game-source/nqw/monsters.qc
2004-05-13 20:59:09 +00:00

205 lines
4.5 KiB
C++

/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
// name =[framenum, nexttime, nextthink] {code}
// expands to:
// name ()
// {
// self.frame=framenum;
// self.nextthink = time + nexttime;
// self.think = nextthink
// <code>
// };
/*
================
monster_use
Using a monster makes it angry at the current activator
================
*/
void() monster_use =
{
if (self.enemy)
return;
if (self.health <= 0)
return;
if (activator.items & IT_INVISIBILITY)
return;
if (activator.flags & FL_NOTARGET)
return;
if (activator.classname != "player")
return;
// delay reaction so if the monster is teleported, its sound is still heard
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget;
};
/*
================
monster_death_use
When a mosnter dies, it fires all of its targets with the current
enemy as activator.
================
*/
void() monster_death_use =
{
// fall to ground
self.flags &= ~(FL_FLY | 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 |= 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 = self.nextthink + 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 = self.nextthink + 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 |= 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 = self.nextthink + 0.5 * random ();
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 |= 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 = self.nextthink + random () * 0.5;
};
void() swimmonster_start =
{
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random () * 0.5;
self.think = swimmonster_start_go;
total_monsters = total_monsters + 1;
};