mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-30 16:01:49 +00:00
805 lines
16 KiB
C++
805 lines
16 KiB
C++
/* 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
|
|
// <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
|
|
|
|
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
|