/* server/ai/dog_core.qc dog things Copyright (C) 2021-2024 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ void() Dog_Think; void() Dog_Death; // DOG RUN // 0-6 $frame dogrun1 dogrun2 dogrun3 dogrun4 dogrun5 dogrun6 dogrun7 void() dog_runanim =[ $dogrun1, dog_runanim2 ] {Dog_Think();Zombie_Walk(30);self.frame = 0;}; void() dog_runanim2 =[ $dogrun2, dog_runanim3 ] {Dog_Think();Zombie_Walk(20);self.frame = 1;}; void() dog_runanim3 =[ $dogrun3, dog_runanim4 ] {Dog_Think();Zombie_Walk(20);self.frame = 2;zombie_footstep();}; void() dog_runanim4 =[ $dogrun4, dog_runanim5 ] {Dog_Think();Zombie_Walk(20);self.frame = 3;}; void() dog_runanim5 =[ $dogrun5, dog_runanim6 ] {Dog_Think();Zombie_Walk(20);self.frame = 4;}; void() dog_runanim6 =[ $dogrun6, dog_runanim7 ] {Dog_Think();Zombie_Walk(20);self.frame = 5;}; void() dog_runanim7 =[ $dogrun7, Dog_Walk_Setup ] {Dog_Think();Zombie_Walk(20);self.frame = 6;zombie_footstep();}; // DOG WALK // 7-18 $frame dogwalk1 dogwalk2 dogwalk3 dogwalk4 dogwalk5 dogwalk6 dogwalk7 dogwalk8 dogwalk9 dogwalk10 dogwalk11 dogwalk12 void() dog_walkanim =[ $dogwalk1, dog_walkanim2 ] {Dog_Think();Zombie_Walk(10);self.frame = 7;}; void() dog_walkanim2 =[ $dogwalk2, dog_walkanim3 ] {Dog_Think();Zombie_Walk(10);self.frame = 8;zombie_footstep();}; void() dog_walkanim3 =[ $dogwalk3, dog_walkanim4 ] {Dog_Think();Zombie_Walk(10);self.frame = 9;}; void() dog_walkanim4 =[ $dogwalk4, dog_walkanim5 ] {Dog_Think();Zombie_Walk(10);self.frame = 10;}; void() dog_walkanim5 =[ $dogwalk5, dog_walkanim6 ] {Dog_Think();Zombie_Walk(10);self.frame = 11;}; void() dog_walkanim6 =[ $dogwalk6, dog_walkanim7 ] {Dog_Think();Zombie_Walk(10);self.frame = 12;}; void() dog_walkanim7 =[ $dogwalk7, dog_walkanim8 ] {Dog_Think();Zombie_Walk(10);self.frame = 13;zombie_footstep();}; void() dog_walkanim8 =[ $dogwalk8, dog_walkanim9 ] {Dog_Think();Zombie_Walk(10);self.frame = 14;}; void() dog_walkanim9 =[ $dogwalk9, dog_walkanim10 ] {Dog_Think();Zombie_Walk(10);self.frame = 15;}; void() dog_walkanim10 =[ $dogwalk10, dog_walkanim11 ] {Dog_Think();Zombie_Walk(10);self.frame = 16;}; void() dog_walkanim11 =[ $dogwalk11, dog_walkanim12 ] {Dog_Think();Zombie_Walk(10);self.frame = 17;}; void() dog_walkanim12 =[ $dogwalk12, Dog_Walk_Setup ] {Dog_Think();Zombie_Walk(10);self.frame = 18;}; // DOG IDLE // 19-24 $frame dogstand1 dogstand2 dogstand3 dogstand4 dogstand5 dogstand6 void() dog_idleanim =[ $dogstand1, dog_idleanim2 ] {Dog_Think();self.frame = 19;}; void() dog_idleanim2 =[ $dogstand2, dog_idleanim3 ] {Dog_Think();self.frame = 20;}; void() dog_idleanim3 =[ $dogstand3, dog_idleanim4 ] {Dog_Think();self.frame = 21;}; void() dog_idleanim4 =[ $dogstand4, dog_idleanim5 ] {Dog_Think();self.frame = 22;}; void() dog_idleanim5 =[ $dogstand5, dog_idleanim6 ] {Dog_Think();self.frame = 23;}; void() dog_idleanim6 =[ $dogstand6, dog_idleanim ] {Dog_Think();self.frame = 24;}; // DOG MELEE // 25-34 $frame dogmelee1 dogmelee2 dogmelee3 dogmelee4 dogmelee5 dogmelee6 dogmelee7 dogmelee8 dogmelee9 dogmelee10 void() dog_meleeanim =[ $dogmelee1, dog_meleeanim2 ] {Dog_Think(); makevectors(self.angles); self.velocity += v_forward * 50; self.frame = 26;}; void() dog_meleeanim2 =[ $dogmelee2, dog_meleeanim3 ] {Dog_Think();Zombie_Walk(0);self.frame = 28;sound(self, CHAN_VOICE, "sounds/hound/a0.wav", 1, ATTN_NORM);}; void() dog_meleeanim3 =[ $dogmelee3, dog_meleeanim4 ] {Dog_Think();Zombie_Walk(0);zombie_attack2();self.frame = 30;}; void() dog_meleeanim4 =[ $dogmelee4, dog_meleeanim5 ] {Dog_Think();Zombie_Walk(0);self.frame = 32;}; void() dog_meleeanim5 =[ $dogmelee5, dog_runanim ] {Dog_Think();Zombie_Walk(0);self.frame = 34;}; // DOG DEATH // 35 - 36 $frame dogdeath1 dogdeath2 void() dog_deathanim =[ $dogdeath1, dog_deathanim2 ] {self.frame = 35;}; void() dog_deathanim2 =[ $dogdeath2, SUB_Null ] {self.nextthink = time + 3; self.think = removeZombie; self.frame = 36;}; // DOG LIGHTNING SPAWN // 1-13 $frame dls1 dls2 dls3 dls4 dls5 dls6 dls7 dls8 dls9 dls10 dls11 dls12 dls13 void() dog_lightninganim =[ $dls1, dog_lightninganim2 ] {self.frame = 1;}; void() dog_lightninganim2 =[ $dls2, dog_lightninganim3 ] {self.frame = 2;}; void() dog_lightninganim3 =[ $dls3, dog_lightninganim4 ] {self.frame = 3;}; void() dog_lightninganim4 =[ $dls4, dog_lightninganim5 ] {self.frame = 4;}; void() dog_lightninganim5 =[ $dls5, dog_lightninganim6 ] {self.frame = 5;}; void() dog_lightninganim6 =[ $dls6, dog_lightninganim7 ] {self.frame = 6;}; void() dog_lightninganim7 =[ $dls7, dog_lightninganim8 ] {self.frame = 7;}; void() dog_lightninganim8 =[ $dls8, dog_lightninganim9 ] {self.frame = 8;}; void() dog_lightninganim9 =[ $dls9, dog_lightninganim10 ] {self.frame = 9;}; void() dog_lightninganim10 =[ $dls10, dog_lightninganim11 ] {self.frame = 10;}; void() dog_lightninganim11 =[ $dls11, dog_lightninganim12 ] {self.frame = 11;}; void() dog_lightninganim12 =[ $dls12, dog_lightninganim13 ] {self.frame = 12;}; void() dog_lightninganim13 =[ $dls13, SUB_Null ] {self.frame = 13; remove(self);}; // DOG EXPLODE SPRITE // 1-5 $frame des1 des2 des3 des4 des5 des6 void() dog_explodeanim =[ $des1, dog_explodeanim2 ] {self.frame = 1;}; void() dog_explodeanim2 =[ $des2, dog_explodeanim3 ] {self.frame = 2;}; void() dog_explodeanim3 =[ $des3, dog_explodeanim4 ] {self.frame = 3;}; void() dog_explodeanim4 =[ $des4, dog_explodeanim5 ] {self.frame = 4;}; void() dog_explodeanim5 =[ $des5, dog_explodeanim6 ] {self.frame = 5;}; void() dog_explodeanim6 =[ $des5, SUB_Null ] {removeZombie();}; void() Dog_Walk_Setup = { if (self.walktype == 1) dog_walkanim(); else dog_runanim(); }; // // Dog_Taunt() // Plays some random Taunt sounds // void() Dog_Taunt = { if (self.sound_time > time) return; self.sound_time = time + 3 * random(); if (random() > 0.5) sound(self, CHAN_VOICE, "sounds/hound/t0.wav", 1, ATTN_NORM); else sound(self, CHAN_VOICE, "sounds/hound/t1.wav", 1, ATTN_NORM); } void() Dog_Think = { Dog_Taunt(); // Hellhounds begin to run whenever their target is in their line of sight. // So perform a tracemove and see if it hits it if (self.ads_release == 0) { #ifdef FTE float result = tracemove(self.origin, VEC_HULL_MIN, VEC_HULL_MAX, self.enemy.origin, TRUE, self); #else float result = tracemove_fake(self.origin, VEC_HULL_MIN, VEC_HULL_MAX, self.enemy.origin, TRUE, self); #endif // FTE self.ads_release = result; } // Stalk... if (self.ads_release == 0) self.walktype = 1; // Charge... else self.walktype = 2; // Play particles if we're on fire if (self.onfire) { Effect_Fire(self.origin); } } float dogCount; void(entity ent) Dog_Death_Cleanup = { // Already dead if(ent.aistatus == "0") { return; } ent.aistatus = "0"; ent.solid = SOLID_NOT; ent.movetype = MOVETYPE_NONE; ent.takedamage = DAMAGE_NO; sound(ent, 5, "sounds/null.wav", 1, ATTN_NORM); ent.usedent = world; ent.health = 0; Remaining_Zombies = Remaining_Zombies - 1; dogCount -= 1; } void() Dog_Death = { Dog_Death_Cleanup(self); play_sound_z(3); //Gotta' make sure we set it back down instead of glitching it up, yo' if(self.s_time > 0 && sounds_playing > 0) { sounds_playing --; self.s_time = 0; } if(rounds == dogRound && Remaining_Zombies == 0) { Spawn_Powerup(self.origin, PU_MAXAMMO); } if (self.onfire || self.electro_targeted) { self.frame = 0; setmodel(self, "models/sprites/explosion.spr"); sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM); dog_explodeanim(); } else { dog_deathanim(); } sound(self, CHAN_BODY, "sounds/hound/d0.wav", 1, ATTN_NORM); self.onfire = 0; self.ads_release = 0; spawn_time = time + zombie_spawn_delay; }; // DOG WAFFE DEATH // 37-46 void() dog_die_wunder1 =[ 37, dog_die_wunder2 ] {tesla_arc();}; void() dog_die_wunder2 =[ 38, dog_die_wunder3 ] {tesla_arc();}; void() dog_die_wunder3 =[ 39, dog_die_wunder4 ] {tesla_arc();}; void() dog_die_wunder4 =[ 40, dog_die_wunder5 ] {tesla_arc();}; void() dog_die_wunder5 =[ 41, dog_die_wunder6 ] {tesla_arc();}; void() dog_die_wunder6 =[ 42, dog_die_wunder7 ] {tesla_arc();}; void() dog_die_wunder7 =[ 43, dog_die_wunder8 ] {tesla_arc();}; void() dog_die_wunder8 =[ 44, dog_die_wunder9 ] {tesla_arc();}; void() dog_die_wunder9 =[ 45, dog_die_wunder10 ] {tesla_arc();}; void() dog_die_wunder10 =[ 46, SUB_Null ] {tesla_arc(); self.iszomb=0; self.nextthink=time+3; self.think=removeZombie;}; void() Dog_Death_Tesla = { Dog_Death_Cleanup(self); // TODO - place tesla spark correctly tesla_spark(self.origin); if(rounds == dogRound && Remaining_Zombies == 0) { Spawn_Powerup(self.origin, PU_MAXAMMO); } dog_die_wunder1(); }; // // Dog_FindEnemy() // Hellhounds are assigned an enemy at start, // based on how many Hounds are stalking each // player already. // entity() Dog_FindEnemy = { entity least_targeted_player = world; // Assume that if this is being called again, stop hunting // currently selected client if (self.enemy != world) { self.enemy.hunt_count--; self.ads_release = 0; } // Grab every player in the World entity players = find(world, classname, "player"); while(players != world) { // Don't target players in Last Stand if (!players.downed) { // Init least_targeted_player if (least_targeted_player == world) least_targeted_player = players; // This player has less dogs following them than the last, // make this our new golden goose. if (players.hunt_count < least_targeted_player.hunt_count) least_targeted_player = players; } players = find(players, classname, "player"); } // Return the player we found if (least_targeted_player != world) { least_targeted_player.hunt_count++; return least_targeted_player; } // Couldn't find a player, go lurk at a spawn point return find(world, classname, "info_player_1_spawn"); } // // Dog_GetHealth() // Returns the amount of health Hellhounds // should have. // float() Dog_GetHealth = { switch(dog_round_count) { case 1: return 400; case 2: return 900; case 3: return 1300; default: return 1600; } return 1600; } void(entity where) spawn_a_dogB = { local entity sdog;//USED FOR WHAT TO SPAWN sdog = getFreeZombieEnt(); if(sdog == world) { return; } sdog.origin = where.origin; sdog.frame = 0; sdog.target = where.target; sdog.solid = SOLID_CORPSE; sdog.movetype = MOVETYPE_WALK; setmodel(sdog, "models/ai/dog.mdl"); sdog.hop_step = 0; sdog.gravity = 1.0; sdog.mins = '-16 -16 -32'; sdog.maxs = '16 16 4'; setsize (sdog, sdog.mins, sdog.maxs); if(pointcontents(sdog.origin - '0 0 36') == -2) { while(pointcontents (sdog.origin - '0 0 36') == -2) { sdog.origin = sdog.origin + '0 0 1'; setorigin(sdog,sdog.origin ); } } sdog.classname = "ai_dog"; sdog.aistatus = "1"; setorigin (sdog.goaldummy, '0 0 0'); sdog.origin_z = sdog.origin_z + 1; sdog.takedamage = DAMAGE_YES; setorigin(sdog, sdog.origin); sdog.flags = sdog.flags | FL_PARTIALGROUND | FL_MONSTER; sdog.spawnflags = where.spawnflags; sdog.spawnflags = sdog.spawnflags | 1; sdog.ideal_yaw = sdog.angles_y; sdog.yaw_speed = 20; sdog.health = Dog_GetHealth(); sdog.th_die = Dog_Death; sdog.th_walk = Dog_Walk_Setup; sdog.outside = FALSE; sdog.iszomb = 1; sdog.onfire = (random() > 0.5); sdog.th_melee = dog_meleeanim; sdog.th_idle = dog_idleanim; sdog.th_diewunder = Dog_Death_Tesla; sdog.enemy = Dog_FindEnemy(); sdog.electro_targeted = 0; SetZombieWalk(sdog); sdog.reload_delay = 30 + time;//save floats, equals respawn time. local entity old_self; old_self = self; self = sdog; //droptofloor(); self.th_walk(); self = old_self; }; void() dogsprite_think = { self.frame++; if (self.frame >= 3) self.frame = 0; // suicide timer! if(self.ltime < time) { spawn_a_dogB(self.owner); remove(self); } self.nextthink = time + 0.05; } void(entity where) spawn_dog_lightning = { local entity tempe; local entity doglight; local entity dogsprite; // lightning model doglight = spawn(); setmodel(doglight, "models/ai/dog_lightning.mdl"); setorigin(doglight, where.origin - '0 0 20'); tempe = self; self = doglight; dog_lightninganim(); self = tempe; // lightning sprite dogsprite = spawn(); setmodel(dogsprite, "models/sprites/lightning.spr"); setorigin(dogsprite, where.origin); dogsprite.owner = where; dogsprite.think = dogsprite_think; dogsprite.nextthink = time + 0.05; dogsprite.ltime = time + 1.3; // we use ltime here to be out remove timer, // since using frames interrupts think() sound(self, CHAN_AUTO, "sounds/misc/electric_bolt.wav", 1, ATTN_NONE); } float() spawn_a_dogA = { local float pcount; local entity thing, szombie; local float FAIL; FAIL = false; pcount = 0; szombie = getFreeZombieEnt(); if(szombie == world || dogCount >= (2 * (player_count + 1))) { return 0; } lastspawn = find(lastspawn, classname, "spawn_dog"); while (random() < 0.4) { lastspawn = find(lastspawn, classname, "spawn_dog"); } while(lastspawn) { thing = findradius(lastspawn.origin, 60); while (thing) { pcount = 0; if (thing.classname == "ai_dog") { pcount = 1; break; } thing = thing.chain; } if (!pcount && random() < 0.6) { //spawn_a_dogB(lastspawn); spawn_dog_lightning(lastspawn); dogCount++; spawn_time = time + zombie_spawn_delay; return true; } lastspawn = find(lastspawn, classname, "spawn_dog"); } return 0; //no free locations fround }; void() spawn_dog = { precache_model("models/ai/dog.mdl"); precache_model("models/ai/dog_lightning.mdl"); precache_model("models/sprites/lightning.spr"); precache_model("models/sprites/explosion.spr"); precache_sound("sounds/rounds/droundend.wav"); precache_sound("sounds/rounds/droundstart.wav"); precache_sound("sounds/misc/electric_bolt.wav"); precache_sound("sounds/hound/d0.wav"); precache_sound("sounds/hound/a0.wav"); precache_sound("sounds/hound/t0.wav"); precache_sound("sounds/hound/t1.wav"); setsize(self, '0 0 0', '0 0 0'); if (self.spawnflags & INACTIVE) { if (cvar("developer")) setmodel(self, "models/player.mdl"); self.classname = "spawn_dog_in"; } else { if (cvar("developer")) setmodel(self, "models/ai/dog.mdl"); self.classname = "spawn_dog"; } self.solid = SOLID_NOT; };