/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */ #include "defs.qh" #include "monsters.qh" // name =[framenum, nexttime, nextthink] {code} // expands to: // name () // { // self.frame=framenum; // self.nextthink = time + nexttime; // self.think = nextthink // // }; //- 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 if (trace_inopen && trace_inwater) return FALSE; // sight line crossed contents if (trace_fraction == 1) return TRUE; return FALSE; }; //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 if (trace_inopen && trace_inwater) return FALSE; // sight line crossed contents if (trace_fraction == 1 && trace_endpos == spot2) //CH just extra check return TRUE; return FALSE; }; //- 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)) spot1 = check.origin + check.view_ofs - '0 0 20'; if (check.classname == "building_sentrygun" && !(check.tf_items & NIT_TURRET)) spot1 = check.origin + check.view_ofs + '0 0 20'; traceline (spot1, spot2, TRUE, check); // see through other monsters if (trace_inopen && trace_inwater) return FALSE; // sight line crossed contents if (trace_fraction == 1) return TRUE; return FALSE; }; //#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; 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) { 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 */ /* //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; if (r < 500) return RANGE_NEAR; if (r < 1000) return RANGE_MID; return RANGE_FAR; }; */ /* ============= 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; } return FALSE; }; //============================================================================ 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 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!! /* WK Replace this with the code from sentry local entity client; client = checkclient (); if (!client) return FALSE; // current check entity isn't in PVS if (client.flags & FL_NOTARGET) return FALSE; if (client.items & IT_INVISIBILITY) return FALSE; if (!visible (client)) return FALSE; if (client.classname != "player") return FALSE; self.enemy = client; HuntTarget (); return TRUE; */ /* local entity client; local float r, gotone, loopc; //WK Hack to get floating sentry working if (self.tf_items & NIT_FLOATING_SENTRY) { 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 { client = checkclient(); gotone = TRUE; if (!client) gotone = FALSE; /* if (teamplay) { // Only attack enemies if (client.team_no == self.team_no && self.team_no != 0) gotone = FALSE; // Cant see Undercover spies if (client.undercover_team == self.team_no && self.team_no != 0) gotone = FALSE; } // if (client == self.real_owner) // gotone = FALSE; */ /* if (client.is_feigning) gotone = FALSE; if (client.flags & FL_NOTARGET) gotone = FALSE; if (client.items & IT_INVISIBILITY) gotone = FALSE; if (!visible (client)) gotone = FALSE; r = range (client); if (r == RANGE_FAR) gotone = FALSE; if (r == RANGE_NEAR) { if (client.show_hostile < time && !infront (client)) gotone = FALSE; } else if (r == RANGE_MID) { if ( /* client.show_hostile < time || */ !infront (client)) /* gotone = FALSE; } loopc = loopc + 1; if (gotone) loopc = 1000; } if (!gotone) return FALSE; // 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; } } HuntTarget (); return TRUE; };*/ #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) 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; }; /*=========================== 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; 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) failure = 0; test = self.origin - self.mins; test_z = test_z - 1; if (pointcontents(test) == CONTENT_SOLID) failure = 0; test_x = test_x - self.mins_x + self.maxs_x; if (pointcontents(test) == CONTENT_SOLID) failure = 0; test_y = test_y - self.mins_y + self.maxs_y; if (pointcontents(test) == CONTENT_SOLID) failure = 0; test_x = test_x - self.maxs_x + self.mins_x; if (pointcontents(test) == CONTENT_SOLID) 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); 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"); 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; } 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; } /*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; }*/ kill_his_demon(self.real_owner); return; } dremove(self); return; } 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 = 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) { 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); 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; 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; 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; 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; 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