hexen2-siege-hc/spider.hc

641 lines
15 KiB
C++
Raw Normal View History

1998-06-24 00:00:00 +00:00
//**************************************************************************
//**
//** spider.hc
//** bgokey
//**
//** $Header: /HexenWorld/Siege/spider.hc 3 5/25/98 1:39p Mgummelt $
//**
//**************************************************************************
// FRAMES ------------------------------------------------------------------
// Scuttle
$frame swalk1 swalk2 swalk3 swalk4 swalk5
$frame swalk6 swalk7 swalk8 swalk9 swalk10
$frame swalk11 swalk12 swalk13 swalk14 swalk15
$frame swalk16
// Resting
$frame swait1 swait2 swait3 swait4 swait5
$frame swait6 swait7 swait8 swait9 swait10
$frame swait11 swait12 swait13 swait14 swait15
$frame swait16 swait17 swait18 swait19 swait20
$frame swait21 swait22 swait23 swait24 swait25
$frame swait26
// Transition from scuttle/resting to attack pose
$frame sattak1 sattak2 sattak3 sattak4 sattak5
$frame sattak6 sattak7 sattak8 sattak9 sattak10
$frame sattak11 sattak12
// Bite attack (from attack pose)
$frame sbite1 sbite2 sbite3 sbite4 sbite5
$frame sbite6 sbite7 sbite8 sbite9 sbite10
// Jump (from scuttle/resting)
$frame sjump1 sjump2 sjump3 sjump4 sjump5
$frame sjump6 sjump7 sjump8 sjump9 sjump10
$frame sjump11 sjump12 sjump13 sjump14 sjump15
$frame sjump16
// Pain (from scuttle/resting)
$frame sdpain1 sdpain2 sdpain3 sdpain4 sdpain5
$frame sdpain6 sdpain7 sdpain8 sdpain9 sdpain10
// Pain (from attack pose)
$frame supain1 supain2 supain3 supain4 supain5
$frame supain6 supain7 supain8
// Death
$frame sdeath1 sdeath2 sdeath3 sdeath4 sdeath5
$frame sdeath6 sdeath7 sdeath8 sdeath9 sdeath10
$frame sdeath11 sdeath12 sdeath13 sdeath14 sdeath15
$frame sdeath16 sdeath17 sdeath18 sdeath19 sdeath20
// CONSTANTS ---------------------------------------------------------------
float SPIDER_RED_LARGE = 0;
float SPIDER_RED_SMALL = 1;
float SPIDER_YELLOW_LARGE = 2;
float SPIDER_YELLOW_SMALL = 3;
float ONWALL = 32;
float SPIDER_FRAME_TIME = 0.025;
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
void SpiderInit(float type);
void SpiderStand(void);
void SpiderWalk(void);
void SpiderRun(void);
void SpiderMeleeBegin(void);
void SpiderJumpBegin(void);
void SpiderMelee(void);
void SpiderMeleeEnd(void);
void SpiderPause(void);
void SpiderPain(entity attacker, float total_damage);
void SpiderPainLow(void);
void SpiderPainHigh(void);
void SpiderDie(void);
void SpiderGone(void);
void SpiderJumpOffWall();
// PRIVATE DATA DEFINITIONS ------------------------------------------------
float SpiderHealth[4] =
{
175, // SPIDER_RED_LARGE
50, // SPIDER_RED_SMALL
75, // SPIDER_YELLOW_LARGE
30 // SPIDER_YELLOW_SMALL
};
float SpiderExp[4] =
{
225, // SPIDER_RED_LARGE
50, // SPIDER_RED_SMALL
100, // SPIDER_YELLOW_LARGE
25 // SPIDER_YELLOW_SMALL
};
// CODE --------------------------------------------------------------------
void monster_spider(void) {}
//==========================================================================
//
// monster_spider_red_large
//
//==========================================================================
/*QUAKED monster_spider_red_large (1 0.3 0) (-16 -16 0) (16 16 26) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
Large red spider.
------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered. Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT! Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/
void monster_spider_red_large(void)
{
SpiderInit(SPIDER_RED_LARGE);
}
//==========================================================================
//
// monster_spider_red_small
//
//==========================================================================
/*QUAKED monster_spider_red_small (1 0.3 0) (-12 -12 0) (12 12 16) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
Small red spider.
------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered. Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT! Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/
void monster_spider_red_small(void)
{
SpiderInit(SPIDER_RED_SMALL);
}
//==========================================================================
//
// monster_spider_yellow_large
//
//==========================================================================
/*QUAKED monster_spider_yellow_large (1 0.3 0) (-16 -16 0) (16 16 26) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
Large yellow spider.
------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered. Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT! Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/
void monster_spider_yellow_large(void)
{
SpiderInit(SPIDER_YELLOW_LARGE);
}
//==========================================================================
//
// monster_spider_yellow_small
//
//==========================================================================
/*QUAKED monster_spider_yellow_small (1 0.3 0) (-12 -12 0) (12 12 16) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
Small yellow spider.
------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered. Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT! Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/
void monster_spider_yellow_small(void)
{
SpiderInit(SPIDER_YELLOW_SMALL);
}
void spider_possum_up (void) [-- $sdeath20..$sdeath1]
{
if (cycle_wrapped)
self.think=self.th_run;
}
void spider_playdead (void)
{
self.frame=$sdeath20;
self.think=spider_playdead;
self.nextthink=time+0.1;
ai_stand();
}
//==========================================================================
//
// SpiderInit
//
//==========================================================================
void spider_noise ()
{
float r;
r=random();
if(r<0.33)
self.noise="spider/step1.wav";
else if(r<0.66)
self.noise="spider/step2.wav";
else
self.noise="spider/step3.wav";
sound(self, CHAN_BODY, self.noise, random(0.7, 1), ATTN_NORM);
}
void spider_onwall_awakened ()
{
self.use=monster_use;
sound(self, CHAN_VOICE, "spider/pain.wav", 1, ATTN_NORM);
self.goalentity=self.enemy;
setorigin(self,self.origin+self.movedir*22);
makevectors(self.enemy.angles);
self.view_ofs='0 0 22';
self.velocity=normalize(self.enemy.origin+v_forward*24-self.origin)*200;
self.flags(-)FL_FLY;
self.movetype=MOVETYPE_TOSS;
self.last_attack=time;
self.think=SpiderJumpOffWall;
thinktime self : random(0.5);
}
void spider_onwall_use ()
{
self.enemy = activator;
if (self.enemy.classname == "player")
{ // let other monsters see this monster for a while
sight_entity = self;
sight_entity_time = time;
}
self.show_hostile = time + 1; // wake up other monsters
spider_onwall_awakened();
}
void spider_onwall_wait () [++ $swait1..$swait25]
{
thinktime self : 0.1;
if(random()<0.5)
if(LocateTarget())
spider_onwall_awakened();
}
void spider_onwall_wait_init ()
{
total_monsters += 1;
if(self.angles_y==-2)
self.angles='90 0 0'; //face down
self.flags(+)FL_FLY; //No gravity
walkmonster_start();
makevectors(self.angles);
setorigin(self,self.origin-v_forward*22);
self.view_ofs=v_forward*36;
self.movedir=v_forward;
traceline(self.origin,self.origin-v_forward*100,TRUE,self);
pitch_roll_for_slope(trace_plane_normal);
self.use=spider_onwall_use;
if(self.targetname=="")
{
self.think=spider_onwall_wait;
thinktime self : 0;
}
else
self.nextthink=-1;
}
void SpiderInit(float type)
{
if(deathmatch)
{
remove(self);
return;
}
if(!self.flags2&FL_SUMMONED)
precache_spider();
setmodel(self, "models/spider.mdl");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.yaw_speed = 10;
if(type > SPIDER_RED_SMALL)
{ // Yellow spiders use skin 1
self.skin = 1;
}
if(type&1)
{ // Small spiders
self.scale = random(0.7,0.9);
self.mass = 1;
self.speed=5;
setsize(self, '-12 -12 0', '12 12 16');//was 16 - 28 to stop them from stepping over each other?
}
else
{ // Large spiders
self.scale = random(1.1,1.4);
self.mass = 3;
self.speed=10;
setsize(self, '-16 -16 0', '16 16 26');//was 26 - 28 to stop them from stepping over each other?
}
self.hull=HULL_CROUCH;
self.drawflags = SCALE_ORIGIN_BOTTOM;
self.spawnflags (+) JUMP;
self.spiderType = type;
self.spiderGoPause = 35;
self.mintel = 10;
self.netname = "spider";
self.health = SpiderHealth[type];
self.experience_value = SpiderExp[type];
self.attack_state = AS_STRAIGHT;
self.thingtype = THINGTYPE_FLESH;
self.th_stand = SpiderStand;
self.th_walk = SpiderWalk;
self.th_run = SpiderRun;
self.th_die = SpiderDie;
self.th_melee = SpiderMeleeBegin;
self.th_missile = SpiderJumpBegin;
self.th_pain = SpiderPain;
self.th_possum = spider_playdead;
self.th_possum_up = spider_possum_up;
self.flags = self.flags|FL_MONSTER;
if(self.spawnflags&ONWALL)
spider_onwall_wait_init();
else
walkmonster_start();
}
void SpiderDie(void) [++ $sdeath1..$sdeath20]
{
if(self.frame == $sdeath1)
{
sound(self, CHAN_VOICE, "spider/death.wav", 1, ATTN_NORM);
self.flags(-)FL_FLY;
if(!self.flags&FL_ONGROUND)
self.movetype=MOVETYPE_BOUNCE;
}
if(self.frame == $sdeath20)
{
self.think=SpiderGone;
}
if(self.health<-20)
chunk_death();
}
void SpiderGone(void)
{
MakeSolidCorpse();
}
void SpiderPain(entity attacker, float total_damage)
{
if(random(self.health)>total_damage)
return;
sound(self, CHAN_VOICE, "spider/pain.wav", 1, ATTN_NORM);
if(self.flags&FL_FLY) //on wall
{
spider_onwall_awakened();
}
else if(self.frame < $sattak8 || self.frame > $sbite10)
{
SpiderPainLow();
}
else
{
SpiderPainHigh();
}
}
void SpiderPainLow(void) [++ $sdpain1..$sdpain10]
{
if(cycle_wrapped)
{
self.enemy = world;
SpiderRun();
}
thinktime self : SPIDER_FRAME_TIME;
}
void SpiderPainHigh(void) [++ $supain1..$supain8]
{
if(cycle_wrapped)
{
self.enemy = world;
SpiderRun();
}
thinktime self : SPIDER_FRAME_TIME;
}
void SpiderMeleeBegin(void) [++ $sattak1..$sattak12]
{
ai_charge(self.speed/2);
if(self.frame == $sattak1)
self.last_attack=time;
else if(self.frame == $sattak12)
{
self.think = SpiderMelee;
}
thinktime self : SPIDER_FRAME_TIME;
}
void SpiderMeleeSettle (void) [++ $sjump12..$sjump16]
{
ai_charge(self.speed/2);
if(self.frame==$sjump16)
self.think=self.th_run;
thinktime self : SPIDER_FRAME_TIME;
}
void SpiderJumpTouch ()
{
if(other.takedamage&&other.model!="models/spider.mdl")
{
T_Damage(other,self,self,10);
self.touch=obj_push;
}
}
void SpiderJumpBegin(void) [++ $sjump1..$sjump11]
{
if(self.frame==$sjump1)
{
if(!CheckJump()||self.level<20)
{
self.think=SpiderRun;
self.nextthink=time;
return;
}
else
self.last_attack=time;
}
if(self.frame<$sjump5)
{
self.angles_y=self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ai_charge(self.speed/2);
}
else if(self.frame==$sjump5)
{
//FIXME: If land on someone, jump off!
self.last_attack=time;
self.touch=SpiderJumpTouch;
self.last_attack=time;
makevectors(self.angles);
self.jump_flag=time + 7; //Only try to jump once every 7 seconds
self.velocity=v_forward*self.level*12*self.scale;
self.velocity_z = self.level*10*self.scale;
self.flags(-)FL_ONGROUND;
}
else if(self.frame == $sjump11)
{
self.touch=obj_push;
self.frame=$sattak7;
self.think = SpiderMeleeBegin;
}
}
void SpiderJumpOffWall(void) [++ $sjump1..$sjump11]
{
if(self.angles_x!=0)
{
if(self.angles_x<=10&&self.angles_x>=-10)
self.angles_x=0;
else
self.angles_x/=1.5;
}
if(self.angles_z!=0)
{
if(self.angles_z<=10&&self.angles_z>=-10)
self.angles_z=0;
else
self.angles_z/=1.5;
}
ai_face();
if(self.flags&FL_ONGROUND)
if(self.movetype!=MOVETYPE_STEP)
{
self.movetype=MOVETYPE_STEP;
sound(self,CHAN_BODY,"player/land.wav",1,ATTN_NORM);
}
if(self.frame==$sjump11)
if(self.flags&FL_ONGROUND)
{
self.movetype=MOVETYPE_STEP;
self.angles_x=0;
self.angles_z=0;
self.frame=$sattak7;
self.think = SpiderMeleeBegin;
}
else
self.frame-=1;
}
void SpiderMelee(void) [++ $sbite1..$sbite10]
{
self.last_attack=time;
if(self.frame == $sbite7)
{//FIXME: adjust dmg for scale
ai_melee();
}
if(self.frame == $sbite6)
{
sound(self, CHAN_VOICE, "spider/bite.wav", 1, ATTN_NORM);
}
if(self.frame > $sbite5 && self.frame < $sbite9)
{
ai_charge(self.speed/1.5);
}
else
{
ai_charge(self.speed/2.5);
}
if(self.frame == $sbite10)
{
if(range(self.enemy)==RANGE_MELEE)
{
if(random()<0.7-skill/10) //Based on skill level, try attacking again
self.think = SpiderMeleeEnd;
}
else
self.think = SpiderMeleeEnd;
}
thinktime self : SPIDER_FRAME_TIME;
}
void SpiderMeleeEnd(void) [-- $sattak12..$sattak1]
{
if(self.frame == $sattak1)
{
//self.think = SpiderPause;
self.think = SpiderRun;
}
thinktime self : SPIDER_FRAME_TIME;
}
void SpiderPauseInit(void)
{
self.th_save = self.think;
// Frames to remain paused
self.spiderPauseLength = 7+random()*8;
// Generate a new active/pause threshold
self.spiderGoPause = 16+random()*16;
self.spiderPauseCount = self.spiderActiveCount = 0;
SpiderPause();
}
void SpiderPause(void) [++ $swait1..$swait26]
{
if((self.spiderPauseCount += 1) > self.spiderPauseLength)
{
self.think = self.th_save;
if not(self.think)
{
self.think = SpiderStand;
}
}
}
void SpiderRun(void) [++ $swalk1..$swalk16]
{
if((self.spiderActiveCount += 1) > self.spiderGoPause && random()>skill/5)
{ // Pause for a bit
SpiderPauseInit();
return;
}
if(self.attack_state==AS_STRAIGHT)
{
if(random()<0.1)
self.attack_state=AS_SLIDING;
}
else if(self.attack_state==AS_SLIDING)
if(random()<0.3)
self.attack_state=AS_STRAIGHT;
if(self.spiderType&1)
{ // Small spiders
ai_run(self.speed/self.attack_state);//slower strafing
}
else
{ // Large spiders
ai_run(self.speed/self.attack_state);
}
if(random()<0.2)
{
spider_noise();
pitch_roll_for_slope('0 0 0');
}
if ((self.flags2 & FL_SUMMONED) && (self.lifetime < time)) // Summoned spiders only live a little while
SpiderDie();
thinktime self : SPIDER_FRAME_TIME;
}
void SpiderStand(void) [++ $swait1..$swait25]
{
if(random()<0.5)
ai_stand();
}
void SpiderWalk(void) [++ $swalk1..$swalk16]
{
ai_walk(self.speed/2);
if(random()<0.1)
{
spider_noise();
pitch_roll_for_slope('0 0 0');
}
}