game-source/quake/wizard.qc
Timothy C. McGrath 9871fa2401 defs.qc: added killed_monsters_oldcount so I can keep track of how many
monsters were previously seen by the kill detection code in combat.qc.

combat.qc now has a while loop to determine how many kills it should update
the client with.

boss.qc has an adjustment to prevent the boss death from giving you 2 frags.

all the rest have adjustments to make killed_monsters++ on monster death,
assuming you have respawn_enabled set to 1, it will only count gibs. Otherwise
it should work normally.

This code is a little buggy, but Grievre wanted to see, so... *shrug*

Hikaru
2004-02-14 11:23:40 +00:00

415 lines
10 KiB
C++

/*
==============================================================================
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.
==============================================================================
*/
/*
=============
LaunchMissile
Sets the given entities velocity and angles so that it will hit self.enemy
if self.enemy maintains it's current velocity
0.1 is moderately accurate, 0.0 is totally accurate
=============
*/
void(entity missile, float mspeed, float accuracy) LaunchMissile =
{
local vector vec, move;
local float fly;
makevectors (self.angles);
// set missile speed
vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin;
// calc aproximate time for missile to reach vec
fly = vlen (vec) / mspeed;
// get the entities xy velocity
move = self.enemy.velocity;
move_z = 0;
// project the target forward in time
vec = vec + move * fly;
vec = normalize(vec);
vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5);
missile.velocity = vec * mspeed;
missile.angles = '0 0 0';
missile.angles_y = vectoyaw(missile.velocity);
// set missile duration
missile.nextthink = time + 5;
missile.think = SUB_Remove;
};
void() wiz_run1;
void() wiz_side1;
/*
=================
WizardCheckAttack
=================
*/
float() WizardCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
if (time < self.attack_finished)
return FALSE;
if (!enemy_vis)
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
=================
*/
float() WizardAttackFinished =
{
if (enemy_range >= RANGE_MID || !enemy_vis)
{
self.attack_state = AS_STRAIGHT;
self.think = wiz_run1;
}
else
{
self.attack_state = AS_SLIDING;
self.think = wiz_side1;
}
};
/*
==============================================================================
FAST ATTACKS
==============================================================================
*/
void() Wiz_FastFire =
{
local vector vec;
local vector dst;
if (self.owner.health > 0)
{
self.owner.effects |= EF_MUZZLEFLASH;
makevectors (self.enemy.angles);
dst = self.enemy.origin - 13*self.movedir;
vec = normalize(dst - self.origin);
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
launch_spike (self.origin, vec);
newmis.velocity = vec*600;
newmis.owner = self.owner;
newmis.classname = "wizspike";
setmodel (newmis, "progs/w_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
}
remove (self);
};
void() Wiz_StartFast =
{
local entity missile;
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
self.v_angle = self.angles;
makevectors (self.angles);
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 0.6;
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14);
missile.enemy = self.enemy;
missile.nextthink = time + 0.8;
missile.think = Wiz_FastFire;
missile.movedir = v_right;
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 1;
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14);
missile.enemy = self.enemy;
missile.nextthink = time + 0.3;
missile.think = Wiz_FastFire;
missile.movedir = VEC_ORIGIN - v_right;
};
void() Wiz_idlesound =
{
local float wr;
wr = random() * 5;
if (self.waitmin < time)
{
self.waitmin = time + 2;
if (wr > 4.5)
sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE);
if (wr < 1.5)
sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE);
}
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();Wiz_StartFast();};
void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();};
void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();};
void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();};
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();};
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 &= ~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 ] { bringback (); };
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);
killed_monsters++;
return;
}
if (!respawn_enabled)
killed_monsters++;
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 ();
};
void() Wiz_Missile =
{
wiz_fast1();
};
/*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_Missile;
self.th_pain = Wiz_Pain;
self.th_die = wiz_die;
savecritter ();
flymonster_start ();
};