prozac-qfcc/monsters.qc

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/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
#include "defs.qh"
#include "monsters.qh"
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// name =[framenum, nexttime, nextthink] {code}
// expands to:
// name ()
// {
// self.frame=framenum;
// self.nextthink = time + nexttime;
// self.think = nextthink
// <code>
// };
//- OfN -
entity (vector location, float life, float type) CreateWaypoint;
void (entity player) kill_his_demon;
string(entity themonster) GetMonsterName;
/*
=============
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
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if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
return TRUE;
return FALSE;
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};
//CH so you can check other then self
float (entity targ, entity check) visible2 =
{
local vector spot1, spot2;
spot1 = check.origin + check.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, TRUE, check); // see through other monsters
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if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
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if (trace_fraction == 1 && trace_endpos == spot2) //CH just extra check
return TRUE;
return FALSE;
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};
//- OfN - Used for haxxx and sentrygun targetting
float (entity targ, entity check) visible2x =
{
local vector spot1, spot2;
spot1 = check.origin + check.view_ofs;
spot2 = targ.origin + targ.view_ofs;
if (check.classname == "building_sentrygun" && (check.tf_items & NIT_TURRET))
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spot1 = check.origin + check.view_ofs - '0 0 20';
if (check.classname == "building_sentrygun" && !(check.tf_items & NIT_TURRET))
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spot1 = check.origin + check.view_ofs + '0 0 20';
traceline (spot1, spot2, TRUE, check); // see through other monsters
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if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
return TRUE;
return FALSE;
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};
//#ifndef COOP_MODE
#ifdef NEVER_DEFINED
/*
void() monster_ogre =
{
dremove(self);
};
void() monster_knight =
{
dremove(self);
};
void() monster_shambler =
{
dremove(self);
};
void() monster_demon1 =
{
dremove(self);
};
void() monster_wizard =
{
dremove(self);
};
void() monster_zombie =
{
dremove(self);
};
void() monster_dog =
{
dremove(self);
};
void() monster_hell_knight =
{
dremove(self);
};
void() monster_tarbaby =
{
dremove(self);
};
void() monster_vomit =
{
dremove(self);
};
void() monster_enforcer =
{
dremove(self);
};
void() monster_shalrath =
{
dremove(self);
};
void() monster_dragon =
{
dremove(self);
};
void() monster_army =
{
dremove(self);
};
*/
/*
==============================================================================
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() t_movetarget;
void() movetarget_f =
{
if (!self.targetname)
objerror ("monster_movetarget: no targetname");
self.solid = SOLID_TRIGGER;
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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 =
{
if (CheckExistence() == FALSE)
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{
dremove(self);
return;
}
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
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*/
/*
//RPrint ("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;
}
};
float(float v) anglemod =
{
while (v >= 360)
v = v - 360;
while (v < 0)
v = v + 360;
return v;
};
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;
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if (r < 500)
return RANGE_NEAR;
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if (r < 1000)
return RANGE_MID;
return RANGE_FAR;
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};
*/
/*
=============
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;
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}
return FALSE;
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};
//============================================================================
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
};
/*
===========
FindTarget
Self is currently not attacking anything, so try to find a target
Returns TRUE if an enemy was sighted
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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 =
{
//WK THIS CODE IS DEF-ed out!!
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/* WK Replace this with the code from sentry
local entity client;
client = checkclient ();
if (!client)
return FALSE; // current check entity isn't in PVS
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if (client.flags & FL_NOTARGET)
return FALSE;
if (client.items & IT_INVISIBILITY)
return FALSE;
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if (!visible (client))
return FALSE;
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if (client.classname != "player")
return FALSE;
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self.enemy = client;
HuntTarget ();
return TRUE;
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*/
/*
local entity client;
local float r, gotone, loopc;
//WK Hack to get floating sentry working
if (self.tf_items & NIT_FLOATING_SENTRY) {
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self.origin_z = self.origin_z - 40;
}
// Try a few checks to make it react faster
r = 0;
loopc = 0;
gotone = FALSE;
while (loopc < 5 && gotone == FALSE) //WK 3
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{
client = checkclient();
gotone = TRUE;
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if (!client)
gotone = FALSE;
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/*
if (teamplay)
{
// Only attack enemies
if (client.team_no == self.team_no && self.team_no != 0)
gotone = FALSE;
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// Cant see Undercover spies
if (client.undercover_team == self.team_no && self.team_no != 0)
gotone = FALSE;
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}
// if (client == self.real_owner)
// gotone = FALSE;
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*/
/*
if (client.is_feigning)
gotone = FALSE;
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if (client.flags & FL_NOTARGET)
gotone = FALSE;
if (client.items & IT_INVISIBILITY)
gotone = FALSE;
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if (!visible (client))
gotone = FALSE;
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r = range (client);
if (r == RANGE_FAR)
gotone = FALSE;
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if (r == RANGE_NEAR)
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{
if (client.show_hostile < time && !infront (client))
gotone = FALSE;
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}
else if (r == RANGE_MID)
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{
if ( /* client.show_hostile < time || */ !infront (client))
/* gotone = FALSE;
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}
loopc = loopc + 1;
if (gotone) loopc = 1000;
}
if (!gotone)
return FALSE;
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// Found a Target
self.enemy = client;
if (self.enemy.classname != "player")
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = world;
return FALSE;
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}
}
HuntTarget ();
return TRUE;
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};*/
#endif
void() FoundTarget;
/*
================
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)
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return;
if (activator.flags & FL_NOTARGET)
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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;
};
/*===========================
set_monster_health
Increases the monsters health
for skill levels above 3
doesnt work
===========================*/
void() set_monster_health =
{
skill = cvar("skill");
if (skill > 2)
{
self.lives = ((skill - 2) * 10) - 1;
skill = 3;
}
};
/*
================
monster_death_use
When a mosnter dies, it fires all of its targets with the current
enemy as activator.
================
*/
#ifdef COOP_MODE
//WK This is doubly declared in combat.qc
void() monster_death_use =
{
local entity ent, otemp;
// 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;
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if (!self.target)
return;
activator = self.enemy;
SUB_UseTargets ();
};
#endif
//============================================================================
void() walkmonster_start_go =
{
local entity etemp;
// local float failure;
// local vector test;
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();
/* failure = 1;
test = self.origin;
test_z = test_z - self.mins_z - 1;
if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
test = self.origin - self.mins;
test_z = test_z - 1;
if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
test_x = test_x - self.mins_x + self.maxs_x;
if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
test_y = test_y - self.mins_y + self.maxs_y;
if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
test_x = test_x - self.maxs_x + self.mins_x;
if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;*/
if (!walkmove(0,0))
// if (failure)
{
/* RPrint ("walkmonster in wall at: ");
RPrint (vtos(self.origin));
RPrint ("\n"); */
//- OfN - if (self.classname == "monster_demon1" || self.classname == "monster_army" || self.classname == "monster_shambler")
if (IsMonster(self))
if (self.real_owner.classname == "player")
{
//self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
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local string MName;
MName=GetMonsterName(self);
sprint(self.real_owner,PRINT_HIGH,"Your ");
sprint(self.real_owner,PRINT_HIGH,MName);
sprint(self.real_owner,PRINT_HIGH," was beamed into a wall and died.\n");
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if (self.classname == "monster_shambler") //- ofn
{
self.real_owner.demon_blood = self.real_owner.demon_blood + 4;
if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}
else if (self.classname == "monster_demon1") //- ofn
{
self.real_owner.demon_blood = self.real_owner.demon_blood + 2;
if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}
/*else if (self.classname == "monster_wizard") //- ofn
{
self.real_owner.demon_blood = self.real_owner.demon_blood + ? ;
if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}*/
kill_his_demon(self.real_owner);
return;
}
dremove(self);
return;
}
self.takedamage = DAMAGE_AIM;
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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;
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if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
RPrint ("Monster can't find target at ");
RPrint (vtos(self.origin));
RPrint ("\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 ();
}
if (self.classname == "monster_army")
{
self.martyr_enemy = CreateWaypoint(self.origin,WAYPOINT_LIFE,WAYPOINT_TYPE_PRIMARY);
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self.martyr_enemy.goalentity = world;
// OFTEN
self.demon_two=world;
self.demon_one=world;
// OFTEN
self.goalentity = world;
}
// 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 + 1; //WK Give time to run from demons
//WK self.nextthink = self.nextthink + random()*0.5;
self.think = walkmonster_start_go;
total_monsters = total_monsters + 1;
set_monster_health();
};
void() flymonster_start_go =
{
self.takedamage = DAMAGE_AIM;
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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;
self.flags = self.flags | FL_MONSTER;
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if (!walkmove(0,0))
{
RPrint ("flymonster in wall at: ");
RPrint (vtos(self.origin));
RPrint ("\n");
}
if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
if (!self.movetarget)
{
RPrint ("Monster can't find target at ");
RPrint (vtos(self.origin));
RPrint ("\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 + random()*0.5;
self.think = flymonster_start_go;
total_monsters = total_monsters + 1;
set_monster_health();
};
void() swimmonster_start_go =
{
if (deathmatch)
{
dremove(self);
return;
}
self.takedamage = DAMAGE_AIM;
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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;
self.flags = self.flags | FL_MONSTER;
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if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
if (!self.movetarget)
{
RPrint ("Monster can't find target at ");
RPrint (vtos(self.origin));
RPrint ("\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;
set_monster_health();
};
// WK #endif
/* WK We are already including these
ai.qc
fight.qc
demon.qc
*/
#ifdef COOP_MODE
// include all the monsters
// WK In normal QW we only need demons
// SB and soldiers, and shamblers
#include "dog.qc"
#include "enforcer.qc"
#include "fish.qc"
#include "hknight.qc"
#include "knight.qc"
#include "ogre.qc"
#include "oldone.qc"
#include "shalrath.qc"
#include "tarbaby.qc"
#include "wizard.qc"
#include "zombie.qc"
#endif