mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-14 00:40:32 +00:00
805 lines
16 KiB
C++
805 lines
16 KiB
C++
/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
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#include "defs.qh"
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#include "monsters.qh"
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// name =[framenum, nexttime, nextthink] {code}
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// expands to:
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// name ()
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// {
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// self.frame=framenum;
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// self.nextthink = time + nexttime;
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// self.think = nextthink
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// <code>
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// };
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//- OfN -
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entity (vector location, float life, float type) CreateWaypoint;
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void (entity player) kill_his_demon;
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string(entity themonster) GetMonsterName;
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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float (entity targ) visible =
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{
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local vector spot1, spot2;
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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, TRUE, self); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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//CH so you can check other then self
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float (entity targ, entity check) visible2 =
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{
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local vector spot1, spot2;
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spot1 = check.origin + check.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, TRUE, check); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1 && trace_endpos == spot2) //CH just extra check
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return TRUE;
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return FALSE;
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};
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//- OfN - Used for haxxx and sentrygun targetting
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float (entity targ, entity check) visible2x =
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{
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local vector spot1, spot2;
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spot1 = check.origin + check.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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if (check.classname == "building_sentrygun" && (check.tf_items & NIT_TURRET))
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spot1 = check.origin + check.view_ofs - '0 0 20';
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if (check.classname == "building_sentrygun" && !(check.tf_items & NIT_TURRET))
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spot1 = check.origin + check.view_ofs + '0 0 20';
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traceline (spot1, spot2, TRUE, check); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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//#ifndef COOP_MODE
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#ifdef NEVER_DEFINED
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/*
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void() monster_ogre =
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{
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dremove(self);
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};
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void() monster_knight =
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{
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dremove(self);
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};
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void() monster_shambler =
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{
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dremove(self);
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};
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void() monster_demon1 =
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{
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dremove(self);
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};
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void() monster_wizard =
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{
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dremove(self);
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};
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void() monster_zombie =
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{
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dremove(self);
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};
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void() monster_dog =
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{
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dremove(self);
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};
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void() monster_hell_knight =
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{
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dremove(self);
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};
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void() monster_tarbaby =
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{
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dremove(self);
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};
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void() monster_vomit =
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{
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dremove(self);
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};
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void() monster_enforcer =
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{
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dremove(self);
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};
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void() monster_shalrath =
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{
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dremove(self);
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};
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void() monster_dragon =
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{
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dremove(self);
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};
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void() monster_army =
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{
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dremove(self);
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};
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*/
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/*
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==============================================================================
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MOVETARGET CODE
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The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
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targetname
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must be present. The name of this movetarget.
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target
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the next spot to move to. If not present, stop here for good.
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pausetime
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The number of seconds to spend standing or bowing for path_stand or path_bow
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==============================================================================
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*/
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/*
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void() t_movetarget;
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void() movetarget_f =
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{
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if (!self.targetname)
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objerror ("monster_movetarget: no targetname");
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self.solid = SOLID_TRIGGER;
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self.touch = t_movetarget;
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setsize (self, '-8 -8 -8', '8 8 8');
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};
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*/
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/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
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Monsters will continue walking towards the next target corner.
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*/
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/*
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void() path_corner =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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movetarget_f ();
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};
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*/
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/*
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=============
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t_movetarget
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Something has bumped into a movetarget. If it is a monster
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moving towards it, change the next destination and continue.
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==============
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*/
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/*
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void() t_movetarget =
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{
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local entity temp;
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if (other.movetarget != self)
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return;
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if (other.enemy)
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return; // fighting, not following a path
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temp = self;
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self = other;
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other = temp;
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*/
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/*
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if (self.classname == "monster_ogre")
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sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
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*/
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/*
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//RPrint ("t_movetarget\n");
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self.goalentity = self.movetarget = find (world, targetname, other.target);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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if (!self.movetarget)
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{
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self.pausetime = time + 999999;
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self.th_stand ();
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return;
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}
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};
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float(float v) anglemod =
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{
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while (v >= 360)
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v = v - 360;
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while (v < 0)
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v = v + 360;
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return v;
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};
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float(entity targ) range =
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{
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local vector spot1, spot2;
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local float r;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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r = vlen (spot1 - spot2);
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if (r < 120)
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return RANGE_MELEE;
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if (r < 500)
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return RANGE_NEAR;
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if (r < 1000)
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return RANGE_MID;
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return RANGE_FAR;
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};
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*/
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/*
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=============
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infront
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returns 1 if the entity is in front (in sight) of self
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=============
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*/
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/*
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float(entity targ) infront =
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{
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local vector vec;
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local float dot;
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makevectors (self.angles);
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vec = normalize (targ.origin - self.origin);
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dot = vec * v_forward;
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if ( dot > 0.3)
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{
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return TRUE;
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}
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return FALSE;
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};
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//============================================================================
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void() HuntTarget =
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{
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self.goalentity = self.enemy;
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self.think = self.th_run;
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.nextthink = time + 0.1;
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SUB_AttackFinished (1); // wait a while before first attack
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};
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/*
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===========
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FindTarget
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Self is currently not attacking anything, so try to find a target
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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
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that monsters that see the impact will respond as if they had seen the
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player.
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To avoid spending too much time, only a single client (or fakeclient) is
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checked each frame. This means multi player games will have slightly
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slower noticing monsters.
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============
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*/
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/*
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float() FindTarget =
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{
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//WK THIS CODE IS DEF-ed out!!
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/* WK Replace this with the code from sentry
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local entity client;
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client = checkclient ();
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if (!client)
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return FALSE; // current check entity isn't in PVS
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if (client.flags & FL_NOTARGET)
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return FALSE;
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if (client.items & IT_INVISIBILITY)
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return FALSE;
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if (!visible (client))
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return FALSE;
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if (client.classname != "player")
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return FALSE;
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self.enemy = client;
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HuntTarget ();
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return TRUE;
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*/
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/*
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local entity client;
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local float r, gotone, loopc;
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//WK Hack to get floating sentry working
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if (self.tf_items & NIT_FLOATING_SENTRY) {
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self.origin_z = self.origin_z - 40;
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}
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = FALSE;
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while (loopc < 5 && gotone == FALSE) //WK 3
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{
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client = checkclient();
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gotone = TRUE;
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if (!client)
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gotone = FALSE;
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/*
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if (teamplay)
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{
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// Only attack enemies
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if (client.team_no == self.team_no && self.team_no != 0)
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gotone = FALSE;
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// Cant see Undercover spies
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if (client.undercover_team == self.team_no && self.team_no != 0)
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gotone = FALSE;
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}
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// if (client == self.real_owner)
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// gotone = FALSE;
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*/
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/*
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if (client.is_feigning)
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gotone = FALSE;
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if (client.flags & FL_NOTARGET)
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gotone = FALSE;
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if (client.items & IT_INVISIBILITY)
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gotone = FALSE;
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if (!visible (client))
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gotone = FALSE;
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r = range (client);
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if (r == RANGE_FAR)
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gotone = FALSE;
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if (r == RANGE_NEAR)
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{
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if (client.show_hostile < time && !infront (client))
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gotone = FALSE;
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}
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else if (r == RANGE_MID)
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{
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if ( /* client.show_hostile < time || */ !infront (client))
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/* gotone = FALSE;
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}
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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return FALSE;
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = world;
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return FALSE;
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}
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}
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HuntTarget ();
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return TRUE;
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};*/
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#endif
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void() FoundTarget;
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/*
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================
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monster_use
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Using a monster makes it angry at the current activator
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================
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*/
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void() monster_use =
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{
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if (self.enemy)
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return;
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if (self.health <= 0)
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return;
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if (activator.items & IT_INVISIBILITY)
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return;
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if (activator.flags & FL_NOTARGET)
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return;
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if (activator.classname != "player")
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return;
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// delay reaction so if the monster is teleported, its sound is still
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// heard
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self.enemy = activator;
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self.nextthink = time + 0.1;
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self.think = FoundTarget;
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};
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/*===========================
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set_monster_health
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Increases the monsters health
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for skill levels above 3
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doesnt work
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===========================*/
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void() set_monster_health =
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{
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skill = cvar("skill");
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if (skill > 2)
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{
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self.lives = ((skill - 2) * 10) - 1;
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skill = 3;
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}
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};
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/*
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================
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monster_death_use
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When a mosnter dies, it fires all of its targets with the current
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enemy as activator.
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================
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*/
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#ifdef COOP_MODE
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//WK This is doubly declared in combat.qc
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void() monster_death_use =
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{
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local entity ent, otemp;
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// fall to ground
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if (self.flags & FL_FLY)
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self.flags = self.flags - FL_FLY;
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if (self.flags & FL_SWIM)
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self.flags = self.flags - FL_SWIM;
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if (!self.target)
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return;
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activator = self.enemy;
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SUB_UseTargets ();
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};
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#endif
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//============================================================================
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void() walkmonster_start_go =
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{
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local entity etemp;
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// local float failure;
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// local vector test;
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self.origin_z = self.origin_z + 1; // raise off floor a bit
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droptofloor();
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/* failure = 1;
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test = self.origin;
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test_z = test_z - self.mins_z - 1;
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if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
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test = self.origin - self.mins;
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test_z = test_z - 1;
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if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
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test_x = test_x - self.mins_x + self.maxs_x;
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if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
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test_y = test_y - self.mins_y + self.maxs_y;
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if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;
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test_x = test_x - self.maxs_x + self.mins_x;
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if (pointcontents(test) == CONTENT_SOLID)
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failure = 0;*/
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if (!walkmove(0,0))
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// if (failure)
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{
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/* RPrint ("walkmonster in wall at: ");
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RPrint (vtos(self.origin));
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RPrint ("\n"); */
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//- OfN - if (self.classname == "monster_demon1" || self.classname == "monster_army" || self.classname == "monster_shambler")
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if (IsMonster(self))
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if (self.real_owner.classname == "player")
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{
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//self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
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local string MName;
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MName=GetMonsterName(self);
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sprint(self.real_owner,PRINT_HIGH,"Your ");
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sprint(self.real_owner,PRINT_HIGH,MName);
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sprint(self.real_owner,PRINT_HIGH," was beamed into a wall and died.\n");
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if (self.classname == "monster_shambler") //- ofn
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{
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self.real_owner.demon_blood = self.real_owner.demon_blood + 4;
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if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
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self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}
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else if (self.classname == "monster_demon1") //- ofn
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{
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self.real_owner.demon_blood = self.real_owner.demon_blood + 2;
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if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
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self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}
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/*else if (self.classname == "monster_wizard") //- ofn
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{
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self.real_owner.demon_blood = self.real_owner.demon_blood + ? ;
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if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
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self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}*/
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kill_his_demon(self.real_owner);
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return;
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}
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dremove(self);
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return;
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}
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self.takedamage = DAMAGE_AIM;
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self.ideal_yaw = self.angles * '0 1 0';
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if (!self.yaw_speed)
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self.yaw_speed = 20;
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|
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
|