hexen2-data1-hc/fangel.hc

896 lines
20 KiB
C++

/*
* $Header: /H3/game/hcode/fangel.hc 52 9/25/97 12:15p Mgummelt $
*/
/*
==============================================================================
Q:\art\models\monsters\Fangel\final\fangel.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\monsters\Fangel\final
$origin 0 0 0
$base BASE skin
$skin skin
$flags 0
//
$frame fblock1 fblock2 fblock3 fblock4 fblock5
$frame fblock6 fblock7 fblock8 fblock9 fblock10
$frame fblock11 fblock12 fblock13 fblock14 fblock15
$frame fblock16 fblock17 fblock18 fblock19 fblock20
$frame fblock21
//
$frame fdeth1 fdeth2 fdeth3 fdeth4 fdeth5
$frame fdeth6 fdeth7 fdeth8 fdeth9 fdeth10
$frame fdeth11 fdeth12 fdeth13 fdeth14 fdeth15
$frame fdeth16 fdeth17 fdeth18 fdeth19 fdeth20
$frame fdeth21 fdeth22 fdeth23 fdeth24 fdeth25
$frame fdeth26 fdeth27 fdeth28 fdeth29 fdeth30
$frame fdeth31 fdeth32 fdeth33 fdeth34 fdeth35
$frame fdeth36 fdeth37 fdeth38 fdeth39 fdeth40
//
$frame ffly1 ffly2 ffly3 ffly4 ffly5
$frame ffly6 ffly7 ffly8 ffly9 ffly10
$frame ffly11 ffly12 ffly13 ffly14 ffly15
$frame ffly16 ffly17 ffly18 ffly19 ffly20
$frame ffly21 ffly22 ffly23 ffly24 ffly25
$frame ffly26 ffly27 ffly28 ffly29 ffly30
//
$frame fhand1 fhand2 fhand3 fhand4 fhand5
$frame fhand6 fhand7 fhand8 fhand9 fhand10
$frame fhand11 fhand12 fhand13 fhand14 fhand15
$frame fhand16 fhand17 fhand18 fhand19 fhand20
$frame fhand21 fhand22
//
$frame fmove1 fmove2 fmove3 fmove4 fmove5
$frame fmove6 fmove7 fmove8 fmove9 fmove10
$frame fmove11 fmove12 fmove13 fmove14 fmove15
$frame fmove16 fmove17 fmove18 fmove19 fmove20
//
$frame fpain1 fpain2 fpain3 fpain4 fpain5
$frame fpain6 fpain7 fpain8 fpain9 fpain10
$frame fpain11 fpain12
//
$frame ftranA1 ftranA2 ftranA3 ftranA4 ftranA5
$frame ftranA6 ftranA7 ftranA8 ftranA9 ftranA10
$frame ftranA11 ftranA12 ftranA13 ftranA14 ftranA15
$frame ftranA16 ftranA17 ftranA18 ftranA19 ftranA20
//
$frame ftranB1 ftranB2 ftranB3 ftranB4 ftranB5
$frame ftranB6 ftranB7 ftranB8 ftranB9 ftranB10
$frame ftranB11 ftranB12 ftranB13 ftranB14 ftranB15
$frame ftranB16 ftranB17 ftranB18 ftranB19 ftranB20
//
$frame fwing1 fwing2 fwing3 fwing4 fwing5
$frame fwing6 fwing7 fwing8 fwing9 fwing10
$frame fwing11 fwing12 fwing13 fwing14 fwing15
$frame fwing16 fwing17 fwing18 fwing19 fwing20
$frame fwing21 fwing22 fwing23 fwing24 fwing25
$frame fwing26 fwing27 fwing28 fwing29 fwing30
// Function protos
void() fangel_blockframes;
void fangel_handframes (void);
void fangel_wingframes (void);
void fangel_flyframes (void);
// Constants
float fangel_attack_speed = 11;
float fangel_move_speed = 6;
float () fangel_check_incoming =
{
entity item;
vector vec, realVec;
float dot;
if(range(self.enemy)<=RANGE_MELEE)
return FALSE;
if(fov(self,self.enemy,30)&&self.enemy.last_attack+0.75>time)
{
self.th_save = self.think;
self.fangel_Count = 0;
fangel_blockframes();
return TRUE;
}
if(random()>0.4 + skill/10 + self.skin/10)
return FALSE;
item = findradius(self.origin, 256);
while (item)
{
if (item.owner.classname == "player" && (item.movetype == MOVETYPE_FLYMISSILE ||
item.movetype == MOVETYPE_BOUNCEMISSILE || item.movetype==MOVETYPE_BOUNCE))
{
vec = normalize(self.origin - item.origin + self.view_ofs);
realVec = normalize(item.velocity);
dot= vec*realVec;
if (dot >= 0.4)
{
self.th_save = self.think;
self.fangel_Count = 0;
fangel_blockframes();
return TRUE;
}
}
item = item.chain;
}
return FALSE;
};
// Monster Stages
float FANGEL_STAGE_WAIT = 0;
float FANGEL_STAGE_FLY = 1;
float FANGEL_STAGE_FLOAT = 2;
float FANGEL_STAGE_SIDESTEP = 3;
//float FANGEL_STAGE_STRAIGHT = 3;
//float FANGEL_STAGE_REVERSE = 4;
//float FANGEL_STAGE_ATTACK = 10;
void() fangel_check_wing =
{
float retval;
if(!self.enemy)
return;
enemy_infront = visible(self.enemy);
// If we are flying, don't attack as often
if (self.monster_stage == FANGEL_STAGE_FLY && random() < 0.5)
enemy_infront = 0;
if (enemy_infront)
{
self.th_save = self.think;
enemy_range = range (self.enemy);
if (random() < 0.5)
retval = CheckMonsterAttack(MA_FAR_MELEE,1);
else
retval = CheckMonsterAttack(MA_MISSILE,1);
}
else retval = MA_NOATTACK;
if (retval != MA_SUCCESSFUL)
fangel_check_incoming();
else
self.yaw_speed = fangel_attack_speed;
};
void fangel_find_spot (void)
{
float crj, radius,dist;
vector vec;
crj=0;
while(crj < 50)
{
radius = random(100,200);
vec = randomv('0 0 0', '360 360 0');
vec = normalize(vec);
vec = self.enemy.origin + vec*radius;
vec_z = vec_z + random(20, 40) + self.enemy.view_ofs_z;
tracearea (self.origin,vec,self.mins,self.maxs,FALSE,self);
if (trace_fraction == 1)
{
self.monster_last_seen = vec;
dist = self.origin_z - self.monster_last_seen_z;
if (dist < -20)
self.z_movement = random(0,2);
else if (dist > 20 )
self.z_movement = random(-2,0);
else
self.z_movement = random(-2,2); // Give her a little up and down movement
self.z_duration = time + HX_FRAME_TIME * random(15,25);
return;
}
crj += 1;
}
self.monster_stage = FANGEL_STAGE_FLOAT;
self.monster_duration = random(20,30);
}
void() fangel_init =
{ // Set the fallen angel ready
dprint(self.enemy.classname);
dprint("- Found enemy\n");
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.think=self.th_stand;
thinktime self : random(.1,.6);
self.count = 0;
self.monster_stage = FANGEL_STAGE_FLY;
self.monster_duration = 0;
self.goalentity = self.enemy;
self.monster_awake = TRUE;
if (self.skin)
self.drawflags (+) MLS_POWERMODE;
fangel_find_spot();
};
void fangel_wait (void)
{
thinktime self : 0.15;
LocateTarget();
if(self.enemy) // We found a target
fangel_init();
else if(random(100)<5&&self.t_width<time)
{
self.t_width=time+7;
if(self.skin)
sound(self,CHAN_AUTO,"fangel/ambi2.wav",random(0.5,1),ATTN_NORM);
else
sound(self,CHAN_AUTO,"fangel/ambi1.wav",random(0.5,1),ATTN_NORM);
}
}
void fangel_sidestep (void)
{
float retval;
float dist;
float chance;
self.monster_duration -= 1;
dist = random(1,4); // Movement distance this turn
retval = walkmove(self.angles_y + 90, dist, FALSE);
if (!retval)
{
self.monster_stage = FANGEL_STAGE_FLY;
fangel_find_spot();
self.think = fangel_flyframes;
self.nextthink = time;
return;
}
dist = self.origin_z - self.monster_last_seen_z;
if (dist < -20)
{
self.z_movement = random(0,2);
self.z_duration = time + HX_FRAME_TIME * random(15,25);
}
else if (dist > 20 )
{
self.z_movement = random(-2,0);
self.z_duration = time + HX_FRAME_TIME * random(15,25);
}
if (self.monster_duration <= 0)
{
chance = random();
if (chance < .33)
{
self.monster_stage = FANGEL_STAGE_FLOAT;
self.monster_duration = random(10,30);
}
else if (chance < .66)
self.think = fangel_handframes; // Come back fighting
else
self.think = fangel_wingframes; // Come back fighting
}
}
void fangel_fly (float thrust)
{
float retval;
float dist;
float Length;
Length = vhlen(self.origin - self.monster_last_seen);
self.ideal_yaw = vectoyaw(self.monster_last_seen - self.origin);
ChangeYaw();
dist = (2.0 + thrust * 4); // Movement distance this turn
if (Length < 20)
{
if (random() < 0.1)
fangel_find_spot();
else
{
self.monster_stage = FANGEL_STAGE_FLOAT;
self.monster_duration = random(10,30);
}
return;
}
retval = walkmove(self.angles_y, dist, FALSE);
if (!retval)
{
fangel_find_spot();
return;
}
dist = self.origin_z - self.monster_last_seen_z;
if (dist < -20)
{
self.z_movement = random(2,4);
self.z_duration = time + HX_FRAME_TIME * random(15,25);
}
else if (dist > 20)
{
self.z_movement = random(-2,-4);
self.z_duration = time + HX_FRAME_TIME * random(15,25);
}
if (self.z_duration > time)
movestep(0,0,self.z_movement, FALSE);
}
void () fangel_float =
{
self.monster_duration = self.monster_duration - 1;
ai_face();
enemy_range = range (self.enemy); // Attack if they are too near
if ((enemy_range <= RANGE_NEAR) && (random() < .25))
self.monster_duration = 0;
else if ((enemy_range <= RANGE_MELEE) && (random() < .90))
self.monster_duration = 0;
if (self.monster_duration <= 0)
{
self.monster_stage = FANGEL_STAGE_FLY;
fangel_find_spot();
}
};
void fangel_move (float thrust)
{
check_z_move(thrust/2);
// movestep(0,0,thrust/2, FALSE);
if (self.monster_stage == FANGEL_STAGE_WAIT)
{
dprint("Waiting\n");
fangel_wait();
return;
}
else if (self.monster_stage == FANGEL_STAGE_FLY)
{
fangel_fly(thrust);
return;
}
else if (self.monster_stage == FANGEL_STAGE_SIDESTEP)
{
fangel_sidestep();
return;
}
else if (self.monster_stage == FANGEL_STAGE_FLOAT)
{
fangel_float();
return;
}
}
void () fangel_prepare_attack =
{
ai_face();
};
void () fangel_hand_fire =
{
fangel_prepare_attack();
sound (self, CHAN_WEAPON, "fangel/hand.wav", 1, ATTN_NORM);
do_faSpell('10 -4 8',400);
do_faSpell('10 -4 8',300);
};
void () fangel_wing_fire =
{
fangel_prepare_attack();
sound (self, CHAN_WEAPON, "fangel/wing.wav", 1, ATTN_NORM);
makevectors (self.angles);
do_faBlade('8 6 4',360, v_right*2);
do_faBlade('-8 6 4',360, v_right*(-2));
};
float fangel_fly_offsets[20] =
{
0,
0.1,
0.2,
0.3,
0.4,
0.5,
0.6,
0.7,
0.8,
0.9,
1,
0.9,
0.8,
0.7,
0.6,
0.5,
0.4,
0.3,
0.2,
0.1
};
// Frame Code
void() fangel_blockframes =
{
float RetVal;
float chance;
self.think = fangel_blockframes;
thinktime self : HX_FRAME_TIME;
if(self.velocity!='0 0 0')
self.velocity=self.velocity*0.7;
// Turn to face the attacker
ai_face();
check_z_move(3);
// movestep(0,0,-1, FALSE); // Float down while deflecting shots
if (self.fangel_Count)
{
self.fangel_Count -= 1;
RetVal = 3;
}
else if(fov(self,self.enemy,30)&&self.enemy.last_attack+0.75>time&&self.frame == $fblock13)
self.fangel_Count+=1;
else
RetVal = AdvanceFrame($fblock1,$fblock21);
if (self.frame==$fblock21) // Only deflect after this frame
{
if(self.movechain)
remove(self.movechain);
self.movechain=world;
}
if (RetVal == AF_END)
{
self.takedamage = DAMAGE_YES;
chance = random();
if (chance < .1)
self.think = self.th_save;
else if (chance < .60)
self.think = fangel_handframes; // Come back fighting
else
self.think = fangel_wingframes; // Come back fighting
}
else if (RetVal == AF_NORMAL)
{
if (self.frame == $fblock13)
self.fangel_Count = 40;
}
if (self.frame == $fblock9)
{
self.takedamage = DAMAGE_NO;
spawn_reflect();
}
};
void() fangel_deathframes =
{
entity stemp;//,skull;
if(self.health<=-40)
{
chunk_death();
return;
}
self.think = fangel_deathframes;
thinktime self : HX_FRAME_TIME;
traceline (self.origin, self.origin - '0 0 250',FALSE,self);
particle2(trace_endpos,'-30 -30 50','30 30 100',384,PARTICLETYPE_SPELL,80);
if (self.frame == 26)
self.drop_time = time + .25;
if ((self.frame == 27) && (!self.flags & FL_ONGROUND))
{
self.frame = 26;
self.velocity_z = -20;
if (self.drop_time < time) // Dropping too long so let her die.
self.frame = 27;
}
/*Should she spew a head if not chunked?
if (self.frame == $fdeth40)
{
skull= spawn();
CreateEntityNew(skull,ENT_FANGEL_HEAD,"models/h_fangel.mdl",chunk_death);
skull.flags(-)FL_ONGROUND;
skull.avelocity_x = random(30);
skull.avelocity_y = random(30);
skull.avelocity_z = random(80);
thinktime skull : random(4,10);
skull.think = MakeSolidCorpse;
setorigin(skull,self.origin);
}
*/
if (AdvanceFrame($fdeth1,$fdeth40) == AF_BEGINNING)
remove(self);
if (self.frame == $fdeth1)
self.movetype = MOVETYPE_STEP;
if (self.frame == $fdeth10)
{
if (self.classname == "monster_fallen_angel")
sound (self, CHAN_WEAPON, "fangel/death.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "fangel/death2.wav", 1, ATTN_NORM);
}
};
void fangel_flyforward (void)
{
AdvanceFrame($fmove1,$fmove20);
self.frame += 1;
fangel_move(3*fangel_fly_offsets[self.frame - $fmove1]);
if (self.frame == $fmove2)
sound (self, CHAN_WEAPON, "fangel/fly.wav", 1, ATTN_NORM);
if ((self.frame >= $fmove6 && self.frame <= $fmove8) ||
(self.frame >= $fmove16 && self.frame <= $fmove18))
{
self.fangel_SaveFrame = self.frame;
fangel_check_wing();
}
}
void fangel_flyother (void)
{
AdvanceFrame($ffly1,$ffly30);
fangel_move(3*fangel_fly_offsets[rint((self.frame - $ffly1)*.65)]);
if (self.frame == $ffly1)
sound (self, CHAN_WEAPON, "fangel/fly.wav", 1, ATTN_NORM);
if ((self.frame >= $ffly11 && self.frame <= $ffly13) ||
(self.frame >= $ffly26 && self.frame <= $ffly28))
{
self.fangel_SaveFrame = self.frame;
fangel_check_wing();
}
}
void() fangel_flyframes =
{
self.think = fangel_flyframes;
thinktime self : HX_FRAME_TIME;
fangel_check_incoming();
if(self.velocity!='0 0 0')
self.velocity=self.velocity*0.7;
if (self.monster_stage == FANGEL_STAGE_FLY)
fangel_flyforward();
else
fangel_flyother();
};
void fangel_handframes (void)
{
self.think = fangel_handframes;
thinktime self : HX_FRAME_TIME;
fangel_check_incoming();
if (AdvanceFrame($fhand1,$fhand22) == AF_END)
{
fangel_prepare_attack();
if (random() < .25)
{
self.monster_stage = FANGEL_STAGE_SIDESTEP;
self.monster_duration = random(20,40);
fangel_find_spot();
self.think = fangel_flyframes;
}
else
{
self.think = self.th_save;
}
self.frame = self.fangel_SaveFrame;
self.yaw_speed = fangel_move_speed;
}
else
{
if (self.frame == $fhand12) fangel_hand_fire();
else fangel_prepare_attack();
}
}
void() fangel_painframes =
{
float chance;
self.think = fangel_painframes;
thinktime self : HX_FRAME_TIME;
if (AdvanceFrame($fpain1,$fpain12) == AF_END)
{
fangel_check_incoming();
chance = random();
if (chance < .33)
self.think = self.th_save;
else if (chance < .66)
self.think = fangel_handframes; // Come back fighting
else
self.think = fangel_wingframes; // Come back fighting
self.frame = self.fangel_SaveFrame;
}
};
void() fangel_wingframes =
{
self.think = fangel_wingframes;
thinktime self : HX_FRAME_TIME;
if (AdvanceFrame($fwing1,$fwing30) == AF_END)
{
fangel_prepare_attack();
if (random() < .25)
{
self.monster_stage = FANGEL_STAGE_SIDESTEP;
self.monster_duration = random(20,40);
fangel_find_spot();
self.think = fangel_flyframes;
}
else
self.think = self.th_save;
self.frame = self.fangel_SaveFrame;
self.yaw_speed = fangel_move_speed;
}
else
{
if (self.classname == "monster_fallen_angel")
{
if (self.frame == $fwing21)
{
if (self.shoot_cnt < 3)
{
if (self.shoot_time < time)
{
fangel_wing_fire();
self.shoot_cnt += 1;
self.shoot_time = time + HX_FRAME_TIME * 3;
}
self.frame = $fwing20;
}
else
self.shoot_cnt =0;
}
else
fangel_prepare_attack();
}
else
{
if (self.frame == $fwing21)
{
if (self.shoot_cnt < 10)
{
vector org;
org=self.origin-'0 0 5';
traceline(org,(self.enemy.absmin+self.enemy.absmax)*0.5,TRUE,self);
if (trace_fraction==1)
{
self.effects(+)EF_MUZZLEFLASH;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_STREAM_COLORBEAM); //beam type
WriteEntity (MSG_BROADCAST, self); //owner
WriteByte (MSG_BROADCAST, 0); //tag + flags
WriteByte (MSG_BROADCAST, 1); //time
WriteByte (MSG_BROADCAST, rint(random(0,4))); //color
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
LightningDamage (self.origin, trace_endpos, self, 3,"sunbeam");
self.frame -= 1;
self.shoot_cnt += 1;
}
self.frame = $fwing20;
}
else
self.shoot_cnt =0;
}
else
fangel_prepare_attack();
}
}
};
void(entity attacker, float damage) fangel_pain =
{
if (random(self.health) > damage||self.pain_finished>time)
return; // didn't flinch
self.pain_finished=time + 1 + self.skin;
if (self.health < 50)
self.drawflags (-) DRF_TRANSLUCENT|MLS_POWERMODE;
if ((self.frame >= $ffly11 && self.frame <= $ffly13) ||
(self.frame >= $ffly26 && self.frame <= $ffly28))
{
if (self.classname == "monster_fallen_angel")
sound (self, CHAN_WEAPON, "fangel/pain.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "fangel/pain2.wav", 1, ATTN_NORM);
self.fangel_SaveFrame = self.frame;
// didn't want to use self.think just in case we just began to attack
self.th_save = fangel_flyframes;
fangel_painframes();
}
};
void() init_fangel =
{
if (deathmatch)
{
remove(self);
return;
}
self.monster_stage = FANGEL_STAGE_WAIT;
precache_model2 ("models/fangel.mdl");
precache_model2 ("models/faspell.mdl");
precache_model2 ("models/fablade.mdl");
precache_model2 ("models/h_fangel.mdl");
precache_sound2("fangel/fly.wav");
precache_sound2("fangel/deflect.wav");
precache_sound2("fangel/hand.wav");
precache_sound2("fangel/wing.wav");
CreateEntityNew(self,ENT_FANGEL,"models/fangel.mdl",fangel_deathframes);
self.skin = 0;
self.hull = HULL_BIG;
if (self.classname == "monster_fallen_angel")
{
precache_sound2("fangel/ambi1.wav");
self.skin = 0;
self.health = 250;
self.experience_value = 150;
}
else
{
precache_sound2("fangel/ambi2.wav");
self.skin = 1;
self.health = 500;
self.experience_value = 400;
}
self.th_stand = fangel_flyframes;
self.th_walk = fangel_flyframes;
self.th_run = fangel_flyframes;
self.th_pain = fangel_pain;
self.th_die = fangel_deathframes;
self.th_missile = fangel_handframes;
self.th_melee = fangel_wingframes;
self.headmodel="models/h_fangel.mdl";
total_monsters += 1;
self.ideal_yaw = self.angles * '0 1 0';
self.yaw_speed = fangel_move_speed;
self.view_ofs = '0 0 -5';
self.use = monster_use;
self.mintel = 3;
self.flags (+) FL_FLY | FL_MONSTER;
self.flags2 (+) FL_ALIVE;
if (self.classname == "monster_fallen_angel_lord")
self.drawflags (+) DRF_TRANSLUCENT;
self.pausetime = 99999999;
self.frame=$fhand1;
self.think=fangel_wait;
thinktime self : 0;
// self.th_stand ();
};
/*QUAKED monster_fallen_angel (1 0.3 0) (-14 -14 -41) (14 14 23) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
New item for QuakeEd
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
void() monster_fallen_angel =
{
precache_sound2("fangel/death.wav");
precache_sound2("fangel/pain.wav");
init_fangel();
};
/*QUAKED monster_fallen_angel_lord (1 0.3 0) (-14 -14 -41) (14 14 23) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
New item for QuakeEd
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
void() monster_fallen_angel_lord =
{
precache_sound2("fangel/death2.wav");
precache_sound2("fangel/pain2.wav");
init_fangel();
};