prozac-qfcc/monsters.qc
Finny Merrill 8c2d5fdd12 1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.

2) Redid Give_Frags_Out

3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy

4) You can grapple builds again. This caused really odd bugs.

5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.

6) Teslas are now entirely inside their bounding box

7) Now check every frame for players startsolid and for outside of the map cube.

8) #define WALL_HURT to make it hurt when you hit a wall

9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying

10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
    demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
    gets extra grenade.

11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
    Doesn't directly damage sentries anymore, but does significant damage to dispensers.
    EMP someone who's setting a det and it blows up in their face.

12) Players now do radius damage from getting EMPed (again)

13) EMPs now go through walls (again)

14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100

15) You can only have 2 frag grens, 3 with bandolier now.

16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
    where their charge wasn't restored when you die is fixed now.

17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
    with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
    more time the closer it is to the EMP.

18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
    attacker loses 3 seconds of attack.

19) Judo missing now makes them unable to fire.

20) Shortened judo range (back to normal if w/ close combat)

21) Attempted to rework the railgun. Seems to be okay now.

Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00

773 lines
15 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 (NIL, 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 = NIL;
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 float failure;
// local vector test;
self.movetype = MOVETYPE_STEP;
self.solid = SOLID_SLIDEBOX;
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();
if (entpointcontents(self) == CONTENTS_SOLID)
{
//- 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(NIL, 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 = NIL;
// OFTEN
self.demon_two=NIL;
self.demon_one=NIL;
// OFTEN
self.goalentity = NIL;
}
// 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(NIL, 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(NIL, 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