mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 15:21:51 +00:00
474 lines
12 KiB
C++
474 lines
12 KiB
C++
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/*
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==============================================================================
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WIZARD
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==============================================================================
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*/
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$cd id1/models/a_wizard
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$origin 0 0 24
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$base wizbase
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$skin wizbase
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$frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8
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$frame hover9 hover10 hover11 hover12 hover13 hover14 hover15
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$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10
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$frame fly11 fly12 fly13 fly14
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$frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7
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$frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13
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$frame pain1 pain2 pain3 pain4
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$frame death1 death2 death3 death4 death5 death6 death7 death8
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/*
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==============================================================================
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WIZARD
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If the player moves behind cover before the missile is launched, launch it
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at the last visible spot with no velocity leading, in hopes that the player
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will duck back out and catch it.
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==============================================================================
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*/
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/*
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=============
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LaunchMissile
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Sets the given entities velocity and angles so that it will hit self.enemy
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if self.enemy maintains it's current velocity
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0.1 is moderately accurate, 0.0 is totally accurate
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=============
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*/
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void(entity missile, float mspeed, float accuracy) LaunchMissile =
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{
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local vector vec, move;
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local float fly;
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makevectors (self.angles);
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// set missile speed
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vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin;
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// calc aproximate time for missile to reach vec
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fly = vlen (vec) / mspeed;
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// get the entities xy velocity
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move = self.enemy.velocity;
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move_z = 0;
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// project the target forward in time
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vec = vec + move * fly;
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vec = normalize(vec);
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vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5);
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missile.velocity = vec * mspeed;
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missile.angles = '0 0 0';
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missile.angles_y = vectoyaw(missile.velocity);
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// set missile duration
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missile.nextthink = time + 10; //- OfN - was 5
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missile.think = SUB_Remove;
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};
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void() wiz_run1;
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void() wiz_side1;
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/*
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=================
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WizardCheckAttack
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=================
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*/
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float() WizardCheckAttack =
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{
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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if (time < self.attack_finished)
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return #FALSE;
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if (!enemy_vis)
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return #FALSE;
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if (enemy_range == #RANGE_FAR)
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{
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if (self.attack_state != #AS_STRAIGHT)
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{
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self.attack_state = #AS_STRAIGHT;
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wiz_run1 ();
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}
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return #FALSE;
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}
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targ = self.enemy;
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// see if any entities are in the way of the shot
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, #FALSE, self);
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if (trace_ent != targ)
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{ // don't have a clear shot, so move to a side
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if (self.attack_state != #AS_STRAIGHT)
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{
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self.attack_state = #AS_STRAIGHT;
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wiz_run1 ();
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}
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return #FALSE;
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}
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if (enemy_range == #RANGE_MELEE)
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chance = 0.9;
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else if (enemy_range == #RANGE_NEAR)
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chance = 0.6;
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else if (enemy_range == #RANGE_MID)
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chance = 0.2;
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else
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chance = 0;
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if (random () < chance)
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{
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self.attack_state = #AS_MISSILE;
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return #TRUE;
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}
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if (enemy_range == #RANGE_MID)
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{
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if (self.attack_state != #AS_STRAIGHT)
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{
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self.attack_state = #AS_STRAIGHT;
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wiz_run1 ();
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}
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}
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else
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{
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if (self.attack_state != #AS_SLIDING)
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{
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self.attack_state = #AS_SLIDING;
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wiz_side1 ();
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}
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}
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return #FALSE;
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};
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/*
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=================
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WizardAttackFinished
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=================
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*/
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float() WizardAttackFinished =
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{
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if (enemy_range >= #RANGE_MID || !enemy_vis)
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{
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self.attack_state = #AS_STRAIGHT;
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self.think = wiz_run1;
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}
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else
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{
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self.attack_state = #AS_SLIDING;
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self.think = wiz_side1;
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}
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};
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/*
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==============================================================================
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FAST ATTACKS
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==============================================================================
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*/
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void() Wiz_FastFire =
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{
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local vector vec;
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local vector dst;
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if (self.owner.health > 0)
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{
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self.owner.effects = self.owner.effects | #EF_MUZZLEFLASH;
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makevectors (self.enemy.angles);
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dst = self.enemy.origin - 13*self.movedir;
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vec = normalize(dst - self.origin);
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sound (self, #CHAN_WEAPON, "wizard/wattack.wav", 1, #ATTN_NORM);
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launch_spike (self.origin, vec);
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newmis.velocity = vec*(600 + 600 * random() ); //- Was 600
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newmis.owner = self.owner;
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newmis.classname = "wizspike";
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setmodel (newmis, "progs/w_spike.mdl");
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setsize (newmis, #VEC_ORIGIN, #VEC_ORIGIN);
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}
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remove (self);
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};
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void() Wiz_StartFast =
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{
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local entity missile;
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sound (self, #CHAN_WEAPON, "wizard/wattack.wav", 1, #ATTN_NORM);
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self.v_angle = self.angles;
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makevectors (self.angles);
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missile = spawn ();
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missile.owner = self;
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missile.nextthink = time + 0.6;
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14);
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missile.enemy = self.enemy;
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missile.nextthink = time + 0.8;
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missile.think = Wiz_FastFire;
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missile.movedir = v_right;
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//- OfN - Now it fires 3 times
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missile = spawn ();
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missile.owner = self;
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missile.nextthink = time + 0.8;
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, self.origin + '0 0 30' + v_forward*14);// + v_right*14);
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missile.enemy = self.enemy;
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missile.nextthink = time + 0.6;
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missile.think = Wiz_FastFire;
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//missile.movedir = v_right;
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missile = spawn ();
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missile.owner = self;
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missile.nextthink = time + 1;
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14);
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missile.enemy = self.enemy;
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missile.nextthink = time + 0.3;
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missile.think = Wiz_FastFire;
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missile.movedir = #VEC_ORIGIN - v_right;
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};
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void() Wiz_idlesound =
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{
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local float wr;
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wr = random() * 5;
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if (self.waitmin < time)
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{
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self.waitmin = time + 2;
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if (wr > 4.5)
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sound (self, #CHAN_VOICE, "wizard/widle1.wav", 1, #ATTN_IDLE);
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if (wr < 1.5)
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sound (self, #CHAN_VOICE, "wizard/widle2.wav", 1, #ATTN_IDLE);
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}
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return;
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};
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void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();};
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void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();};
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void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();};
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void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();};
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void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();};
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void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();};
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void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();};
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void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();};
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void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8);
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Wiz_idlesound();};
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void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);};
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void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);};
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void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);};
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void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);};
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void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);};
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void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);};
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void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);};
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void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8);
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Wiz_idlesound();};
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void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);};
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void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);};
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void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);};
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void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);};
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void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);};
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void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);};
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void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);};
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void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16);
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Wiz_idlesound();
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};
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void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);};
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void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);};
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void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);};
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void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);};
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void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);};
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void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);};
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void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);};
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void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);};
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void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);};
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void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);};
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void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);};
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void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);};
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void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);};
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void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();Wiz_StartFast();};
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void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();};
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void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();};
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void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();};
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void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();};
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void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();};
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void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();};
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void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();};
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void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();};
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void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();};
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void() wiz_pain1 =[ $pain1, wiz_pain2 ] {};
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void() wiz_pain2 =[ $pain2, wiz_pain3 ] {};
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void() wiz_pain3 =[ $pain3, wiz_pain4 ] {};
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void() wiz_pain4 =[ $pain4, wiz_run1 ] {};
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void() wiz_death1 =[ $death1, wiz_death2 ] {
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self.velocity_x = -200 + 400*random();
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self.velocity_y = -200 + 400*random();
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self.velocity_z = 100 + 100*random();
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self.flags = self.flags - (self.flags & #FL_ONGROUND);
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sound (self, #CHAN_VOICE, "wizard/wdeath.wav", 1, #ATTN_MONSTERDIE);
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};
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void() wiz_death2 =[ $death2, wiz_death3 ] {};
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void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = #SOLID_NOT;};
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void() wiz_death4 =[ $death4, wiz_death5 ] {};
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void() wiz_death5 =[ $death5, wiz_death6 ] {};
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void() wiz_death6 =[ $death6, wiz_death7 ] {};
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void() wiz_death7 =[ $death7, wiz_death8 ] {};
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void() wiz_death8 =[ $death8, wiz_death8 ]
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{
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self.nextthink = time + 40 + 40*random();
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self.think = SUB_Remove;
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};
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void() wiz_die =
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{
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if (self.real_owner.classname == "player")
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{
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sprint(self.real_owner,#PRINT_HIGH,"Your scrag is dead.\n");
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self.real_owner.job = self.real_owner.job - (self.real_owner.job & #JOB_DEMON_OUT);
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self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
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self.real_owner.demon_one = world;
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}
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// check for gib
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if (self.health < -30)
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{
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sound (self, #CHAN_VOICE, "player/udeath.wav", 1, #ATTN_MONSTERDIE);
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ThrowGib ("progs/h_wizard.mdl", self.health); // was throwhead
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ThrowGib ("progs/gib2.mdl", self.health);
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ThrowGib ("progs/gib2.mdl", self.health);
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ThrowGib ("progs/gib3.mdl", self.health);
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dremove(self);
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return;
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}
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self.classname = "monster_corpse";
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self.think=SUB_Null;
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wiz_death1();
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};
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void(entity attacker, float damage) Wiz_Pain =
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{
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/*if (!(self.pain_finished > time))
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{
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sound (self, #CHAN_VOICE, "wizard/wpain.wav", 1, #ATTN_NORM);
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self.pain_finished = time + 1.7*random();
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} //only used for sound*/
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if (random()*80 > damage) // was 60
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return; // didn't flinch
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sound (self, #CHAN_VOICE, "wizard/wpain.wav", 1, #ATTN_NORM);
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wiz_pain1 ();
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};
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void() Wiz_Missile =
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{
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wiz_fast1();
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};
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//===========================//
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// OfteN - Wizard prechaches //
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//===========================//
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void() Wiz_Precache =
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{
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#ifdef no_tf_monsters
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precache_model ("progs/wizard.mdl");
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#else
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precache_model ("progs/tf_wiz.mdl");
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#endif
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precache_model ("progs/h_wizard.mdl");
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precache_model ("progs/w_spike.mdl");
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precache_sound ("wizard/hit.wav"); // used by c code
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precache_sound ("wizard/wattack.wav");
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precache_sound ("wizard/wdeath.wav");
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precache_sound ("wizard/widle1.wav");
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precache_sound ("wizard/widle2.wav");
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precache_sound ("wizard/wpain.wav");
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precache_sound ("wizard/wsight.wav");
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// wizard spike sound, used on weapons.qc spiketouch();
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precache_sound ("effects/crunch.wav"); //OfN - Dunno where i got this sound from, probably mega-tf
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};
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/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush
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*/
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/*void() monster_wizard =
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{
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if (deathmatch)
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{
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remove(self);
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return;
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}
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precache_model ("progs/wizard.mdl");
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precache_model ("progs/h_wizard.mdl");
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precache_model ("progs/w_spike.mdl");
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precache_sound ("wizard/hit.wav"); // used by c code
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precache_sound ("wizard/wattack.wav");
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precache_sound ("wizard/wdeath.wav");
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precache_sound ("wizard/widle1.wav");
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precache_sound ("wizard/widle2.wav");
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precache_sound ("wizard/wpain.wav");
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precache_sound ("wizard/wsight.wav");
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self.solid = #SOLID_SLIDEBOX;
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self.movetype = #MOVETYPE_STEP;
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setmodel (self, "progs/wizard.mdl");
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setsize (self, '-16 -16 -24', '16 16 40');
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self.health = 80;
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self.th_stand = wiz_stand1;
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self.th_walk = wiz_walk1;
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self.th_run = wiz_run1;
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self.th_missile = Wiz_Missile;
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self.th_pain = Wiz_Pain;
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self.th_die = wiz_die;
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flymonster_start ();
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};*/
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