mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-18 00:11:55 +00:00
c69d233c71
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1144 fc73d0e0-1445-4013-8a0c-d673dee63da5
319 lines
8.4 KiB
C++
319 lines
8.4 KiB
C++
/*
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==============================================================================
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WIZARD
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==============================================================================
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*/
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$cd id1/models/a_wizard
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$origin 0 0 24
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$base wizbase
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$skin wizbase
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$frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8
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$frame hover9 hover10 hover11 hover12 hover13 hover14 hover15
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$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10
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$frame fly11 fly12 fly13 fly14
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$frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7
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$frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13
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$frame pain1 pain2 pain3 pain4
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$frame death1 death2 death3 death4 death5 death6 death7 death8
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/*
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==============================================================================
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WIZARD
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If the player moves behind cover before the missile is launched, launch it
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at the last visible spot with no velocity leading, in hopes that the player
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will duck back out and catch it.
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==============================================================================
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*/
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void() wiz_run1;
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void() wiz_side1;
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/*
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=================
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WizardCheckAttack
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=================
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*/
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float(float enemy_range) WizardCheckAttack =
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{
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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if (time < self.attack_finished)
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return FALSE;
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if (enemy_range == RANGE_FAR)
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{
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if (self.attack_state != AS_STRAIGHT)
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{
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self.attack_state = AS_STRAIGHT;
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wiz_run1 ();
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}
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return FALSE;
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}
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targ = self.enemy;
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// see if any entities are in the way of the shot
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, FALSE, self);
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if (trace_ent != targ)
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{ // don't have a clear shot, so move to a side
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if (self.attack_state != AS_STRAIGHT)
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{
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self.attack_state = AS_STRAIGHT;
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wiz_run1 ();
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}
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return FALSE;
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}
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if (enemy_range == RANGE_MELEE)
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chance = 0.9;
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else if (enemy_range == RANGE_NEAR)
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chance = 0.6;
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else if (enemy_range == RANGE_MID)
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chance = 0.2;
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else
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chance = 0;
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if (random () < chance)
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{
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self.attack_state = AS_MISSILE;
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return TRUE;
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}
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if (enemy_range == RANGE_MID)
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{
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if (self.attack_state != AS_STRAIGHT)
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{
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self.attack_state = AS_STRAIGHT;
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wiz_run1 ();
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}
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}
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else
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{
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if (self.attack_state != AS_SLIDING)
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{
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self.attack_state = AS_SLIDING;
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wiz_side1 ();
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}
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}
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return FALSE;
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};
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/*
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=================
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WizardAttackFinished
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=================
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*/
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void() WizardAttackFinished =
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{
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if (range(self.enemy) >= RANGE_MID || !visible(self.enemy))
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{
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self.attack_state = AS_STRAIGHT;
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self.think = wiz_run1;
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}
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else
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{
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self.attack_state = AS_SLIDING;
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self.think = wiz_side1;
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}
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};
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/*
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==============================================================================
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FAST ATTACKS
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==============================================================================
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*/
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void(float side) Wiz_FastFire =
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{
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local vector org, vec;
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muzzleflash();
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sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
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makevectors (self.angles);
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org = self.origin + '0 0 30' + v_forward*14 + v_right*side*14;
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vec = normalize(self.enemy.origin - v_right*side*13 - org) * 600;
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PRJ_FireProjectile (self, "progs/w_spike.mdl", org, vec, PE_WIZSPIKE, 9, MOD_WIZARD, 6);
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};
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void() Wiz_idlesound =
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{
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local float wr;
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if (self.wizardidle < time)
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{
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wr = random();
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if (wr > 0.9)
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sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE);
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else if (wr < 0.3)
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sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE);
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self.wizardidle = time + 2;
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}
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return;
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};
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void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();};
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void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();};
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void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();};
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void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();};
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void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();};
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void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();};
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void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();};
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void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();};
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void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8);
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Wiz_idlesound();};
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void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);};
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void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);};
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void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);};
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void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);};
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void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);};
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void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);};
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void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);};
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void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8);
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Wiz_idlesound();};
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void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);};
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void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);};
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void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);};
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void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);};
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void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);};
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void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);};
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void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);};
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void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16);
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Wiz_idlesound();
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};
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void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);};
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void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);};
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void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);};
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void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);};
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void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);};
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void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);};
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void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);};
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void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);};
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void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);};
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void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);};
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void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);};
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void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);};
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void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);};
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void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();};
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void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();};
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void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();};
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void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();Wiz_FastFire(-1);};
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void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();};
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void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();};
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void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();};
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void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();};
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void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();Wiz_FastFire(1);};
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void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();};
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void() wiz_pain1 =[ $pain1, wiz_pain2 ] {};
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void() wiz_pain2 =[ $pain2, wiz_pain3 ] {};
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void() wiz_pain3 =[ $pain3, wiz_pain4 ] {};
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void() wiz_pain4 =[ $pain4, wiz_run1 ] {};
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void() wiz_death1 =[ $death1, wiz_death2 ] {
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self.velocity_x = -200 + 400*random();
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self.velocity_y = -200 + 400*random();
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self.velocity_z = 100 + 100*random();
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self.flags = self.flags - (self.flags & FL_ONGROUND);
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sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM);
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};
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void() wiz_death2 =[ $death2, wiz_death3 ] {};
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void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = SOLID_NOT;};
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void() wiz_death4 =[ $death4, wiz_death5 ] {};
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void() wiz_death5 =[ $death5, wiz_death6 ] {};
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void() wiz_death6 =[ $death6, wiz_death7 ] {};
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void() wiz_death7 =[ $death7, wiz_death8 ] {};
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void() wiz_death8 =[ $death8, wiz_death8 ] {};
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void() wiz_die =
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{
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// check for gib
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if (self.health < -40)
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{
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sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
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ThrowHead ("progs/h_wizard.mdl", self.health);
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ThrowGib ("progs/gib2.mdl", self.health);
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ThrowGib ("progs/gib2.mdl", self.health);
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ThrowGib ("progs/gib2.mdl", self.health);
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return;
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}
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wiz_death1 ();
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};
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void(entity attacker, float damage) Wiz_Pain =
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{
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sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM);
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if (random()*70 > damage)
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return; // didn't flinch
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wiz_pain1 ();
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};
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/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush
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*/
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void() monster_wizard =
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{
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if (deathmatch)
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{
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remove(self);
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return;
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}
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precache_model ("progs/wizard.mdl");
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precache_model ("progs/h_wizard.mdl");
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precache_model ("progs/w_spike.mdl");
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precache_sound ("wizard/hit.wav"); // used by c code
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precache_sound ("wizard/wattack.wav");
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precache_sound ("wizard/wdeath.wav");
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precache_sound ("wizard/widle1.wav");
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precache_sound ("wizard/widle2.wav");
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precache_sound ("wizard/wpain.wav");
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precache_sound ("wizard/wsight.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "progs/wizard.mdl");
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setsize (self, '-16 -16 -24', '16 16 40');
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self.health = 80;
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self.th_stand = wiz_stand1;
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self.th_walk = wiz_walk1;
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self.th_run = wiz_run1;
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self.th_missile = wiz_fast1;
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self.th_pain = Wiz_Pain;
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self.th_die = wiz_die;
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flymonster_start ();
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};
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