +}; + +void(entity attacker, float damage) hknight_pain = +{ + if (self.pain_finished > time) + return; + + sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM); + + if (time - self.pain_finished > 5) + { // allways go into pain frame if it has been a while + hknight_pain1 (); + self.pain_finished = time + 1; + return; + } + + if ((random()*30 > damage) ) + return; // didn't flinch + + self.pain_finished = time + 1; + hknight_pain1 (); +}; + +void() hknight_melee = +{ + self.hknightattack += 1; + + sound (self, CHAN_WEAPON, "hknight/slash1.wav", 1, ATTN_NORM); + switch (self.hknightattack) + { + case 1: + hknight_slice1 (); + break; + case 2: + hknight_smash1 (); + break; + default: + hknight_watk1 (); + self.hknightattack = 0; + } +}; + +/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush +*/ +void() monster_hell_knight = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/hknight.mdl"); + precache_model2 ("progs/k_spike.mdl"); + precache_model2 ("progs/h_hellkn.mdl"); + + precache_sound2 ("hknight/attack1.wav"); + precache_sound2 ("hknight/death1.wav"); + precache_sound2 ("hknight/pain1.wav"); + precache_sound2 ("hknight/sight1.wav"); + precache_sound ("hknight/hit.wav"); // used by C code, so don't sound2 + precache_sound2 ("hknight/slash1.wav"); + precache_sound2 ("hknight/idle.wav"); + precache_sound2 ("hknight/grunt.wav"); + + precache_sound ("knight/sword1.wav"); + precache_sound ("knight/sword2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/hknight.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 250; + + self.th_stand = hknight_stand1; + self.th_walk = hknight_walk1; + self.th_run = hknight_run1; + self.th_melee = hknight_melee; + self.th_missile = hknight_magicc1; + self.th_pain = hknight_pain; + self.th_die = hknight_die; + + self.hknightattack = floor(random() * 2.99); + + walkmonster_start (); +}; diff --git a/quakec/basemod/knight.qc b/quakec/basemod/knight.qc new file mode 100644 index 000000000..b3c61be58 --- /dev/null +++ b/quakec/basemod/knight.qc @@ -0,0 +1,278 @@ +/* +============================================================================== + +KNIGHT + +============================================================================== +*/ + +$cd id1/models/knight +$origin 0 0 24 +$base base +$skin badass3 + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8 + +//frame runc1 runc2 runc3 runc4 runc5 runc6 + +$frame runattack1 runattack2 runattack3 runattack4 runattack5 +$frame runattack6 runattack7 runattack8 runattack9 runattack10 +$frame runattack11 + +$frame pain1 pain2 pain3 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 +$frame painb10 painb11 + +//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 +//frame attack8 attack9 attack10 attack11 + +$frame attackb0 attackb1 attackb2 attackb3 attackb4 attackb5 +$frame attackb6 attackb7 attackb8 attackb9 attackb10 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 +$frame walk10 walk11 walk12 walk13 walk14 + +$frame kneel1 kneel2 kneel3 kneel4 kneel5 + +$frame standing2 standing3 standing4 standing5 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 deathb10 deathb11 + +void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();}; +void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();}; +void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();}; +void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();}; +void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();}; +void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();}; +void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();}; +void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();}; +void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();}; + +void() knight_walk1 =[ $walk1, knight_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE); +ai_walk(3);}; +void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);}; +void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);}; +void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);}; +void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);}; +void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);}; +void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);}; +void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);}; +void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);}; +void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);}; +void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);}; +void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);}; +void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);}; +void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);}; + + +void() knight_run1 =[ $runb1, knight_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE); +ai_run(16);}; +void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20);}; +void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);}; +void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);}; +void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);}; +void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20);}; +void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);}; +void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);}; + + +void() knight_runatk1 =[ $runattack1, knight_runatk2 ] +{ +if (random() > 0.5) + sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM); +else + sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); +ai_charge(20); +}; +void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();}; +void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();}; +void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side();}; +void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side(MOD_KNIGHT);}; +void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side(MOD_KNIGHT);}; +void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side(MOD_KNIGHT);}; +void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side(MOD_KNIGHT);}; +void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side(MOD_KNIGHT);}; +void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side();}; +void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);}; + +void() knight_atk1 =[ $attackb1, knight_atk2 ] +{ +sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); +ai_charge(0);}; +void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);}; +void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);}; +void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);}; +void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);}; +void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee(MOD_KNIGHT);}; +void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee(MOD_KNIGHT);}; +void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3); ai_melee(MOD_KNIGHT);}; +void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);}; +void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);}; + +//void() knight_atk9 =[ $attack9, knight_atk10 ] {}; +//void() knight_atk10 =[ $attack10, knight_atk11 ] {}; +//void() knight_atk11 =[ $attack11, knight_run1 ] {}; + +//=========================================================================== + +void() knight_pain1 =[ $pain1, knight_pain2 ] {}; +void() knight_pain2 =[ $pain2, knight_pain3 ] {}; +void() knight_pain3 =[ $pain3, knight_run1 ] {}; + +void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);}; +void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);}; +void() knight_painb3 =[ $painb3, knight_painb4 ] {}; +void() knight_painb4 =[ $painb4, knight_painb5 ] {}; +void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);}; +void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);}; +void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);}; +void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);}; +void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);}; +void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);}; +void() knight_painb11 =[ $painb11, knight_run1 ] {}; + +void(entity attacker, float damage) knight_pain = +{ + local float r; + + if (self.pain_finished > time) + return; + + r = random(); + + sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM); + self.pain_finished = time + 1; + + if (r < 0.85) + knight_pain1 (); + else + knight_painb1 (); + +}; + +//=========================================================================== + +#ifdef 0 +// Not used +void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();}; +void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();}; +void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();}; +void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();}; + +void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();}; + +void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();}; +void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();}; +void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();}; +void() knight_bow9 =[ $kneel1, knight_bow10 ] {ai_turn();}; +void() knight_bow10 =[ $walk1, knight_walk1 ] {ai_turn();}; +#endif + +void() knight_die1 =[ $death1, knight_die2 ] {}; +void() knight_die2 =[ $death2, knight_die3 ] {}; +void() knight_die3 =[ $death3, knight_die4 ] +{self.solid = SOLID_NOT;}; +void() knight_die4 =[ $death4, knight_die5 ] {}; +void() knight_die5 =[ $death5, knight_die6 ] {}; +void() knight_die6 =[ $death6, knight_die7 ] {}; +void() knight_die7 =[ $death7, knight_die8 ] {}; +void() knight_die8 =[ $death8, knight_die9 ] {}; +void() knight_die9 =[ $death9, knight_die10] {}; +void() knight_die10=[ $death10, knight_die10] {}; + + +void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {}; +void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {}; +void() knight_dieb3 =[ $deathb3, knight_dieb4 ] +{self.solid = SOLID_NOT;}; +void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {}; +void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {}; +void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {}; +void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {}; +void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {}; +void() knight_dieb9 =[ $deathb9, knight_dieb10] {}; +void() knight_dieb10 = [ $deathb10, knight_dieb11] {}; +void() knight_dieb11 = [ $deathb11, knight_dieb11] {}; + + +void() knight_die = +{ +// check for gib + if (self.health < -40) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_knight.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM); + if (random() < 0.5) + knight_die1 (); + else + knight_dieb1 (); +}; + +void() knight_attack = +{ + local float len; + +// decide if now is a good swing time + len = vlen(self.enemy.origin+self.enemy.view_ofs - (self.origin+self.view_ofs)); + + if (len<80) + knight_atk1 (); + else + knight_runatk1 (); +}; + +/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush +*/ +void() monster_knight = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/knight.mdl"); + precache_model ("progs/h_knight.mdl"); + + precache_sound ("knight/kdeath.wav"); + precache_sound ("knight/khurt.wav"); + precache_sound ("knight/ksight.wav"); + precache_sound ("knight/sword1.wav"); + precache_sound ("knight/sword2.wav"); + precache_sound ("knight/idle.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/knight.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 75; + + self.th_stand = knight_stand1; + self.th_walk = knight_walk1; + self.th_run = knight_run1; + self.th_melee = knight_attack; + self.th_pain = knight_pain; + self.th_die = knight_die; + + walkmonster_start (); +}; diff --git a/quakec/basemod/misc.qc b/quakec/basemod/misc.qc index 45510a9e5..6582f7344 100644 --- a/quakec/basemod/misc.qc +++ b/quakec/basemod/misc.qc @@ -2,7 +2,7 @@ /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for spotlights, etc. */ -void() info_null = SUB_Remove; +var void() info_null = SUB_Remove; /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for lightning. @@ -361,7 +361,7 @@ void() trap_shooter = if (self.wait == 0) self.wait = 1; - self.nextthink = self.nextthink + self.wait + self.ltime; + self.nextthink = time + self.wait; self.think = shooter_think; }; diff --git a/quakec/basemod/monsters.qc b/quakec/basemod/monsters.qc new file mode 100644 index 000000000..e7f318ced --- /dev/null +++ b/quakec/basemod/monsters.qc @@ -0,0 +1,217 @@ +/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */ + +/* +================ +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.flags & FL_CLIENT) + 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 (!self.target) + return; + + activator = self.enemy; + SUB_UseTargets (); +}; + +//============================================================================ + +void() walkmonster_start_go = +{ + self.origin_z = self.origin_z + 1; // raise off floor a bit + droptofloor(); + + if (!walkmove(0,0)) + { + dprint ("walkmonster in wall at: "); + dprint (vtos(self.origin)); + dprint ("\n"); + } + + 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.flags = self.flags | FL_MONSTER; + + if (self.target) + { + 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"); + } +// this used to be an objerror + if (self.movetarget.classname == "path_corner") + self.th_walk (); + else + self.pausetime = 99999999; + self.th_stand (); + } + else + { + self.pausetime = 99999999; + self.th_stand (); + } + +// spread think times so they don't all happen at same time + self.nextthink = time + 0.1 + random()*0.5; +}; + + +void() walkmonster_start = +{ +// 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 = time + 0.1 + random()*0.5; + self.think = walkmonster_start_go; + total_monsters = total_monsters + 1; +}; + + + +void() flymonster_start_go = +{ + self.takedamage = DAMAGE_AIM; + + self.ideal_yaw = self.angles * '0 1 0'; + if (!self.yaw_speed) + self.yaw_speed = 10; + self.view_ofs = '0 0 25'; + self.use = monster_use; + + self.flags = self.flags | FL_FLY | FL_MONSTER; + + if (!walkmove(0,0)) + { + dprint ("flymonster in wall at: "); + dprint (vtos(self.origin)); + dprint ("\n"); + } + + if (self.target) + { + self.goalentity = self.movetarget = find(world, targetname, self.target); + if (!self.movetarget) + { + dprint ("Monster can't find target at "); + dprint (vtos(self.origin)); + dprint ("\n"); + } +// this used to be an objerror + if (self.movetarget.classname == "path_corner") + self.th_walk (); + else + self.pausetime = 99999999; + self.th_stand (); + } + else + { + self.pausetime = 99999999; + self.th_stand (); + } +}; + +void() flymonster_start = +{ +// spread think times so they don't all happen at same time + self.nextthink = time + 0.1 + random()*0.5; + self.think = flymonster_start_go; + total_monsters = total_monsters + 1; +}; + + +void() swimmonster_start_go = +{ + if (deathmatch) + { + remove(self); + return; + } + + self.takedamage = DAMAGE_AIM; +// total_monsters = total_monsters + 1; + + self.ideal_yaw = self.angles * '0 1 0'; + if (!self.yaw_speed) + self.yaw_speed = 10; + self.view_ofs = '0 0 10'; + self.use = monster_use; + + self.flags = self.flags | FL_SWIM | FL_MONSTER; + + if (self.target) + { + self.goalentity = self.movetarget = find(world, targetname, self.target); + if (!self.movetarget) + { + dprint ("Monster can't find target at "); + dprint (vtos(self.origin)); + dprint ("\n"); + } +// this used to be an objerror + self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); + self.th_walk (); + } + else + { + self.pausetime = 99999999; + self.th_stand (); + } + +// spread think times so they don't all happen at same time + self.nextthink = time + 0.1 + random()*0.5; +}; + +void() swimmonster_start = +{ +// spread think times so they don't all happen at same time + self.nextthink = time + 0.1 + random()*0.5; + self.think = swimmonster_start_go; + total_monsters = total_monsters + 1; +}; + + diff --git a/quakec/basemod/obituary.qc b/quakec/basemod/obituary.qc index f1ca1a4f8..fd4d16db0 100644 --- a/quakec/basemod/obituary.qc +++ b/quakec/basemod/obituary.qc @@ -25,7 +25,21 @@ enum { MOD_EXIT, MOD_LASER, MOD_SELFWATER, - MOD_HURT + MOD_HURT, + MOD_DOG, + MOD_SOLDIER, + MOD_ENFORCER, + MOD_OGRE, + MOD_WIZARD, + MOD_DEMON, + MOD_KNIGHT, + MOD_HKNIGHT, + MOD_SHALRATH, + MOD_SHAMBLER, + MOD_FISH, + MOD_TARBABY, + MOD_ZOMBIE, + MOD_CHTHON }; void(string targ, INTEGER mod) SuicideMessage = @@ -278,6 +292,64 @@ void(string targ, INTEGER mod) WorldKillMessage = s = targ; t = " was zapped"; break; +#ifdef MONSTERS + case MOD_DOG: + s = targ; + t = " was mauled by a Rottweiler"; + break; + case MOD_SOLDIER: + s = targ; + t = " was shot by a Grunt"; + break; + case MOD_ENFORCER: + s = targ; + t = " was blasted by an Enforcer"; + break; + case MOD_OGRE: + s = targ; + t = " was destroyed by an Ogre"; + break; + case MOD_WIZARD: + s = targ; + t = " was scragged by a Scrag"; + break; + case MOD_DEMON: + s = targ; + t = " was eviscerated by a Fiend"; + break; + case MOD_KNIGHT: + s = targ; + t = " was slashed by a Knight"; + break; + case MOD_HKNIGHT: + s = targ; + t = " was slain by a Death Knight"; + break; + case MOD_SHALRATH: + s = targ; + t = " was exploded by a Vore"; + break; + case MOD_SHAMBLER: + s = targ; + t = " was smashed by a Shambler"; + break; + case MOD_FISH: + s = targ; + t = " was fed to the Rotfish"; + break; + case MOD_TARBABY: + s = targ; + t = " was slimed by a Spawn"; + break; + case MOD_ZOMBIE: + s = targ; + t = " joins the Zombies"; + break; + case MOD_CHTHON: + s = targ; + t = " fell to Chthon's wrath"; + break; +#endif default: s = targ; t = " died"; diff --git a/quakec/basemod/ogre.qc b/quakec/basemod/ogre.qc new file mode 100644 index 000000000..1a4accf90 --- /dev/null +++ b/quakec/basemod/ogre.qc @@ -0,0 +1,407 @@ +/* +============================================================================== + +OGRE + +============================================================================== +*/ + +$cd id1/models/ogre_c +$origin 0 0 24 +$base base +$skin base + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 +$frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame swing1 swing2 swing3 swing4 swing5 swing6 swing7 +$frame swing8 swing9 swing10 swing11 swing12 swing13 swing14 + +$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 +$frame smash8 smash9 smash10 smash11 smash12 smash13 smash14 + +$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 + +$frame pain1 pain2 pain3 pain4 pain5 + +$frame painb1 painb2 painb3 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 + +$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10 +$frame paind11 paind12 paind13 paind14 paind15 paind16 + +$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10 +$frame paine11 paine12 paine13 paine14 paine15 + +$frame death1 death2 death3 death4 death5 death6 +$frame death7 death8 death9 death10 death11 death12 +$frame death13 death14 + +$frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6 +$frame bdeath7 bdeath8 bdeath9 bdeath10 + +$frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11 + +//============================================================================= + +/* +================ +OgreFireGrenade +================ +*/ +void() OgreFireGrenade = +{ + local vector vel; + + muzzleflash(); + sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); + + vel = normalize(self.enemy.origin - self.origin) * 600; + vel_z = 200; + + PRJ_FireProjectile(self, "progs/grenade.mdl", self.origin, vel, PE_EXPLOSIONGROUND, 0, 0, 2.5); + PRJ_SetRadiusDamage(40, 80, MOD_OGRE); + PRJ_SetBouncyProjectile(); +}; + + +//============================================================================= + +/* +================ +chainsaw + +FIXME +================ +*/ +void(float side) chainsaw = +{ +local vector delta; +local float ldmg; + + if (!self.enemy) + return; + if (!CanDamage (self.enemy, self)) + return; + + ai_charge(10); + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + + ldmg = (random() + random() + random()) * 4; + T_Damage (self.enemy, self, self, ldmg, MOD_OGRE); + + if (side) + { + makevectors (self.angles); + if (side == 1) + SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); + else + SpawnMeatSpray (self.origin + v_forward*16, side * v_right); + } +}; + + +void() ogre_stand1 =[ $stand1, ogre_stand2 ] {ai_stand();}; +void() ogre_stand2 =[ $stand2, ogre_stand3 ] {ai_stand();}; +void() ogre_stand3 =[ $stand3, ogre_stand4 ] {ai_stand();}; +void() ogre_stand4 =[ $stand4, ogre_stand5 ] {ai_stand();}; +void() ogre_stand5 =[ $stand5, ogre_stand6 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE); +ai_stand(); +}; +void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();}; +void() ogre_stand7 =[ $stand7, ogre_stand8 ] {ai_stand();}; +void() ogre_stand8 =[ $stand8, ogre_stand9 ] {ai_stand();}; +void() ogre_stand9 =[ $stand9, ogre_stand1 ] {ai_stand();}; + +void() ogre_walk1 =[ $walk1, ogre_walk2 ] {ai_walk(3);}; +void() ogre_walk2 =[ $walk2, ogre_walk3 ] {ai_walk(2);}; +void() ogre_walk3 =[ $walk3, ogre_walk4 ] { +ai_walk(2); +if (random() < 0.2) + sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE); +}; +void() ogre_walk4 =[ $walk4, ogre_walk5 ] {ai_walk(2);}; +void() ogre_walk5 =[ $walk5, ogre_walk6 ] {ai_walk(2);}; +void() ogre_walk6 =[ $walk6, ogre_walk7 ] { +ai_walk(5); +if (random() < 0.1) + sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE); +}; +void() ogre_walk7 =[ $walk7, ogre_walk8 ] {ai_walk(3);}; +void() ogre_walk8 =[ $walk8, ogre_walk9 ] {ai_walk(2);}; +void() ogre_walk9 =[ $walk9, ogre_walk10 ] {ai_walk(3);}; +void() ogre_walk10 =[ $walk10, ogre_walk11 ] {ai_walk(1);}; +void() ogre_walk11 =[ $walk11, ogre_walk12 ] {ai_walk(2);}; +void() ogre_walk12 =[ $walk12, ogre_walk13 ] {ai_walk(3);}; +void() ogre_walk13 =[ $walk13, ogre_walk14 ] {ai_walk(3);}; +void() ogre_walk14 =[ $walk14, ogre_walk15 ] {ai_walk(3);}; +void() ogre_walk15 =[ $walk15, ogre_walk16 ] {ai_walk(3);}; +void() ogre_walk16 =[ $walk16, ogre_walk1 ] {ai_walk(4);}; + +void() ogre_run1 =[ $run1, ogre_run2 ] {ai_run(9); +if (random() < 0.2) + sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE); +}; +void() ogre_run2 =[ $run2, ogre_run3 ] {ai_run(12);}; +void() ogre_run3 =[ $run3, ogre_run4 ] {ai_run(8);}; +void() ogre_run4 =[ $run4, ogre_run5 ] {ai_run(22);}; +void() ogre_run5 =[ $run5, ogre_run6 ] {ai_run(16);}; +void() ogre_run6 =[ $run6, ogre_run7 ] {ai_run(4);}; +void() ogre_run7 =[ $run7, ogre_run8 ] {ai_run(13);}; +void() ogre_run8 =[ $run8, ogre_run1 ] {ai_run(24);}; + +void() ogre_swing1 =[ $swing1, ogre_swing2 ] {ai_charge(11); +sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM); +}; +void() ogre_swing2 =[ $swing2, ogre_swing3 ] {ai_charge(1);}; +void() ogre_swing3 =[ $swing3, ogre_swing4 ] {ai_charge(4);}; +void() ogre_swing4 =[ $swing4, ogre_swing5 ] {ai_charge(13);}; +void() ogre_swing5 =[ $swing5, ogre_swing6 ] {ai_charge(9); chainsaw(0);self.angles_y = self.angles_y + random()*25;}; +void() ogre_swing6 =[ $swing6, ogre_swing7 ] {chainsaw(200);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing7 =[ $swing7, ogre_swing8 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing8 =[ $swing8, ogre_swing9 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing9 =[ $swing9, ogre_swing10 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing10 =[ $swing10, ogre_swing11 ] {chainsaw(-200);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing11 =[ $swing11, ogre_swing12 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing12 =[ $swing12, ogre_swing13 ] {ai_charge(3);}; +void() ogre_swing13 =[ $swing13, ogre_swing14 ] {ai_charge(8);}; +void() ogre_swing14 =[ $swing14, ogre_run1 ] {ai_charge(9);}; + +void() ogre_smash1 =[ $smash1, ogre_smash2 ] {ai_charge(6); +sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM); +}; +void() ogre_smash2 =[ $smash2, ogre_smash3 ] {ai_charge(0);}; +void() ogre_smash3 =[ $smash3, ogre_smash4 ] {ai_charge(0);}; +void() ogre_smash4 =[ $smash4, ogre_smash5 ] {ai_charge(1);}; +void() ogre_smash5 =[ $smash5, ogre_smash6 ] {ai_charge(4);}; +void() ogre_smash6 =[ $smash6, ogre_smash7 ] {ai_charge(4); chainsaw(0);}; +void() ogre_smash7 =[ $smash7, ogre_smash8 ] {ai_charge(4); chainsaw(0);}; +void() ogre_smash8 =[ $smash8, ogre_smash9 ] {ai_charge(10); chainsaw(0);}; +void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);}; +void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);}; +void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0); +self.nextthink = time + 0.1 + random()*0.1;}; // slight variation +//void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge();}; +void() ogre_smash12 =[$smash12, ogre_smash13] {ai_charge(0);}; +void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);}; +void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);}; + +void() ogre_nail1 =[ $shoot1, ogre_nail2 ] {ai_face();}; +void() ogre_nail2 =[ $shoot2, ogre_nail3 ] {ai_face();}; +void() ogre_nail3 =[ $shoot2, ogre_nail4 ] {ai_face();}; +void() ogre_nail4 =[ $shoot3, ogre_nail5 ] {ai_face();OgreFireGrenade();}; +void() ogre_nail5 =[ $shoot4, ogre_nail6 ] {ai_face();}; +void() ogre_nail6 =[ $shoot5, ogre_nail7 ] {ai_face();}; +void() ogre_nail7 =[ $shoot6, ogre_run1 ] {ai_face();}; + +void() ogre_pain1 =[ $pain1, ogre_pain2 ] {}; +void() ogre_pain2 =[ $pain2, ogre_pain3 ] {}; +void() ogre_pain3 =[ $pain3, ogre_pain4 ] {}; +void() ogre_pain4 =[ $pain4, ogre_pain5 ] {}; +void() ogre_pain5 =[ $pain5, ogre_run1 ] {}; + + +void() ogre_painb1 =[ $painb1, ogre_painb2 ] {}; +void() ogre_painb2 =[ $painb2, ogre_painb3 ] {}; +void() ogre_painb3 =[ $painb3, ogre_run1 ] {}; + + +void() ogre_painc1 =[ $painc1, ogre_painc2 ] {}; +void() ogre_painc2 =[ $painc2, ogre_painc3 ] {}; +void() ogre_painc3 =[ $painc3, ogre_painc4 ] {}; +void() ogre_painc4 =[ $painc4, ogre_painc5 ] {}; +void() ogre_painc5 =[ $painc5, ogre_painc6 ] {}; +void() ogre_painc6 =[ $painc6, ogre_run1 ] {}; + + +void() ogre_paind1 =[ $paind1, ogre_paind2 ] {}; +void() ogre_paind2 =[ $paind2, ogre_paind3 ] {ai_pain(10);}; +void() ogre_paind3 =[ $paind3, ogre_paind4 ] {ai_pain(9);}; +void() ogre_paind4 =[ $paind4, ogre_paind5 ] {ai_pain(4);}; +void() ogre_paind5 =[ $paind5, ogre_paind6 ] {}; +void() ogre_paind6 =[ $paind6, ogre_paind7 ] {}; +void() ogre_paind7 =[ $paind7, ogre_paind8 ] {}; +void() ogre_paind8 =[ $paind8, ogre_paind9 ] {}; +void() ogre_paind9 =[ $paind9, ogre_paind10 ] {}; +void() ogre_paind10=[ $paind10, ogre_paind11 ] {}; +void() ogre_paind11=[ $paind11, ogre_paind12 ] {}; +void() ogre_paind12=[ $paind12, ogre_paind13 ] {}; +void() ogre_paind13=[ $paind13, ogre_paind14 ] {}; +void() ogre_paind14=[ $paind14, ogre_paind15 ] {}; +void() ogre_paind15=[ $paind15, ogre_paind16 ] {}; +void() ogre_paind16=[ $paind16, ogre_run1 ] {}; + +void() ogre_paine1 =[ $paine1, ogre_paine2 ] {}; +void() ogre_paine2 =[ $paine2, ogre_paine3 ] {ai_pain(10);}; +void() ogre_paine3 =[ $paine3, ogre_paine4 ] {ai_pain(9);}; +void() ogre_paine4 =[ $paine4, ogre_paine5 ] {ai_pain(4);}; +void() ogre_paine5 =[ $paine5, ogre_paine6 ] {}; +void() ogre_paine6 =[ $paine6, ogre_paine7 ] {}; +void() ogre_paine7 =[ $paine7, ogre_paine8 ] {}; +void() ogre_paine8 =[ $paine8, ogre_paine9 ] {}; +void() ogre_paine9 =[ $paine9, ogre_paine10 ] {}; +void() ogre_paine10=[ $paine10, ogre_paine11 ] {}; +void() ogre_paine11=[ $paine11, ogre_paine12 ] {}; +void() ogre_paine12=[ $paine12, ogre_paine13 ] {}; +void() ogre_paine13=[ $paine13, ogre_paine14 ] {}; +void() ogre_paine14=[ $paine14, ogre_paine15 ] {}; +void() ogre_paine15=[ $paine15, ogre_run1 ] {}; + + +void(entity attacker, float damage) ogre_pain = +{ + local float r; + +// don't make multiple pain sounds right after each other + if (self.pain_finished > time) + return; + + sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM); + + r = random(); + + if (r < 0.25) + { + ogre_pain1 (); + self.pain_finished = time + 1; + } + else if (r < 0.5) + { + ogre_painb1 (); + self.pain_finished = time + 1; + } + else if (r < 0.75) + { + ogre_painc1 (); + self.pain_finished = time + 1; + } + else if (r < 0.88) + { + ogre_paind1 (); + self.pain_finished = time + 2; + } + else + { + ogre_paine1 (); + self.pain_finished = time + 2; + } +}; + +void() ogre_die1 =[ $death1, ogre_die2 ] {}; +void() ogre_die2 =[ $death2, ogre_die3 ] {}; +void() ogre_die3 =[ $death3, ogre_die4 ] +{self.solid = SOLID_NOT;DropBackpack();}; +void() ogre_die4 =[ $death4, ogre_die5 ] {}; +void() ogre_die5 =[ $death5, ogre_die6 ] {}; +void() ogre_die6 =[ $death6, ogre_die7 ] {}; +void() ogre_die7 =[ $death7, ogre_die8 ] {}; +void() ogre_die8 =[ $death8, ogre_die9 ] {}; +void() ogre_die9 =[ $death9, ogre_die10 ] {}; +void() ogre_die10 =[ $death10, ogre_die11 ] {}; +void() ogre_die11 =[ $death11, ogre_die12 ] {}; +void() ogre_die12 =[ $death12, ogre_die13 ] {}; +void() ogre_die13 =[ $death13, ogre_die14 ] {}; +void() ogre_die14 =[ $death14, ogre_die14 ] {}; + +void() ogre_bdie1 =[ $bdeath1, ogre_bdie2 ] {}; +void() ogre_bdie2 =[ $bdeath2, ogre_bdie3 ] {ai_forward(5);}; +void() ogre_bdie3 =[ $bdeath3, ogre_bdie4 ] +{self.solid = SOLID_NOT;DropBackpack();}; +void() ogre_bdie4 =[ $bdeath4, ogre_bdie5 ] {ai_forward(1);}; +void() ogre_bdie5 =[ $bdeath5, ogre_bdie6 ] {ai_forward(3);}; +void() ogre_bdie6 =[ $bdeath6, ogre_bdie7 ] {ai_forward(7);}; +void() ogre_bdie7 =[ $bdeath7, ogre_bdie8 ] {ai_forward(25);}; +void() ogre_bdie8 =[ $bdeath8, ogre_bdie9 ] {}; +void() ogre_bdie9 =[ $bdeath9, ogre_bdie10 ] {}; +void() ogre_bdie10 =[ $bdeath10, ogre_bdie10 ] {}; + +void() ogre_die = +{ +// check for gib + if (self.health < -80) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_ogre.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + + sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM); + + if (random() < 0.5) + ogre_die1 (); + else + ogre_bdie1 (); +}; + +void() ogre_melee = +{ + if (random() > 0.5) + ogre_smash1 (); + else + ogre_swing1 (); +}; + + +/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush + +*/ +void() monster_ogre = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/ogre.mdl"); + precache_model ("progs/h_ogre.mdl"); + precache_model ("progs/grenade.mdl"); + + precache_sound ("ogre/ogdrag.wav"); + precache_sound ("ogre/ogdth.wav"); + precache_sound ("ogre/ogidle.wav"); + precache_sound ("ogre/ogidle2.wav"); + precache_sound ("ogre/ogpain1.wav"); + precache_sound ("ogre/ogsawatk.wav"); + precache_sound ("ogre/ogwake.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/ogre.mdl"); + + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 200; + + self.th_stand = ogre_stand1; + self.th_walk = ogre_walk1; + self.th_run = ogre_run1; + self.th_die = ogre_die; + self.th_melee = ogre_melee; + self.th_missile = ogre_nail1; + self.th_pain = ogre_pain; + + self.ammo_rockets_real = 2; // drop 2 rockets on death + + walkmonster_start(); +}; + +void() monster_ogre_marksman = +{ + monster_ogre (); +}; + + diff --git a/quakec/basemod/oldone.qc b/quakec/basemod/oldone.qc new file mode 100644 index 000000000..304154701 --- /dev/null +++ b/quakec/basemod/oldone.qc @@ -0,0 +1,278 @@ +/* +============================================================================== + +OLD ONE + +============================================================================== +*/ +$cd id1/models/old_one +$origin 0 0 24 +$base base +$skin skin +$scale 1 + +void() finale_1; +void() finale_2; +void() finale_3; +void() finale_4; + +$frame old1 old2 old3 old4 old5 old6 old7 old8 old9 +$frame old10 old11 old12 old13 old14 old15 old16 old17 old18 old19 +$frame old20 old21 old22 old23 old24 old25 old26 old27 old28 old29 +$frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39 +$frame old40 old41 old42 old43 old44 old45 old46 + +$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8 +$frame shake9 shake10 shake11 shakex shake12 shake13 shake14 +$frame shake15 shake16 shake17 shake18 shake19 shake20 + +//void() old_stand =[ $old1, old_stand ] {}; + +void() old_idle1 =[ $old1, old_idle2 ] {}; +void() old_idle2 =[ $old2, old_idle3 ] {}; +void() old_idle3 =[ $old3, old_idle4 ] {}; +void() old_idle4 =[ $old4, old_idle5 ] {}; +void() old_idle5 =[ $old5, old_idle6 ] {}; +void() old_idle6 =[ $old6, old_idle7 ] {}; +void() old_idle7 =[ $old7, old_idle8 ] {}; +void() old_idle8 =[ $old8, old_idle9 ] {}; +void() old_idle9 =[ $old9, old_idle10 ] {}; +void() old_idle10 =[ $old10, old_idle11 ] {}; +void() old_idle11 =[ $old11, old_idle12 ] {}; +void() old_idle12 =[ $old12, old_idle13 ] {}; +void() old_idle13 =[ $old13, old_idle14 ] {}; +void() old_idle14 =[ $old14, old_idle15 ] {}; +void() old_idle15 =[ $old15, old_idle16 ] {}; +void() old_idle16 =[ $old16, old_idle17 ] {}; +void() old_idle17 =[ $old17, old_idle18 ] {}; +void() old_idle18 =[ $old18, old_idle19 ] {}; +void() old_idle19 =[ $old19, old_idle20 ] {}; +void() old_idle20 =[ $old20, old_idle21 ] {}; +void() old_idle21 =[ $old21, old_idle22 ] {}; +void() old_idle22 =[ $old22, old_idle23 ] {}; +void() old_idle23 =[ $old23, old_idle24 ] {}; +void() old_idle24 =[ $old24, old_idle25 ] {}; +void() old_idle25 =[ $old25, old_idle26 ] {}; +void() old_idle26 =[ $old26, old_idle27 ] {}; +void() old_idle27 =[ $old27, old_idle28 ] {}; +void() old_idle28 =[ $old28, old_idle29 ] {}; +void() old_idle29 =[ $old29, old_idle30 ] {}; +void() old_idle30 =[ $old30, old_idle31 ] {}; +void() old_idle31 =[ $old31, old_idle32 ] {}; +void() old_idle32 =[ $old32, old_idle33 ] {}; +void() old_idle33 =[ $old33, old_idle34 ] {}; +void() old_idle34 =[ $old34, old_idle35 ] {}; +void() old_idle35 =[ $old35, old_idle36 ] {}; +void() old_idle36 =[ $old36, old_idle37 ] {}; +void() old_idle37 =[ $old37, old_idle38 ] {}; +void() old_idle38 =[ $old38, old_idle39 ] {}; +void() old_idle39 =[ $old39, old_idle40 ] {}; +void() old_idle40 =[ $old40, old_idle41 ] {}; +void() old_idle41 =[ $old41, old_idle42 ] {}; +void() old_idle42 =[ $old42, old_idle43 ] {}; +void() old_idle43 =[ $old43, old_idle44 ] {}; +void() old_idle44 =[ $old44, old_idle45 ] {}; +void() old_idle45 =[ $old45, old_idle46 ] {}; +void() old_idle46 =[ $old46, old_idle1 ] {}; + + +void() old_thrash1 =[ $shake1, old_thrash2 ] {lightstyle(0, "m");}; +void() old_thrash2 =[ $shake2, old_thrash3 ] {lightstyle(0, "k");}; +void() old_thrash3 =[ $shake3, old_thrash4 ] {lightstyle(0, "k");}; +void() old_thrash4 =[ $shake4, old_thrash5 ] {lightstyle(0, "i");}; +void() old_thrash5 =[ $shake5, old_thrash6 ] {lightstyle(0, "g");}; +void() old_thrash6 =[ $shake6, old_thrash7 ] {lightstyle(0, "e");}; +void() old_thrash7 =[ $shake7, old_thrash8 ] {lightstyle(0, "c");}; +void() old_thrash8 =[ $shake8, old_thrash9 ] {lightstyle(0, "a");}; +void() old_thrash9 =[ $shake9, old_thrash10 ] {lightstyle(0, "c");}; +void() old_thrash10 =[ $shake10, old_thrash11 ] {lightstyle(0, "e");}; +void() old_thrash11 =[ $shake11, old_thrash12 ] {lightstyle(0, "g");}; +void() old_thrash12 =[ $shake12, old_thrash13 ] {lightstyle(0, "i");}; +void() old_thrash13 =[ $shake13, old_thrash14 ] {lightstyle(0, "k");}; +void() old_thrash14 =[ $shake14, old_thrash15 ] {lightstyle(0, "m");}; +void() old_thrash15 =[ $shake15, old_thrash16 ] {lightstyle(0, "m"); +self.cnt = self.cnt + 1; +if (self.cnt < 3) + self.think = old_thrash1; +}; +void() old_thrash16 =[ $shake16, old_thrash17 ] {lightstyle(0, "g");}; +void() old_thrash17 =[ $shake17, old_thrash18 ] {lightstyle(0, "c");}; +void() old_thrash18 =[ $shake18, old_thrash19 ] {lightstyle(0, "b");}; +void() old_thrash19 =[ $shake19, old_thrash20 ] {lightstyle(0, "a");}; +void() old_thrash20 =[ $shake20, old_thrash20 ] {finale_4();}; + +//============================================================================ + +void() finale_1 = +{ + local entity pos, pl; + local entity timer; + + // TODO: Coop friendly finale goes here + + killed_monsters = killed_monsters + 1; + WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast + + intermission_exittime = time + 10000000; // never allow exit + intermission_running = 1; + + // find the intermission spot + pos = find (world, classname, "info_intermission"); + if (!pos) + error ("no info_intermission"); + pl = find (world, classname, "misc_teleporttrain"); + if (!pl) + error ("no teleporttrain"); + remove (pl); + + ENG_Finale(""); + + pl = find (world, classname, "player"); + while (pl != world) + { + pl.view_ofs = '0 0 0'; + pl.angles = other.v_angle = pos.mangle; + pl.fixangle = TRUE; // turn this way immediately + pl.map = self.map; + pl.nextthink = time + 0.5; + pl.takedamage = DAMAGE_NO; + pl.solid = SOLID_NOT; + pl.movetype = MOVETYPE_NONE; + pl.modelindex = 0; + setorigin (pl, pos.origin); + pl = find (pl, classname, "player"); + } + + // make fake versions of all players as standins, and move the real + // players to the intermission spot + + // wait for 1 second + timer = spawn(); + timer.nextthink = time + 1; + timer.think = finale_2; +}; + +void() finale_2 = +{ + local vector o; + + // start a teleport splash inside shub + + o = shub.origin - '0 100 0'; + TE_teleport(o); + + sound (shub, CHAN_VOICE, "misc/r_tele1.wav", 1, ATTN_NORM); + + self.nextthink = time + 2; + self.think = finale_3; +}; + +void() finale_3 = +{ + // start shub thrashing wildly + lightstyle(0, "a"); + shub.think = old_thrash1; + sound (shub, CHAN_VOICE, "boss2/death.wav", 1, ATTN_NORM); + remove(self); +}; + +void() finale_4 = +{ + // throw tons of meat chunks + local vector oldo; + local float x, y, z; + local float r; + local entity n; + + sound (self, CHAN_VOICE, "boss2/pop2.wav", 1, ATTN_NORM); + + oldo = self.origin; + + z = 16; + while (z <= 144) + { + x = -64; + while (x <= 64) + { + y = -64; + while (y <= 64) + { + self.origin_x = oldo_x + x; + self.origin_y = oldo_y + y; + self.origin_z = oldo_z + z; + + r = random(); + if (r < 0.3) + ThrowGib ("progs/gib1.mdl", -999); + else if (r < 0.6) + ThrowGib ("progs/gib2.mdl", -999); + else + ThrowGib ("progs/gib3.mdl", -999); + y = y + 32; + } + x = x + 32; + } + z = z + 96; + } + // start the end text + ENG_Finale("Congratulations and well done! You have\nbeaten the hideous Shub-Niggurath, and\nher hundreds of ugly changelings and\nmonsters. You have proven that your\nskill and your cunning are greater than\nall the powers of Quake. You are the\nmaster now. Id Software salutes you."); + +// put a player model down + n = spawn(); + setmodel (n, "progs/player.mdl"); + oldo = oldo - '32 264 0'; + setorigin (n, oldo); + n.angles = '0 290 0'; + n.frame = 1; + + remove (self); + +// switch cd track + ENG_SwitchTrack(3, 3); + lightstyle(0, "m"); +}; + +//============================================================================ + +void () nopain = +{ + self.health = 40000; +}; + +//============================================================================ + + +/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32) +*/ +void() monster_oldone = +{ + if (deathmatch) + { + remove(self); + return; + } + + precache_model2 ("progs/oldone.mdl"); + + precache_sound2 ("boss2/death.wav"); + precache_sound2 ("boss2/idle.wav"); + precache_sound2 ("boss2/sight.wav"); + precache_sound2 ("boss2/pop2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/oldone.mdl"); + setsize (self, '-160 -128 -24', '160 128 256'); + + self.health = 40000; // kill by telefrag + self.think = old_idle1; + self.nextthink = time + 0.1; + self.takedamage = DAMAGE_YES; + self.th_pain = nopain; + self.th_die = finale_1; + shub = self; + + total_monsters = total_monsters + 1; +}; + diff --git a/quakec/basemod/player.qc b/quakec/basemod/player.qc index bfa5b9099..64236e3c4 100644 --- a/quakec/basemod/player.qc +++ b/quakec/basemod/player.qc @@ -123,13 +123,13 @@ void() player_run =[ $rockrun1, player_run ] if (self.weapon == IT_AXE) { - if (self.walkframe == 6) + if (self.walkframe >= 6) self.walkframe = 0; self.frame = $axrun1 + self.walkframe; } else { - if (self.walkframe == 6) + if (self.walkframe >= 6) self.walkframe = 0; self.frame = self.frame + self.walkframe; } @@ -313,7 +313,7 @@ local entity bubble; bubble.think = bubble_bob; bubble.classname = "bubble"; bubble.frame = 0; - bubble.cnt = 0; + bubble.bubble_state = 0; setsize (bubble, '-8 -8 -8', '8 8 8'); self.nextthink = time + 0.1; self.think = DeathBubblesSpawn; @@ -428,7 +428,6 @@ void(string gibname, float dm) ThrowGib = new.avelocity_y = random()*600; new.avelocity_z = random()*600; new.think = SUB_Remove; - new.ltime = time; new.nextthink = time + 10 + random()*10; new.frame = 0; new.flags = 0; diff --git a/quakec/basemod/progs.src b/quakec/basemod/progs.src index 0b77d3b8f..0eea64dbd 100644 --- a/quakec/basemod/progs.src +++ b/quakec/basemod/progs.src @@ -39,7 +39,24 @@ #include "misc.qc" #ifdef MONSTERS - +#include "fight.qc" +#include "ai.qc" +#include "monsters.qc" +#include "dog.qc" +#include "soldier.qc" +#include "enforcer.qc" +#include "ogre.qc" +#include "wizard.qc" +#include "demon.qc" +#include "knight.qc" +#include "hknight.qc" +#include "shalrath.qc" +#include "shambler.qc" +#include "fish.qc" +#include "tarbaby.qc" +#include "zombie.qc" +#include "boss.qc" +#include "oldone.qc" #else #include "nomonst.qc" #endif diff --git a/quakec/basemod/proj.qc b/quakec/basemod/proj.qc index 44be9e573..ceb87f399 100644 --- a/quakec/basemod/proj.qc +++ b/quakec/basemod/proj.qc @@ -10,7 +10,8 @@ enum { PE_GUNSHOT, PE_EXPLOSION, PE_EXPLOSIONGROUND, - PE_LASER + PE_LASER, + PE_ZOMBIEGIB }; // functions used only by this QC file @@ -26,6 +27,24 @@ float() _PRJ_Bounce = return 1; // keep bouncing }; +float() _PRJ_Remove = +{ + remove(self); + return 1; // stop execution within touch function +}; + +float() _PRJ_Stop = +{ + if (other.takedamage) + return 0; + + sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound + self.velocity = '0 0 0'; + self.avelocity = '0 0 0'; + self.proj_touch = _PRJ_Remove; + return 1; // keep the entity alive +}; + void() _PRJ_Touch = { local entity ignore; @@ -56,14 +75,14 @@ void() _PRJ_Touch = // do projectile damage ignore = self; - if (other.health && self.damage_direct) + if (other.health >= 1 && self.damage_direct) { T_Damage (other, self, self.owner, self.damage_direct, self.mod_direct); ignore = other; } if (self.radius_exp) - T_RadiusDamage (self, self.owner, self.damage_exp, self.radius_exp, other, self.mod_exp); + T_RadiusDamage (self, self.owner, self.damage_exp, self.radius_exp, ignore, self.mod_exp); // run projectile effect switch (self.proj_effect) @@ -107,6 +126,9 @@ void() _PRJ_Touch = case PE_EXPLOSIONGROUND: TE_explosion(self.origin); break; + case PE_ZOMBIEGIB: + sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM); + break; } remove(self); @@ -126,8 +148,8 @@ void() _PRJ_Think = return; } - newmis.proj_think(); - newmis.nextthink = time + newmis.proj_think_time; + self.nextthink = time + self.proj_think_time; + self.proj_think(); // projectile could remove itself here }; // functions used by outside QC files @@ -139,6 +161,14 @@ void() PRJ_SetBouncyProjectile = newmis.avelocity = '300 300 300'; }; +// set tossed projectile (zombie gib) function +void() PRJ_SetTossedProjectile = +{ + newmis.proj_touch = _PRJ_Stop; + newmis.movetype = MOVETYPE_BOUNCE; + newmis.avelocity = '3000 1000 2000'; +}; + // set radius damage function void(INTEGER damg, INTEGER damgrad, INTEGER damgmod) PRJ_SetRadiusDamage = { @@ -148,14 +178,20 @@ void(INTEGER damg, INTEGER damgrad, INTEGER damgmod) PRJ_SetRadiusDamage = }; // extra think function, should always be called ONCE after the main spawn function -void(void() thinkfunc, float thinkres) PRJ_SetThink = +void(void() thinkfunc, float thinktimeinit, float thinkres) PRJ_SetThink = { newmis.think = _PRJ_Think; - newmis.nextthink = time + thinkres; + newmis.nextthink = time + thinktimeinit; newmis.proj_think = thinkfunc; newmis.proj_think_time = thinkres; }; +// extra touch function +void(float() touchfunc) PRJ_SetTouch = +{ + newmis.proj_touch = touchfunc; +}; + // main spawning function void(entity parent, string modl, vector org, vector vel, INTEGER effect, INTEGER damg, INTEGER damgmod, float expiretime) PRJ_FireProjectile = { diff --git a/quakec/basemod/shalrath.qc b/quakec/basemod/shalrath.qc new file mode 100644 index 000000000..300b5f922 --- /dev/null +++ b/quakec/basemod/shalrath.qc @@ -0,0 +1,219 @@ +/* +============================================================================== + +SHAL-RATH + +============================================================================== +*/ +$cd id1/models/shalrath +$origin 0 0 24 +$base base +$skin skin +$scale 0.7 + +$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 +$frame attack9 attack10 attack11 + +$frame pain1 pain2 pain3 pain4 pain5 + +$frame death1 death2 death3 death4 death5 death6 death7 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 +$frame walk11 walk12 + +void() shalrath_pain; +void() ShalMissile; +void() shal_stand =[ $walk1, shal_stand ] {ai_stand();}; + +void() shal_walk1 =[ $walk2, shal_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); +ai_walk(6);}; +void() shal_walk2 =[ $walk3, shal_walk3 ] {ai_walk(4);}; +void() shal_walk3 =[ $walk4, shal_walk4 ] {ai_walk(0);}; +void() shal_walk4 =[ $walk5, shal_walk5 ] {ai_walk(0);}; +void() shal_walk5 =[ $walk6, shal_walk6 ] {ai_walk(0);}; +void() shal_walk6 =[ $walk7, shal_walk7 ] {ai_walk(0);}; +void() shal_walk7 =[ $walk8, shal_walk8 ] {ai_walk(5);}; +void() shal_walk8 =[ $walk9, shal_walk9 ] {ai_walk(6);}; +void() shal_walk9 =[ $walk10, shal_walk10 ] {ai_walk(5);}; +void() shal_walk10 =[ $walk11, shal_walk11 ] {ai_walk(0);}; +void() shal_walk11 =[ $walk12, shal_walk12 ] {ai_walk(4);}; +void() shal_walk12 =[ $walk1, shal_walk1 ] {ai_walk(5);}; + +void() shal_run1 =[ $walk2, shal_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); +ai_run(6);}; +void() shal_run2 =[ $walk3, shal_run3 ] {ai_run(4);}; +void() shal_run3 =[ $walk4, shal_run4 ] {ai_run(0);}; +void() shal_run4 =[ $walk5, shal_run5 ] {ai_run(0);}; +void() shal_run5 =[ $walk6, shal_run6 ] {ai_run(0);}; +void() shal_run6 =[ $walk7, shal_run7 ] {ai_run(0);}; +void() shal_run7 =[ $walk8, shal_run8 ] {ai_run(5);}; +void() shal_run8 =[ $walk9, shal_run9 ] {ai_run(6);}; +void() shal_run9 =[ $walk10, shal_run10 ] {ai_run(5);}; +void() shal_run10 =[ $walk11, shal_run11 ] {ai_run(0);}; +void() shal_run11 =[ $walk12, shal_run12 ] {ai_run(4);}; +void() shal_run12 =[ $walk1, shal_run1 ] {ai_run(5);}; + +void() shal_attack1 =[ $attack1, shal_attack2 ] { +sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM); +ai_face(); +}; +void() shal_attack2 =[ $attack2, shal_attack3 ] {ai_face();}; +void() shal_attack3 =[ $attack3, shal_attack4 ] {ai_face();}; +void() shal_attack4 =[ $attack4, shal_attack5 ] {ai_face();}; +void() shal_attack5 =[ $attack5, shal_attack6 ] {ai_face();}; +void() shal_attack6 =[ $attack6, shal_attack7 ] {ai_face();}; +void() shal_attack7 =[ $attack7, shal_attack8 ] {ai_face();}; +void() shal_attack8 =[ $attack8, shal_attack9 ] {ai_face();}; +void() shal_attack9 =[ $attack9, shal_attack10 ] {ShalMissile();}; +void() shal_attack10 =[ $attack10, shal_attack11 ] {ai_face();}; +void() shal_attack11 =[ $attack11, shal_run1 ] {}; + +void() shal_pain1 =[ $pain1, shal_pain2 ] {}; +void() shal_pain2 =[ $pain2, shal_pain3 ] {}; +void() shal_pain3 =[ $pain3, shal_pain4 ] {}; +void() shal_pain4 =[ $pain4, shal_pain5 ] {}; +void() shal_pain5 =[ $pain5, shal_run1 ] {}; + +void() shal_death1 =[ $death1, shal_death2 ] {}; +void() shal_death2 =[ $death2, shal_death3 ] {}; +void() shal_death3 =[ $death3, shal_death4 ] {}; +void() shal_death4 =[ $death4, shal_death5 ] {}; +void() shal_death5 =[ $death5, shal_death6 ] {}; +void() shal_death6 =[ $death6, shal_death7 ] {}; +void() shal_death7 =[ $death7, shal_death7 ] {}; + + +void() shalrath_pain = +{ + if (self.pain_finished > time) + return; + + sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM); + shal_pain1(); + self.pain_finished = time + 3; +}; + +void() shalrath_die = +{ +// check for gib + if (self.health < -90) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_shal.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + + sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM); + shal_death1(); + self.solid = SOLID_NOT; + // insert death sounds here +}; + +/* +================ +ShalMissile +================ +*/ +float() ShalMissileTouch; +void() ShalHome; +void() ShalMissile = +{ + local vector dir; + local float dist, flytime; + + dir = normalize((self.enemy.origin + '0 0 10') - self.origin); + dist = vlen (self.enemy.origin - self.origin); + flytime = dist * 0.002; + if (flytime < 0.1) + flytime = 0.1; + + muzzleflash(); + sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM); + + PRJ_FireProjectile(self, + "progs/v_spike.mdl", + self.origin + '0 0 10', + dir * 400, + PE_EXPLOSION, + 0, + 0, + 30); + PRJ_SetRadiusDamage(40, 80, MOD_SHALRATH); + PRJ_SetThink(ShalHome, flytime, 0.2); + PRJ_SetTouch(ShalMissileTouch); + newmis.avelocity = '300 300 300'; + newmis.enemy = self.enemy; +}; + +void() ShalHome = +{ + local vector dir, vtemp; + vtemp = self.enemy.origin + '0 0 10'; + if (self.enemy.health < 1) + { + remove(self); + return; + } + + dir = normalize(vtemp - self.origin); + if (skill > 2) + self.velocity = dir * 350; + else + self.velocity = dir * 250; +}; + +float() ShalMissileTouch = +{ + if (other.classname == "monster_zombie") + T_Damage (other, self, self, 110, MOD_SHALRATH); + + return 0; // always explode on touch +}; + +//================================================================= + +/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush +*/ +void() monster_shalrath = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/shalrath.mdl"); + precache_model2 ("progs/h_shal.mdl"); + precache_model2 ("progs/v_spike.mdl"); + + precache_sound2 ("shalrath/attack.wav"); + precache_sound2 ("shalrath/attack2.wav"); + precache_sound2 ("shalrath/death.wav"); + precache_sound2 ("shalrath/idle.wav"); + precache_sound2 ("shalrath/pain.wav"); + precache_sound2 ("shalrath/sight.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/shalrath.mdl"); + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 400; + + self.th_stand = shal_stand; + self.th_walk = shal_walk1; + self.th_run = shal_run1; + self.th_die = shalrath_die; + self.th_pain = shalrath_pain; + self.th_missile = shal_attack1; + + self.think = walkmonster_start; + self.nextthink = time + 0.1 + random ()*0.1; + +}; diff --git a/quakec/basemod/shambler.qc b/quakec/basemod/shambler.qc new file mode 100644 index 000000000..abbd6b9e8 --- /dev/null +++ b/quakec/basemod/shambler.qc @@ -0,0 +1,339 @@ +/* +============================================================================== + +SHAMBLER + +============================================================================== +*/ + +$cd id1/models/shams +$origin 0 0 24 +$base base +$skin base + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 +$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 +$frame walk8 walk9 walk10 walk11 walk12 + +$frame run1 run2 run3 run4 run5 run6 + +$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 +$frame smash8 smash9 smash10 smash11 smash12 + +$frame swingr1 swingr2 swingr3 swingr4 swingr5 +$frame swingr6 swingr7 swingr8 swingr9 + +$frame swingl1 swingl2 swingl3 swingl4 swingl5 +$frame swingl6 swingl7 swingl8 swingl9 + +$frame magic1 magic2 magic3 magic4 magic5 +$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame death1 death2 death3 death4 death5 death6 +$frame death7 death8 death9 death10 death11 + +void(float chrg, float damage, float side, float crnd) ShamClaw = +{ +local vector delta; +local float ldmg; + + if (!self.enemy) + return; + ai_charge(chrg); + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + + ldmg = (random() + random() + random()) * damage; + T_Damage (self.enemy, self, self, ldmg, MOD_SHAMBLER); + sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM); + + if (side) + { + makevectors (self.angles); + SpawnMeatSpray (self.origin + v_forward*16, (crandom() * crnd + side) * v_right); + } +}; + + +void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();}; +void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();}; +void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();}; +void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();}; +void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();}; +void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();}; +void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();}; +void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();}; +void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();}; +void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();}; +void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();}; +void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();}; +void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();}; +void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();}; +void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();}; +void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();}; +void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();}; + +void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);}; +void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);}; +void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);}; +void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);}; +void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);}; +void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);}; +void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);}; +void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);}; +void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);}; +void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);}; +void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);}; +void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7); +if (random() > 0.8) + sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);}; + +void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);}; +void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);}; +void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);}; +void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);}; +void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);}; +void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20); +if (random() > 0.8) + sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE); +}; + +void() sham_smash1 =[ $smash1, sham_smash2 ] { +sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM); +ai_charge(2);}; +void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6);}; +void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6);}; +void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5);}; +void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4);}; +void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1);}; +void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);}; +void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);}; +void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);}; +void() sham_smash10 =[ $smash10, sham_smash11 ] {ShamClaw(0, 40, 0, 100);}; +void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5);}; +void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4);}; + +void() sham_swingr1; + +void() sham_swingl1 =[ $swingl1, sham_swingl2 ] { +sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM); +ai_charge(5);}; +void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3);}; +void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7);}; +void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3);}; +void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7);}; +void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9);}; +void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(10, 20, 250, 0);}; +void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4);}; +void() sham_swingl9 =[ $swingl9, sham_run1 ] { +ai_charge(8); +if (random()<0.5) + self.think = sham_swingr1; +}; + +void() sham_swingr1 =[ $swingr1, sham_swingr2 ] { +sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM); +ai_charge(1);}; +void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8);}; +void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14);}; +void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7);}; +void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3);}; +void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6);}; +void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(10, 20, -250, 0);}; +void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3);}; +void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1); +ai_charge(10); +if (random()<0.5) + self.think = sham_swingl1; +}; + +void() sham_melee = +{ + local float chance; + + chance = random(); + if (chance > 0.6 || self.health == 600) + sham_smash1 (); + else if (chance > 0.3) + sham_swingr1 (); + else + sham_swingl1 (); +}; + + +//============================================================================ + +void() CastLightning = +{ + local vector org, dir; + + muzzleflash(); + ai_face (); + + org = self.origin + '0 0 40'; + + dir = self.enemy.origin + '0 0 16' - org; + dir = normalize (dir); + + traceline (org, self.origin + dir*600, TRUE, self); + + TE_lightning1(self, org, trace_endpos); + + LightningDamage (org, trace_endpos, self, 10, MOD_SHAMBLER); +}; + +void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face(); + sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM); +}; +void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();}; +void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = time + 0.2; +local entity o; + +muzzleflash(); +ai_face(); +// TODO: Spawn as an effect +self.owner = spawn(); +o = self.owner; +setmodel (o, "progs/s_light.mdl"); +setorigin (o, self.origin); +o.angles = self.angles; +o.nextthink = time + 0.7; +o.think = SUB_Remove; +}; +void() sham_magic4 =[ $magic4, sham_magic5 ] +{ +self.effects = self.effects | EF_MUZZLEFLASH; +self.owner.frame = 1; +}; +void() sham_magic5 =[ $magic5, sham_magic6 ] +{ +self.effects = self.effects | EF_MUZZLEFLASH; +self.owner.frame = 2; +}; +void() sham_magic6 =[ $magic6, sham_magic9 ] +{ +remove (self.owner); +CastLightning(); +sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM); +}; +void() sham_magic9 =[ $magic9, sham_magic10 ] +{CastLightning();}; +void() sham_magic10 =[ $magic10, sham_magic11 ] +{CastLightning();}; +void() sham_magic11 =[ $magic11, sham_magic12 ] +{ +if (skill > 2) + CastLightning(); +}; +void() sham_magic12 =[ $magic12, sham_run1 ] {}; + + + +void() sham_pain1 =[ $pain1, sham_pain2 ] {}; +void() sham_pain2 =[ $pain2, sham_pain3 ] {}; +void() sham_pain3 =[ $pain3, sham_pain4 ] {}; +void() sham_pain4 =[ $pain4, sham_pain5 ] {}; +void() sham_pain5 =[ $pain5, sham_pain6 ] {}; +void() sham_pain6 =[ $pain6, sham_run1 ] {}; + +void(entity attacker, float damage) sham_pain = +{ + sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM); + + if (self.health <= 0) + return; // allready dying, don't go into pain frame + + if (random()*400 > damage) + return; // didn't flinch + + if (self.pain_finished > time) + return; + self.pain_finished = time + 2; + + sham_pain1 (); +}; + + +//============================================================================ + +void() sham_death1 =[ $death1, sham_death2 ] {}; +void() sham_death2 =[ $death2, sham_death3 ] {}; +void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;}; +void() sham_death4 =[ $death4, sham_death5 ] {}; +void() sham_death5 =[ $death5, sham_death6 ] {}; +void() sham_death6 =[ $death6, sham_death7 ] {}; +void() sham_death7 =[ $death7, sham_death8 ] {}; +void() sham_death8 =[ $death8, sham_death9 ] {}; +void() sham_death9 =[ $death9, sham_death10 ] {}; +void() sham_death10 =[ $death10, sham_death11 ] {}; +void() sham_death11 =[ $death11, sham_death11 ] {}; + +void() sham_die = +{ +// check for gib + if (self.health < -60) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_shams.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM); + sham_death1 (); +}; + +//============================================================================ + + +/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush +*/ +void() monster_shambler = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/shambler.mdl"); + precache_model ("progs/s_light.mdl"); + precache_model ("progs/h_shams.mdl"); + precache_model ("progs/bolt.mdl"); + + precache_sound ("shambler/sattck1.wav"); + precache_sound ("shambler/sboom.wav"); + precache_sound ("shambler/sdeath.wav"); + precache_sound ("shambler/shurt2.wav"); + precache_sound ("shambler/sidle.wav"); + precache_sound ("shambler/ssight.wav"); + precache_sound ("shambler/melee1.wav"); + precache_sound ("shambler/melee2.wav"); + precache_sound ("shambler/smack.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + setmodel (self, "progs/shambler.mdl"); + + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 600; + + self.th_stand = sham_stand1; + self.th_walk = sham_walk1; + self.th_run = sham_run1; + self.th_die = sham_die; + self.th_melee = sham_melee; + self.th_missile = sham_magic1; + self.th_pain = sham_pain; + + walkmonster_start(); +}; diff --git a/quakec/basemod/soldier.qc b/quakec/basemod/soldier.qc new file mode 100644 index 000000000..6ea04614a --- /dev/null +++ b/quakec/basemod/soldier.qc @@ -0,0 +1,282 @@ +/* +============================================================================== + +SOLDIER / PLAYER + +============================================================================== +*/ + +$cd id1/models/soldier3 +$origin 0 -6 24 +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 + +$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 +$frame deathc9 deathc10 deathc11 + +$frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 +$frame painb11 painb12 painb13 painb14 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10 +$frame painc11 painc12 painc13 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9 + +$frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8 +$frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16 +$frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24 + +/* +============================================================================== +SOLDIER CODE +============================================================================== +*/ + +void() army_fire; + +void() army_stand1 =[ $stand1, army_stand2 ] {ai_stand();}; +void() army_stand2 =[ $stand2, army_stand3 ] {ai_stand();}; +void() army_stand3 =[ $stand3, army_stand4 ] {ai_stand();}; +void() army_stand4 =[ $stand4, army_stand5 ] {ai_stand();}; +void() army_stand5 =[ $stand5, army_stand6 ] {ai_stand();}; +void() army_stand6 =[ $stand6, army_stand7 ] {ai_stand();}; +void() army_stand7 =[ $stand7, army_stand8 ] {ai_stand();}; +void() army_stand8 =[ $stand8, army_stand1 ] {ai_stand();}; + +void() army_walk1 =[ $prowl_1, army_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); +ai_walk(1);}; +void() army_walk2 =[ $prowl_2, army_walk3 ] {ai_walk(1);}; +void() army_walk3 =[ $prowl_3, army_walk4 ] {ai_walk(1);}; +void() army_walk4 =[ $prowl_4, army_walk5 ] {ai_walk(1);}; +void() army_walk5 =[ $prowl_5, army_walk6 ] {ai_walk(2);}; +void() army_walk6 =[ $prowl_6, army_walk7 ] {ai_walk(3);}; +void() army_walk7 =[ $prowl_7, army_walk8 ] {ai_walk(4);}; +void() army_walk8 =[ $prowl_8, army_walk9 ] {ai_walk(4);}; +void() army_walk9 =[ $prowl_9, army_walk10 ] {ai_walk(2);}; +void() army_walk10 =[ $prowl_10, army_walk11 ] {ai_walk(2);}; +void() army_walk11 =[ $prowl_11, army_walk12 ] {ai_walk(2);}; +void() army_walk12 =[ $prowl_12, army_walk13 ] {ai_walk(1);}; +void() army_walk13 =[ $prowl_13, army_walk14 ] {ai_walk(0);}; +void() army_walk14 =[ $prowl_14, army_walk15 ] {ai_walk(1);}; +void() army_walk15 =[ $prowl_15, army_walk16 ] {ai_walk(1);}; +void() army_walk16 =[ $prowl_16, army_walk17 ] {ai_walk(1);}; +void() army_walk17 =[ $prowl_17, army_walk18 ] {ai_walk(3);}; +void() army_walk18 =[ $prowl_18, army_walk19 ] {ai_walk(3);}; +void() army_walk19 =[ $prowl_19, army_walk20 ] {ai_walk(3);}; +void() army_walk20 =[ $prowl_20, army_walk21 ] {ai_walk(3);}; +void() army_walk21 =[ $prowl_21, army_walk22 ] {ai_walk(2);}; +void() army_walk22 =[ $prowl_22, army_walk23 ] {ai_walk(1);}; +void() army_walk23 =[ $prowl_23, army_walk24 ] {ai_walk(1);}; +void() army_walk24 =[ $prowl_24, army_walk1 ] {ai_walk(1);}; + +void() army_run1 =[ $run1, army_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); +ai_run(11);}; +void() army_run2 =[ $run2, army_run3 ] {ai_run(15);}; +void() army_run3 =[ $run3, army_run4 ] {ai_run(10);}; +void() army_run4 =[ $run4, army_run5 ] {ai_run(10);}; +void() army_run5 =[ $run5, army_run6 ] {ai_run(8);}; +void() army_run6 =[ $run6, army_run7 ] {ai_run(15);}; +void() army_run7 =[ $run7, army_run8 ] {ai_run(10);}; +void() army_run8 =[ $run8, army_run1 ] {ai_run(8);}; + +void() army_atk1 =[ $shoot1, army_atk2 ] {ai_face();}; +void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();}; +void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();}; +void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();}; +void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face(); army_fire(); muzzleflash();}; +void() army_atk6 =[ $shoot6, army_atk7 ] {ai_face();}; +void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);}; +void() army_atk8 =[ $shoot8, army_atk9 ] {ai_face();}; +void() army_atk9 =[ $shoot9, army_run1 ] {ai_face();}; + + +void() army_pain1 =[ $pain1, army_pain2 ] {}; +void() army_pain2 =[ $pain2, army_pain3 ] {}; +void() army_pain3 =[ $pain3, army_pain4 ] {}; +void() army_pain4 =[ $pain4, army_pain5 ] {}; +void() army_pain5 =[ $pain5, army_pain6 ] {}; +void() army_pain6 =[ $pain6, army_run1 ] {ai_pain(1);}; + +void() army_painb1 =[ $painb1, army_painb2 ] {}; +void() army_painb2 =[ $painb2, army_painb3 ] {ai_painforward(13);}; +void() army_painb3 =[ $painb3, army_painb4 ] {ai_painforward(9);}; +void() army_painb4 =[ $painb4, army_painb5 ] {}; +void() army_painb5 =[ $painb5, army_painb6 ] {}; +void() army_painb6 =[ $painb6, army_painb7 ] {}; +void() army_painb7 =[ $painb7, army_painb8 ] {}; +void() army_painb8 =[ $painb8, army_painb9 ] {}; +void() army_painb9 =[ $painb9, army_painb10] {}; +void() army_painb10=[ $painb10, army_painb11] {}; +void() army_painb11=[ $painb11, army_painb12] {}; +void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);}; +void() army_painb13=[ $painb13, army_painb14] {}; +void() army_painb14=[ $painb14, army_run1 ] {}; + +void() army_painc1 =[ $painc1, army_painc2 ] {}; +void() army_painc2 =[ $painc2, army_painc3 ] {ai_pain(1);}; +void() army_painc3 =[ $painc3, army_painc4 ] {}; +void() army_painc4 =[ $painc4, army_painc5 ] {}; +void() army_painc5 =[ $painc5, army_painc6 ] {ai_painforward(1);}; +void() army_painc6 =[ $painc6, army_painc7 ] {ai_painforward(1);}; +void() army_painc7 =[ $painc7, army_painc8 ] {}; +void() army_painc8 =[ $painc8, army_painc9 ] {ai_pain(1);}; +void() army_painc9 =[ $painc9, army_painc10] {ai_painforward(4);}; +void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);}; +void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);}; +void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);}; +void() army_painc13=[ $painc13, army_run1] {}; + +void(entity attacker, float damage) army_pain = +{ + local float r; + + if (self.pain_finished > time) + return; + + r = random(); + + if (r < 0.2) + { + self.pain_finished = time + 0.6; + army_pain1 (); + sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM); + } + else if (r < 0.6) + { + self.pain_finished = time + 1.1; + army_painb1 (); + sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); + } + else + { + self.pain_finished = time + 1.1; + army_painc1 (); + sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); + } +}; + + +void() army_fire = +{ + local vector dir; + local entity en; + + ai_face(); + + sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM); + +// fire somewhat behind the player, so a dodging player is harder to hit + en = self.enemy; + + dir = en.origin - en.velocity*0.2; + dir = normalize (dir - self.origin); + + FireBullets (4, dir, '0.1 0.1 0', MOD_SOLDIER); +}; + + + +void() army_die1 =[ $death1, army_die2 ] {}; +void() army_die2 =[ $death2, army_die3 ] {}; +void() army_die3 =[ $death3, army_die4 ] {self.solid = SOLID_NOT;DropBackpack();}; +void() army_die4 =[ $death4, army_die5 ] {}; +void() army_die5 =[ $death5, army_die6 ] {}; +void() army_die6 =[ $death6, army_die7 ] {}; +void() army_die7 =[ $death7, army_die8 ] {}; +void() army_die8 =[ $death8, army_die9 ] {}; +void() army_die9 =[ $death9, army_die10 ] {}; +void() army_die10 =[ $death10, army_die10 ] {}; + +void() army_cdie1 =[ $deathc1, army_cdie2 ] {}; +void() army_cdie2 =[ $deathc2, army_cdie3 ] {ai_back(5);}; +void() army_cdie3 =[ $deathc3, army_cdie4 ] {self.solid = SOLID_NOT;DropBackpack();ai_back(4);}; +void() army_cdie4 =[ $deathc4, army_cdie5 ] {ai_back(13);}; +void() army_cdie5 =[ $deathc5, army_cdie6 ] {ai_back(3);}; +void() army_cdie6 =[ $deathc6, army_cdie7 ] {ai_back(4);}; +void() army_cdie7 =[ $deathc7, army_cdie8 ] {}; +void() army_cdie8 =[ $deathc8, army_cdie9 ] {}; +void() army_cdie9 =[ $deathc9, army_cdie10 ] {}; +void() army_cdie10 =[ $deathc10, army_cdie11 ] {}; +void() army_cdie11 =[ $deathc11, army_cdie11 ] {}; + + +void() army_die = +{ +// check for gib + if (self.health < -35) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_guard.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM); + if (random() < 0.5) + army_die1 (); + else + army_cdie1 (); +}; + + +/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush +*/ +void() monster_army = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/soldier.mdl"); + precache_model ("progs/h_guard.mdl"); + precache_model ("progs/gib1.mdl"); + precache_model ("progs/gib2.mdl"); + precache_model ("progs/gib3.mdl"); + + precache_sound ("soldier/death1.wav"); + precache_sound ("soldier/idle.wav"); + precache_sound ("soldier/pain1.wav"); + precache_sound ("soldier/pain2.wav"); + precache_sound ("soldier/sattck1.wav"); + precache_sound ("soldier/sight1.wav"); + + precache_sound ("player/udeath.wav"); // gib death + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/soldier.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 30; + + self.th_stand = army_stand1; + self.th_walk = army_walk1; + self.th_run = army_run1; + self.th_missile = army_atk1; + self.th_pain = army_pain; + self.th_die = army_die; + + self.ammo_shells_real = 5; // drop 5 shells on death + + walkmonster_start (); +}; diff --git a/quakec/basemod/subs.qc b/quakec/basemod/subs.qc index a9c165698..d2c33b9da 100644 --- a/quakec/basemod/subs.qc +++ b/quakec/basemod/subs.qc @@ -282,3 +282,32 @@ void() SUB_UseTargets = }; +#ifdef MONSTERS +/* + +in nightmare mode, all attack_finished times become 0 +some monsters refire twice automatically + +*/ + +void(float normal) SUB_AttackFinished = +{ + self.cnt = 0; // refire count for nightmare + if (skill != 3) + self.attack_finished = time + normal; +}; + +float (entity targ) visible; + +void (void() thinkst) SUB_CheckRefire = +{ + if (skill != 3) + return; + if (self.cnt == 1) + return; + if (!visible (self.enemy)) + return; + self.cnt = 1; + self.think = thinkst; +}; +#endif \ No newline at end of file diff --git a/quakec/basemod/tarbaby.qc b/quakec/basemod/tarbaby.qc new file mode 100644 index 000000000..9df5d90d7 --- /dev/null +++ b/quakec/basemod/tarbaby.qc @@ -0,0 +1,212 @@ +/* +============================================================================== + +BLOB + +============================================================================== +*/ + +$cd id1/models/tarbaby +$origin 0 0 24 +$base base + +$skin skin + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 +$frame walk11 walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19 +$frame walk20 walk21 walk22 walk23 walk24 walk25 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 run13 +$frame run14 run15 run16 run17 run18 run19 run20 run21 run22 run23 +$frame run24 run25 + +$frame jump1 jump2 jump3 jump4 jump5 jump6 + +$frame fly1 fly2 fly3 fly4 + +$frame exp + +void() tbaby_stand1 =[ $walk1, tbaby_stand1 ] {ai_stand();}; + +void() tbaby_hang1 =[ $walk1, tbaby_hang1 ] {ai_stand();}; + +void() tbaby_walk1 =[ $walk1, tbaby_walk2 ] {ai_turn();}; +void() tbaby_walk2 =[ $walk2, tbaby_walk3 ] {ai_turn();}; +void() tbaby_walk3 =[ $walk3, tbaby_walk4 ] {ai_turn();}; +void() tbaby_walk4 =[ $walk4, tbaby_walk5 ] {ai_turn();}; +void() tbaby_walk5 =[ $walk5, tbaby_walk6 ] {ai_turn();}; +void() tbaby_walk6 =[ $walk6, tbaby_walk7 ] {ai_turn();}; +void() tbaby_walk7 =[ $walk7, tbaby_walk8 ] {ai_turn();}; +void() tbaby_walk8 =[ $walk8, tbaby_walk9 ] {ai_turn();}; +void() tbaby_walk9 =[ $walk9, tbaby_walk10 ] {ai_turn();}; +void() tbaby_walk10 =[ $walk10, tbaby_walk11 ] {ai_turn();}; +void() tbaby_walk11 =[ $walk11, tbaby_walk12 ] {ai_walk(2);}; +void() tbaby_walk12 =[ $walk12, tbaby_walk13 ] {ai_walk(2);}; +void() tbaby_walk13 =[ $walk13, tbaby_walk14 ] {ai_walk(2);}; +void() tbaby_walk14 =[ $walk14, tbaby_walk15 ] {ai_walk(2);}; +void() tbaby_walk15 =[ $walk15, tbaby_walk16 ] {ai_walk(2);}; +void() tbaby_walk16 =[ $walk16, tbaby_walk17 ] {ai_walk(2);}; +void() tbaby_walk17 =[ $walk17, tbaby_walk18 ] {ai_walk(2);}; +void() tbaby_walk18 =[ $walk18, tbaby_walk19 ] {ai_walk(2);}; +void() tbaby_walk19 =[ $walk19, tbaby_walk20 ] {ai_walk(2);}; +void() tbaby_walk20 =[ $walk20, tbaby_walk21 ] {ai_walk(2);}; +void() tbaby_walk21 =[ $walk21, tbaby_walk22 ] {ai_walk(2);}; +void() tbaby_walk22 =[ $walk22, tbaby_walk23 ] {ai_walk(2);}; +void() tbaby_walk23 =[ $walk23, tbaby_walk24 ] {ai_walk(2);}; +void() tbaby_walk24 =[ $walk24, tbaby_walk25 ] {ai_walk(2);}; +void() tbaby_walk25 =[ $walk25, tbaby_walk1 ] {ai_walk(2);}; + +void() tbaby_run1 =[ $run1, tbaby_run2 ] {ai_face();}; +void() tbaby_run2 =[ $run2, tbaby_run3 ] {ai_face();}; +void() tbaby_run3 =[ $run3, tbaby_run4 ] {ai_face();}; +void() tbaby_run4 =[ $run4, tbaby_run5 ] {ai_face();}; +void() tbaby_run5 =[ $run5, tbaby_run6 ] {ai_face();}; +void() tbaby_run6 =[ $run6, tbaby_run7 ] {ai_face();}; +void() tbaby_run7 =[ $run7, tbaby_run8 ] {ai_face();}; +void() tbaby_run8 =[ $run8, tbaby_run9 ] {ai_face();}; +void() tbaby_run9 =[ $run9, tbaby_run10 ] {ai_face();}; +void() tbaby_run10 =[ $run10, tbaby_run11 ] {ai_face();}; +void() tbaby_run11 =[ $run11, tbaby_run12 ] {ai_run(2);}; +void() tbaby_run12 =[ $run12, tbaby_run13 ] {ai_run(2);}; +void() tbaby_run13 =[ $run13, tbaby_run14 ] {ai_run(2);}; +void() tbaby_run14 =[ $run14, tbaby_run15 ] {ai_run(2);}; +void() tbaby_run15 =[ $run15, tbaby_run16 ] {ai_run(2);}; +void() tbaby_run16 =[ $run16, tbaby_run17 ] {ai_run(2);}; +void() tbaby_run17 =[ $run17, tbaby_run18 ] {ai_run(2);}; +void() tbaby_run18 =[ $run18, tbaby_run19 ] {ai_run(2);}; +void() tbaby_run19 =[ $run19, tbaby_run20 ] {ai_run(2);}; +void() tbaby_run20 =[ $run20, tbaby_run21 ] {ai_run(2);}; +void() tbaby_run21 =[ $run21, tbaby_run22 ] {ai_run(2);}; +void() tbaby_run22 =[ $run22, tbaby_run23 ] {ai_run(2);}; +void() tbaby_run23 =[ $run23, tbaby_run24 ] {ai_run(2);}; +void() tbaby_run24 =[ $run24, tbaby_run25 ] {ai_run(2);}; +void() tbaby_run25 =[ $run25, tbaby_run1 ] {ai_run(2);}; + + +//============================================================================ + + +void() tbaby_jump1; + +void() Tar_JumpTouch = +{ + local float ldmg; + + if (other.takedamage && other.classname != self.classname) + { + if ( vlen(self.velocity) > 400 ) + { + ldmg = 10 + 10*random(); + T_Damage (other, self, self, ldmg, MOD_TARBABY); + sound (self, CHAN_WEAPON, "blob/hit1.wav", 1, ATTN_NORM); + } + } + else + sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM); + + + if (!checkbottom(self)) + { + if (self.flags & FL_ONGROUND) + { // jump randomly to not get hung up + self.touch = SUB_Null; + self.think = tbaby_run1; + self.movetype = MOVETYPE_STEP; + self.nextthink = time + 0.1; + } + return; // not on ground yet + } + + self.touch = SUB_Null; + self.think = tbaby_jump1; + self.nextthink = time + 0.1; +}; + +void() tbaby_jump5; + +void() tbaby_fly1 =[ $fly1, tbaby_fly2 ] {}; +void() tbaby_fly2 =[ $fly2, tbaby_fly3 ] {}; +void() tbaby_fly3 =[ $fly3, tbaby_fly4 ] {}; +void() tbaby_fly4 =[ $fly4, tbaby_fly1 ] { +self.cnt = self.cnt + 1; +if (self.cnt == 4) +{ +//dprint ("spawn hop\n"); +tbaby_jump5 (); +} +}; + +void() tbaby_jump1 =[ $jump1, tbaby_jump2 ] {ai_face();}; +void() tbaby_jump2 =[ $jump2, tbaby_jump3 ] {ai_face();}; +void() tbaby_jump3 =[ $jump3, tbaby_jump4 ] {ai_face();}; +void() tbaby_jump4 =[ $jump4, tbaby_jump5 ] {ai_face();}; +void() tbaby_jump5 =[ $jump5, tbaby_jump6 ] +{ + self.movetype = MOVETYPE_BOUNCE; + self.touch = Tar_JumpTouch; + makevectors (self.angles); + self.origin_z = self.origin_z + 1; + self.velocity = v_forward * 600 + '0 0 200'; + self.velocity_z = self.velocity_z + random()*150; + if (self.flags & FL_ONGROUND) + self.flags = self.flags - FL_ONGROUND; + self.cnt = 0; +}; +void() tbaby_jump6 =[ $jump6,tbaby_fly1 ] {}; + + + +//============================================================================= + +void() tbaby_die1 =[ $exp, tbaby_die2 ] { +self.takedamage = DAMAGE_NO; +}; +void() tbaby_die2 =[ $exp, tbaby_run1 ] +{ + T_RadiusDamage (self, self, 120, 160, world, MOD_TARBABY); + + sound (self, CHAN_VOICE, "blob/death1.wav", 1, ATTN_NORM); + self.origin = self.origin - 8*normalize(self.velocity); + + TE_tarexplosion(self.origin); + CreateExplosion(self.origin); + remove(self); +}; + +//============================================================================= + + +/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush +*/ +void() monster_tarbaby = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/tarbaby.mdl"); + + precache_sound2 ("blob/death1.wav"); + precache_sound2 ("blob/hit1.wav"); + precache_sound2 ("blob/land1.wav"); + precache_sound2 ("blob/sight1.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/tarbaby.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 80; + + self.th_stand = tbaby_stand1; + self.th_walk = tbaby_walk1; + self.th_run = tbaby_run1; + self.th_missile = tbaby_jump1; + self.th_melee = tbaby_jump1; + self.th_die = tbaby_die1; + + walkmonster_start (); +}; + diff --git a/quakec/basemod/weapons.qc b/quakec/basemod/weapons.qc index 1f4f9e2db..b0df40adc 100644 --- a/quakec/basemod/weapons.qc +++ b/quakec/basemod/weapons.qc @@ -348,11 +348,11 @@ LIGHTNING =============================================================================== */ -void(entity from, float damage) LightningHit = +void(entity from, float damage, INTEGER lmod) LightningHit = { TE_lightningblood(trace_endpos); - T_Damage (trace_ent, from, from, damage, MOD_SHAFT); + T_Damage (trace_ent, from, from, damage, lmod); }; /* @@ -360,7 +360,7 @@ void(entity from, float damage) LightningHit = LightningDamage ================= */ -void(vector p1, vector p2, entity from, float damage) LightningDamage = +void(vector p1, vector p2, entity from, float damage, INTEGER lmod) LightningDamage = { local entity e1, e2; local vector f; @@ -377,17 +377,17 @@ void(vector p1, vector p2, entity from, float damage) LightningDamage = traceline (p1, p2, FALSE, self); if (trace_ent.takedamage) - LightningHit (from, damage); + LightningHit (from, damage, lmod); e1 = trace_ent; traceline (p1 + f, p2 + f, FALSE, self); if (trace_ent != e1 && trace_ent.takedamage) - LightningHit (from, damage); + LightningHit (from, damage, lmod); e2 = trace_ent; traceline (p1 - f, p2 - f, FALSE, self); if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) - LightningHit (from, damage); + LightningHit (from, damage, lmod); }; @@ -446,7 +446,7 @@ void() W_FireLightning = TE_lightning2(self, org, trace_endpos); - LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30); + LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30, MOD_SHAFT); }; /* diff --git a/quakec/basemod/wizard.qc b/quakec/basemod/wizard.qc new file mode 100644 index 000000000..6ef64fa60 --- /dev/null +++ b/quakec/basemod/wizard.qc @@ -0,0 +1,319 @@ +/* +============================================================================== + +WIZARD + +============================================================================== +*/ + +$cd id1/models/a_wizard +$origin 0 0 24 +$base wizbase +$skin wizbase + +$frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8 +$frame hover9 hover10 hover11 hover12 hover13 hover14 hover15 + +$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10 +$frame fly11 fly12 fly13 fly14 + +$frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7 +$frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13 + +$frame pain1 pain2 pain3 pain4 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 + +/* +============================================================================== + +WIZARD + +If the player moves behind cover before the missile is launched, launch it +at the last visible spot with no velocity leading, in hopes that the player +will duck back out and catch it. +============================================================================== +*/ + +void() wiz_run1; +void() wiz_side1; + +/* +================= +WizardCheckAttack +================= +*/ +float(float enemy_range) WizardCheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + + if (time < self.attack_finished) + return FALSE; + + if (enemy_range == RANGE_FAR) + { + if (self.attack_state != AS_STRAIGHT) + { + self.attack_state = AS_STRAIGHT; + wiz_run1 (); + } + return FALSE; + } + + targ = self.enemy; + +// see if any entities are in the way of the shot + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + + traceline (spot1, spot2, FALSE, self); + + if (trace_ent != targ) + { // don't have a clear shot, so move to a side + if (self.attack_state != AS_STRAIGHT) + { + self.attack_state = AS_STRAIGHT; + wiz_run1 (); + } + return FALSE; + } + + if (enemy_range == RANGE_MELEE) + chance = 0.9; + else if (enemy_range == RANGE_NEAR) + chance = 0.6; + else if (enemy_range == RANGE_MID) + chance = 0.2; + else + chance = 0; + + if (random () < chance) + { + self.attack_state = AS_MISSILE; + return TRUE; + } + + if (enemy_range == RANGE_MID) + { + if (self.attack_state != AS_STRAIGHT) + { + self.attack_state = AS_STRAIGHT; + wiz_run1 (); + } + } + else + { + if (self.attack_state != AS_SLIDING) + { + self.attack_state = AS_SLIDING; + wiz_side1 (); + } + } + + return FALSE; +}; + +/* +================= +WizardAttackFinished +================= +*/ +void() WizardAttackFinished = +{ + if (range(self.enemy) >= RANGE_MID || !visible(self.enemy)) + { + self.attack_state = AS_STRAIGHT; + self.think = wiz_run1; + } + else + { + self.attack_state = AS_SLIDING; + self.think = wiz_side1; + } +}; + +/* +============================================================================== + +FAST ATTACKS + +============================================================================== +*/ + +void(float side) Wiz_FastFire = +{ + local vector org, vec; + + muzzleflash(); + sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM); + + makevectors (self.angles); + org = self.origin + '0 0 30' + v_forward*14 + v_right*side*14; + vec = normalize(self.enemy.origin - v_right*side*13 - org) * 600; + + PRJ_FireProjectile (self, "progs/w_spike.mdl", org, vec, PE_WIZSPIKE, 9, MOD_WIZARD, 6); +}; + +void() Wiz_idlesound = +{ + local float wr; + + if (self.wizardidle < time) + { + wr = random(); + + if (wr > 0.9) + sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE); + else if (wr < 0.3) + sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE); + + self.wizardidle = time + 2; + } + + return; +}; + +void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();}; +void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();}; +void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();}; +void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();}; +void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();}; +void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();}; +void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();}; +void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();}; + +void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8); +Wiz_idlesound();}; +void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);}; +void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);}; +void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);}; +void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);}; +void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);}; +void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);}; +void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);}; + +void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8); +Wiz_idlesound();}; +void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);}; +void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);}; +void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);}; +void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);}; +void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);}; +void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);}; +void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);}; + +void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16); +Wiz_idlesound(); +}; +void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);}; +void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);}; +void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);}; +void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);}; +void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);}; +void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);}; +void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);}; +void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);}; +void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);}; +void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);}; +void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);}; +void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);}; +void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);}; + +void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();}; +void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();}; +void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();}; +void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();Wiz_FastFire(-1);}; +void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();}; +void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();}; +void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();}; +void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();}; +void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();Wiz_FastFire(1);}; +void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();}; + +void() wiz_pain1 =[ $pain1, wiz_pain2 ] {}; +void() wiz_pain2 =[ $pain2, wiz_pain3 ] {}; +void() wiz_pain3 =[ $pain3, wiz_pain4 ] {}; +void() wiz_pain4 =[ $pain4, wiz_run1 ] {}; + +void() wiz_death1 =[ $death1, wiz_death2 ] { + +self.velocity_x = -200 + 400*random(); +self.velocity_y = -200 + 400*random(); +self.velocity_z = 100 + 100*random(); +self.flags = self.flags - (self.flags & FL_ONGROUND); +sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM); +}; +void() wiz_death2 =[ $death2, wiz_death3 ] {}; +void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = SOLID_NOT;}; +void() wiz_death4 =[ $death4, wiz_death5 ] {}; +void() wiz_death5 =[ $death5, wiz_death6 ] {}; +void() wiz_death6 =[ $death6, wiz_death7 ] {}; +void() wiz_death7 =[ $death7, wiz_death8 ] {}; +void() wiz_death8 =[ $death8, wiz_death8 ] {}; + +void() wiz_die = +{ +// check for gib + if (self.health < -40) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_wizard.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + return; + } + + wiz_death1 (); +}; + + +void(entity attacker, float damage) Wiz_Pain = +{ + sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM); + if (random()*70 > damage) + return; // didn't flinch + + wiz_pain1 (); +}; + +/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush +*/ +void() monster_wizard = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/wizard.mdl"); + precache_model ("progs/h_wizard.mdl"); + precache_model ("progs/w_spike.mdl"); + + precache_sound ("wizard/hit.wav"); // used by c code + precache_sound ("wizard/wattack.wav"); + precache_sound ("wizard/wdeath.wav"); + precache_sound ("wizard/widle1.wav"); + precache_sound ("wizard/widle2.wav"); + precache_sound ("wizard/wpain.wav"); + precache_sound ("wizard/wsight.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/wizard.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 80; + + self.th_stand = wiz_stand1; + self.th_walk = wiz_walk1; + self.th_run = wiz_run1; + self.th_missile = wiz_fast1; + self.th_pain = Wiz_Pain; + self.th_die = wiz_die; + + flymonster_start (); +}; diff --git a/quakec/basemod/zombie.qc b/quakec/basemod/zombie.qc new file mode 100644 index 000000000..47fb3d0df --- /dev/null +++ b/quakec/basemod/zombie.qc @@ -0,0 +1,473 @@ +/* +============================================================================== + +ZOMBIE + +============================================================================== +*/ +$cd id1/models/zombie + +$origin 0 0 24 + +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 +$frame stand9 stand10 stand11 stand12 stand13 stand14 stand15 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11 +$frame walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 +$frame run13 run14 run15 run16 run17 run18 + +$frame atta1 atta2 atta3 atta4 atta5 atta6 atta7 atta8 atta9 atta10 atta11 +$frame atta12 atta13 + +$frame attb1 attb2 attb3 attb4 attb5 attb6 attb7 attb8 attb9 attb10 attb11 +$frame attb12 attb13 attb14 + +$frame attc1 attc2 attc3 attc4 attc5 attc6 attc7 attc8 attc9 attc10 attc11 +$frame attc12 + +$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10 +$frame paina11 paina12 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 +$frame painb11 painb12 painb13 painb14 painb15 painb16 painb17 painb18 painb19 +$frame painb20 painb21 painb22 painb23 painb24 painb25 painb26 painb27 painb28 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10 +$frame painc11 painc12 painc13 painc14 painc15 painc16 painc17 painc18 + +$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10 +$frame paind11 paind12 paind13 + +$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10 +$frame paine11 paine12 paine13 paine14 paine15 paine16 paine17 paine18 paine19 +$frame paine20 paine21 paine22 paine23 paine24 paine25 paine26 paine27 paine28 +$frame paine29 paine30 + +$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6 + +float SPAWN_CRUCIFIED = 1; + +//============================================================================= + +void() zombie_stand1 =[ $stand1, zombie_stand2 ] {ai_stand();}; +void() zombie_stand2 =[ $stand2, zombie_stand3 ] {ai_stand();}; +void() zombie_stand3 =[ $stand3, zombie_stand4 ] {ai_stand();}; +void() zombie_stand4 =[ $stand4, zombie_stand5 ] {ai_stand();}; +void() zombie_stand5 =[ $stand5, zombie_stand6 ] {ai_stand();}; +void() zombie_stand6 =[ $stand6, zombie_stand7 ] {ai_stand();}; +void() zombie_stand7 =[ $stand7, zombie_stand8 ] {ai_stand();}; +void() zombie_stand8 =[ $stand8, zombie_stand9 ] {ai_stand();}; +void() zombie_stand9 =[ $stand9, zombie_stand10 ] {ai_stand();}; +void() zombie_stand10 =[ $stand10, zombie_stand11 ] {ai_stand();}; +void() zombie_stand11 =[ $stand11, zombie_stand12 ] {ai_stand();}; +void() zombie_stand12 =[ $stand12, zombie_stand13 ] {ai_stand();}; +void() zombie_stand13 =[ $stand13, zombie_stand14 ] {ai_stand();}; +void() zombie_stand14 =[ $stand14, zombie_stand15 ] {ai_stand();}; +void() zombie_stand15 =[ $stand15, zombie_stand1 ] {ai_stand();}; + +void() zombie_cruc1 = [ $cruc_1, zombie_cruc2 ] { +if (random() < 0.1) + sound (self, CHAN_VOICE, "zombie/idle_w2.wav", 1, ATTN_STATIC);}; +void() zombie_cruc2 = [ $cruc_2, zombie_cruc3 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc3 = [ $cruc_3, zombie_cruc4 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc4 = [ $cruc_4, zombie_cruc5 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc5 = [ $cruc_5, zombie_cruc6 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc6 = [ $cruc_6, zombie_cruc1 ] {self.nextthink = time + 0.1 + random()*0.1;}; + +void() zombie_walk1 =[ $walk1, zombie_walk2 ] {ai_walk(0);}; +void() zombie_walk2 =[ $walk2, zombie_walk3 ] {ai_walk(2);}; +void() zombie_walk3 =[ $walk3, zombie_walk4 ] {ai_walk(3);}; +void() zombie_walk4 =[ $walk4, zombie_walk5 ] {ai_walk(2);}; +void() zombie_walk5 =[ $walk5, zombie_walk6 ] {ai_walk(1);}; +void() zombie_walk6 =[ $walk6, zombie_walk7 ] {ai_walk(0);}; +void() zombie_walk7 =[ $walk7, zombie_walk8 ] {ai_walk(0);}; +void() zombie_walk8 =[ $walk8, zombie_walk9 ] {ai_walk(0);}; +void() zombie_walk9 =[ $walk9, zombie_walk10 ] {ai_walk(0);}; +void() zombie_walk10 =[ $walk10, zombie_walk11 ] {ai_walk(0);}; +void() zombie_walk11 =[ $walk11, zombie_walk12 ] {ai_walk(2);}; +void() zombie_walk12 =[ $walk12, zombie_walk13 ] {ai_walk(2);}; +void() zombie_walk13 =[ $walk13, zombie_walk14 ] {ai_walk(1);}; +void() zombie_walk14 =[ $walk14, zombie_walk15 ] {ai_walk(0);}; +void() zombie_walk15 =[ $walk15, zombie_walk16 ] {ai_walk(0);}; +void() zombie_walk16 =[ $walk16, zombie_walk17 ] {ai_walk(0);}; +void() zombie_walk17 =[ $walk17, zombie_walk18 ] {ai_walk(0);}; +void() zombie_walk18 =[ $walk18, zombie_walk19 ] {ai_walk(0);}; +void() zombie_walk19 =[ $walk19, zombie_walk1 ] { +ai_walk(0); +if (random() < 0.2) + sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);}; + +void() zombie_run1 =[ $run1, zombie_run2 ] {ai_run(1);self.inpain = 0;}; +void() zombie_run2 =[ $run2, zombie_run3 ] {ai_run(1);}; +void() zombie_run3 =[ $run3, zombie_run4 ] {ai_run(0);}; +void() zombie_run4 =[ $run4, zombie_run5 ] {ai_run(1);}; +void() zombie_run5 =[ $run5, zombie_run6 ] {ai_run(2);}; +void() zombie_run6 =[ $run6, zombie_run7 ] {ai_run(3);}; +void() zombie_run7 =[ $run7, zombie_run8 ] {ai_run(4);}; +void() zombie_run8 =[ $run8, zombie_run9 ] {ai_run(4);}; +void() zombie_run9 =[ $run9, zombie_run10 ] {ai_run(2);}; +void() zombie_run10 =[ $run10, zombie_run11 ] {ai_run(0);}; +void() zombie_run11 =[ $run11, zombie_run12 ] {ai_run(0);}; +void() zombie_run12 =[ $run12, zombie_run13 ] {ai_run(0);}; +void() zombie_run13 =[ $run13, zombie_run14 ] {ai_run(2);}; +void() zombie_run14 =[ $run14, zombie_run15 ] {ai_run(4);}; +void() zombie_run15 =[ $run15, zombie_run16 ] {ai_run(6);}; +void() zombie_run16 =[ $run16, zombie_run17 ] {ai_run(7);}; +void() zombie_run17 =[ $run17, zombie_run18 ] {ai_run(3);}; +void() zombie_run18 =[ $run18, zombie_run1 ] { +ai_run(8); +if (random() < 0.2) + sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE); +if (random() > 0.8) + sound (self, CHAN_VOICE, "zombie/z_idle1.wav", 1, ATTN_IDLE); +}; + +/* +============================================================================= + +ATTACKS + +============================================================================= +*/ + +/* +================ +ZombieFireGrenade +================ +*/ +void(vector st) ZombieFireGrenade = +{ + local vector org, vel; + + sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM); + + org = self.origin + st_x * v_forward + st_y * v_right + (st_z - 24) * v_up; + vel = normalize(self.enemy.origin - org) * 600; + vel_z = 200; + PRJ_FireProjectile(self, "progs/zom_gib.mdl", org, vel, PE_ZOMBIEGIB, 10, MOD_ZOMBIE, 2.5); + PRJ_SetTossedProjectile(); +}; + + +void() zombie_atta1 =[ $atta1, zombie_atta2 ] {ai_face();}; +void() zombie_atta2 =[ $atta2, zombie_atta3 ] {ai_face();}; +void() zombie_atta3 =[ $atta3, zombie_atta4 ] {ai_face();}; +void() zombie_atta4 =[ $atta4, zombie_atta5 ] {ai_face();}; +void() zombie_atta5 =[ $atta5, zombie_atta6 ] {ai_face();}; +void() zombie_atta6 =[ $atta6, zombie_atta7 ] {ai_face();}; +void() zombie_atta7 =[ $atta7, zombie_atta8 ] {ai_face();}; +void() zombie_atta8 =[ $atta8, zombie_atta9 ] {ai_face();}; +void() zombie_atta9 =[ $atta9, zombie_atta10 ] {ai_face();}; +void() zombie_atta10 =[ $atta10, zombie_atta11 ] {ai_face();}; +void() zombie_atta11 =[ $atta11, zombie_atta12 ] {ai_face();}; +void() zombie_atta12 =[ $atta12, zombie_atta13 ] {ai_face();}; +void() zombie_atta13 =[ $atta13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -22 30');}; + +void() zombie_attb1 =[ $attb1, zombie_attb2 ] {ai_face();}; +void() zombie_attb2 =[ $attb2, zombie_attb3 ] {ai_face();}; +void() zombie_attb3 =[ $attb3, zombie_attb4 ] {ai_face();}; +void() zombie_attb4 =[ $attb4, zombie_attb5 ] {ai_face();}; +void() zombie_attb5 =[ $attb5, zombie_attb6 ] {ai_face();}; +void() zombie_attb6 =[ $attb6, zombie_attb7 ] {ai_face();}; +void() zombie_attb7 =[ $attb7, zombie_attb8 ] {ai_face();}; +void() zombie_attb8 =[ $attb8, zombie_attb9 ] {ai_face();}; +void() zombie_attb9 =[ $attb9, zombie_attb10 ] {ai_face();}; +void() zombie_attb10 =[ $attb10, zombie_attb11 ] {ai_face();}; +void() zombie_attb11 =[ $attb11, zombie_attb12 ] {ai_face();}; +void() zombie_attb12 =[ $attb12, zombie_attb13 ] {ai_face();}; +void() zombie_attb13 =[ $attb13, zombie_attb14 ] {ai_face();}; +void() zombie_attb14 =[ $attb13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -24 29');}; + +void() zombie_attc1 =[ $attc1, zombie_attc2 ] {ai_face();}; +void() zombie_attc2 =[ $attc2, zombie_attc3 ] {ai_face();}; +void() zombie_attc3 =[ $attc3, zombie_attc4 ] {ai_face();}; +void() zombie_attc4 =[ $attc4, zombie_attc5 ] {ai_face();}; +void() zombie_attc5 =[ $attc5, zombie_attc6 ] {ai_face();}; +void() zombie_attc6 =[ $attc6, zombie_attc7 ] {ai_face();}; +void() zombie_attc7 =[ $attc7, zombie_attc8 ] {ai_face();}; +void() zombie_attc8 =[ $attc8, zombie_attc9 ] {ai_face();}; +void() zombie_attc9 =[ $attc9, zombie_attc10 ] {ai_face();}; +void() zombie_attc10 =[ $attc10, zombie_attc11 ] {ai_face();}; +void() zombie_attc11 =[ $attc11, zombie_attc12 ] {ai_face();}; +void() zombie_attc12 =[ $attc12, zombie_run1 ] {ai_face();ZombieFireGrenade('-12 -19 29');}; + +void() zombie_missile = +{ + local float r; + + r = random(); + + if (r < 0.3) + zombie_atta1 (); + else if (r < 0.6) + zombie_attb1 (); + else + zombie_attc1 (); +}; + + +/* +============================================================================= + +PAIN + +============================================================================= +*/ + +void() zombie_paina1 =[ $paina1, zombie_paina2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);}; +void() zombie_paina2 =[ $paina2, zombie_paina3 ] {ai_painforward(3);}; +void() zombie_paina3 =[ $paina3, zombie_paina4 ] {ai_painforward(1);}; +void() zombie_paina4 =[ $paina4, zombie_paina5 ] {ai_pain(1);}; +void() zombie_paina5 =[ $paina5, zombie_paina6 ] {ai_pain(3);}; +void() zombie_paina6 =[ $paina6, zombie_paina7 ] {ai_pain(1);}; +void() zombie_paina7 =[ $paina7, zombie_paina8 ] {}; +void() zombie_paina8 =[ $paina8, zombie_paina9 ] {}; +void() zombie_paina9 =[ $paina9, zombie_paina10 ] {}; +void() zombie_paina10 =[ $paina10, zombie_paina11 ] {}; +void() zombie_paina11 =[ $paina11, zombie_paina12 ] {}; +void() zombie_paina12 =[ $paina12, zombie_run1 ] {}; + +void() zombie_painb1 =[ $painb1, zombie_painb2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);}; +void() zombie_painb2 =[ $painb2, zombie_painb3 ] {ai_pain(2);}; +void() zombie_painb3 =[ $painb3, zombie_painb4 ] {ai_pain(8);}; +void() zombie_painb4 =[ $painb4, zombie_painb5 ] {ai_pain(6);}; +void() zombie_painb5 =[ $painb5, zombie_painb6 ] {ai_pain(2);}; +void() zombie_painb6 =[ $painb6, zombie_painb7 ] {}; +void() zombie_painb7 =[ $painb7, zombie_painb8 ] {}; +void() zombie_painb8 =[ $painb8, zombie_painb9 ] {}; +void() zombie_painb9 =[ $painb9, zombie_painb10 ] {sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);}; +void() zombie_painb10 =[ $painb10, zombie_painb11 ] {}; +void() zombie_painb11 =[ $painb11, zombie_painb12 ] {}; +void() zombie_painb12 =[ $painb12, zombie_painb13 ] {}; +void() zombie_painb13 =[ $painb13, zombie_painb14 ] {}; +void() zombie_painb14 =[ $painb14, zombie_painb15 ] {}; +void() zombie_painb15 =[ $painb15, zombie_painb16 ] {}; +void() zombie_painb16 =[ $painb16, zombie_painb17 ] {}; +void() zombie_painb17 =[ $painb17, zombie_painb18 ] {}; +void() zombie_painb18 =[ $painb18, zombie_painb19 ] {}; +void() zombie_painb19 =[ $painb19, zombie_painb20 ] {}; +void() zombie_painb20 =[ $painb20, zombie_painb21 ] {}; +void() zombie_painb21 =[ $painb21, zombie_painb22 ] {}; +void() zombie_painb22 =[ $painb22, zombie_painb23 ] {}; +void() zombie_painb23 =[ $painb23, zombie_painb24 ] {}; +void() zombie_painb24 =[ $painb24, zombie_painb25 ] {}; +void() zombie_painb25 =[ $painb25, zombie_painb26 ] {ai_painforward(1);}; +void() zombie_painb26 =[ $painb26, zombie_painb27 ] {}; +void() zombie_painb27 =[ $painb27, zombie_painb28 ] {}; +void() zombie_painb28 =[ $painb28, zombie_run1 ] {}; + +void() zombie_painc1 =[ $painc1, zombie_painc2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);}; +void() zombie_painc2 =[ $painc2, zombie_painc3 ] {}; +void() zombie_painc3 =[ $painc3, zombie_painc4 ] {ai_pain(3);}; +void() zombie_painc4 =[ $painc4, zombie_painc5 ] {ai_pain(1);}; +void() zombie_painc5 =[ $painc5, zombie_painc6 ] {}; +void() zombie_painc6 =[ $painc6, zombie_painc7 ] {}; +void() zombie_painc7 =[ $painc7, zombie_painc8 ] {}; +void() zombie_painc8 =[ $painc8, zombie_painc9 ] {}; +void() zombie_painc9 =[ $painc9, zombie_painc10 ] {}; +void() zombie_painc10 =[ $painc10, zombie_painc11 ] {}; +void() zombie_painc11 =[ $painc11, zombie_painc12 ] {ai_painforward(1);}; +void() zombie_painc12 =[ $painc12, zombie_painc13 ] {ai_painforward(1);}; +void() zombie_painc13 =[ $painc13, zombie_painc14 ] {}; +void() zombie_painc14 =[ $painc14, zombie_painc15 ] {}; +void() zombie_painc15 =[ $painc15, zombie_painc16 ] {}; +void() zombie_painc16 =[ $painc16, zombie_painc17 ] {}; +void() zombie_painc17 =[ $painc17, zombie_painc18 ] {}; +void() zombie_painc18 =[ $painc18, zombie_run1 ] {}; + +void() zombie_paind1 =[ $paind1, zombie_paind2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);}; +void() zombie_paind2 =[ $paind2, zombie_paind3 ] {}; +void() zombie_paind3 =[ $paind3, zombie_paind4 ] {}; +void() zombie_paind4 =[ $paind4, zombie_paind5 ] {}; +void() zombie_paind5 =[ $paind5, zombie_paind6 ] {}; +void() zombie_paind6 =[ $paind6, zombie_paind7 ] {}; +void() zombie_paind7 =[ $paind7, zombie_paind8 ] {}; +void() zombie_paind8 =[ $paind8, zombie_paind9 ] {}; +void() zombie_paind9 =[ $paind9, zombie_paind10 ] {ai_pain(1);}; +void() zombie_paind10 =[ $paind10, zombie_paind11 ] {}; +void() zombie_paind11 =[ $paind11, zombie_paind12 ] {}; +void() zombie_paind12 =[ $paind12, zombie_paind13 ] {}; +void() zombie_paind13 =[ $paind13, zombie_run1 ] {}; + +void() zombie_paine1 =[ $paine1, zombie_paine2 ] { +sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM); +self.health = 60; +}; +void() zombie_paine2 =[ $paine2, zombie_paine3 ] {ai_pain(8);}; +void() zombie_paine3 =[ $paine3, zombie_paine4 ] {ai_pain(5);}; +void() zombie_paine4 =[ $paine4, zombie_paine5 ] {ai_pain(3);}; +void() zombie_paine5 =[ $paine5, zombie_paine6 ] {ai_pain(1);}; +void() zombie_paine6 =[ $paine6, zombie_paine7 ] {ai_pain(2);}; +void() zombie_paine7 =[ $paine7, zombie_paine8 ] {ai_pain(1);}; +void() zombie_paine8 =[ $paine8, zombie_paine9 ] {ai_pain(1);}; +void() zombie_paine9 =[ $paine9, zombie_paine10 ] {ai_pain(2);}; +void() zombie_paine10 =[ $paine10, zombie_paine11 ] { +sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM); +self.solid = SOLID_NOT; +}; +void() zombie_paine11 =[ $paine11, zombie_paine12 ] {self.nextthink = time + 5;self.health = 60;}; +void() zombie_paine12 =[ $paine12, zombie_paine13 ]{ +// see if ok to stand up +self.health = 60; +sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE); +self.solid = SOLID_SLIDEBOX; +if (!walkmove (0, 0)) +{ + self.think = zombie_paine11; + self.solid = SOLID_NOT; + return; +} +}; +void() zombie_paine13 =[ $paine13, zombie_paine14 ] {}; +void() zombie_paine14 =[ $paine14, zombie_paine15 ] {}; +void() zombie_paine15 =[ $paine15, zombie_paine16 ] {}; +void() zombie_paine16 =[ $paine16, zombie_paine17 ] {}; +void() zombie_paine17 =[ $paine17, zombie_paine18 ] {}; +void() zombie_paine18 =[ $paine18, zombie_paine19 ] {}; +void() zombie_paine19 =[ $paine19, zombie_paine20 ] {}; +void() zombie_paine20 =[ $paine20, zombie_paine21 ] {}; +void() zombie_paine21 =[ $paine21, zombie_paine22 ] {}; +void() zombie_paine22 =[ $paine22, zombie_paine23 ] {}; +void() zombie_paine23 =[ $paine23, zombie_paine24 ] {}; +void() zombie_paine24 =[ $paine24, zombie_paine25 ] {}; +void() zombie_paine25 =[ $paine25, zombie_paine26 ] {ai_painforward(5);}; +void() zombie_paine26 =[ $paine26, zombie_paine27 ] {ai_painforward(3);}; +void() zombie_paine27 =[ $paine27, zombie_paine28 ] {ai_painforward(1);}; +void() zombie_paine28 =[ $paine28, zombie_paine29 ] {ai_pain(1);}; +void() zombie_paine29 =[ $paine29, zombie_paine30 ] {}; +void() zombie_paine30 =[ $paine30, zombie_run1 ] {}; + +void() zombie_die = +{ + sound (self, CHAN_VOICE, "zombie/z_gib.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_zombie.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); +}; + +/* +================= +zombie_pain + +Zombies can only be killed (gibbed) by doing 60 hit points of damage +in a single frame (rockets, grenades, quad shotgun, quad nailgun). + +A hit of 25 points or more (super shotgun, quad nailgun) will allways put it +down to the ground. + +A hit of from 10 to 40 points in one frame will cause it to go down if it +has been twice in two seconds, otherwise it goes into one of the four +fast pain frames. + +A hit of less than 10 points of damage (winged by a shotgun) will be ignored. + +FIXME: don't use pain_finished because of nightmare hack +================= +*/ +void(entity attacker, float take) zombie_pain = +{ + local float r; + + self.health = 60; // allways reset health + + if (take < 9) + return; // totally ignore + + if (self.inpain == 2) + return; // down on ground, so don't reset any counters + +// go down immediately if a big enough hit + if (take >= 25) + { + self.inpain = 2; + zombie_paine1 (); + return; + } + + if (self.inpain) + { +// if hit again in next gre seconds while not in pain frames, definately drop + self.pain_finished = time + 3; + return; // currently going through an animation, don't change + } + + if (self.pain_finished > time) + { +// hit again, so drop down + self.inpain = 2; + zombie_paine1 (); + return; + } + +// gp into one of the fast pain animations + self.inpain = 1; + + r = random(); + if (r < 0.25) + zombie_paina1 (); + else if (r < 0.5) + zombie_painb1 (); + else if (r < 0.75) + zombie_painc1 (); + else + zombie_paind1 (); +}; + +//============================================================================ + +/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified ambush + +If crucified, stick the bounding box 12 pixels back into a wall to look right. +*/ +void() monster_zombie = +{ + if (deathmatch) + { + remove(self); + return; + } + + precache_model ("progs/zombie.mdl"); + precache_model ("progs/h_zombie.mdl"); + precache_model ("progs/zom_gib.mdl"); + + precache_sound ("zombie/z_idle.wav"); + precache_sound ("zombie/z_idle1.wav"); + precache_sound ("zombie/z_shot1.wav"); + precache_sound ("zombie/z_gib.wav"); + precache_sound ("zombie/z_pain.wav"); + precache_sound ("zombie/z_pain1.wav"); + precache_sound ("zombie/z_fall.wav"); + precache_sound ("zombie/z_miss.wav"); + precache_sound ("zombie/z_hit.wav"); + precache_sound ("zombie/idle_w2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/zombie.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 60; + + self.th_stand = zombie_stand1; + self.th_walk = zombie_walk1; + self.th_run = zombie_run1; + self.th_pain = zombie_pain; + self.th_die = zombie_die; + self.th_missile = zombie_missile; + + if (self.spawnflags & SPAWN_CRUCIFIED) + { + self.movetype = MOVETYPE_NONE; + zombie_cruc1 (); + } + else + walkmonster_start(); +};