hexen2-siege-hc/golem.hc

1437 lines
32 KiB
C++

//**************************************************************************
//**
//** golem.hc
//**
//** $Header: /HexenWorld/Siege/golem.hc 4 5/25/98 1:38p Mgummelt $
//**
//**************************************************************************
// FRAMES ------------------------------------------------------------------
// Common: Rest
$frame rest1 rest2 rest3 rest4 rest5 rest6 rest7 rest8 rest9 rest10
$frame rest11 rest12 rest13 rest14 rest15 rest16 rest17 rest18 rest19
$frame rest20 rest21 rest22
// Common: Transition from run to rest
$frame transa1 transa2 transa3 transa4 transa5 transa6 transa7 transa8
$frame transa9 transa10 transa11 transa12 transa13
// Common: Transition from rest to run
$frame transb1 transb2 transb3 transb4 transb5 transb6 transb7 transb8
$frame transb9 transb10 transb11 transb12 transb13
// Common: Transition from still to run
$frame wake1 wake2 wake3 wake4 wake5 wake6 wake7 wake8 wake9 wake10
$frame wake11 wake12 wake13 wake14 wake15 wake16
// Common: Walk
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
$frame walk20 walk21 walk22 walk23 walk24 walk25 walk26 walk27 walk28
$frame walk29 walk30 walk31 walk32 walk33 walk34
// Common: Run
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame run13 run14 run15 run16 run17 run18 run19 run20 run21 run22
$frame run23 run24
// Common: Right hand punch attack
$frame rpunch1 rpunch2 rpunch3 rpunch4 rpunch5 rpunch6 rpunch7 rpunch8
$frame rpunch9 rpunch10 rpunch11 rpunch12 rpunch13 rpunch14 rpunch15
$frame rpunch16 rpunch17 rpunch18 rpunch19 rpunch20 rpunch21
$frame rpunch22 rpunch23 rpunch24
// Common: Right hand pound attack
$frame rpound1 rpound2 rpound3 rpound4 rpound5 rpound6 rpound7 rpound8
$frame rpound9 rpound10 rpound11 rpound12 rpound13 rpound14 rpound15
$frame rpound16 rpound17 rpound18 rpound19 rpound20 rpound21
$frame rpound22 rpound23 rpound24
// Common: Death
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame death10 death11 death12 death13 death14 death15 death16 death17
$frame death18 death19 death20
$frame death21 death22
$framesave x
// Stone: Charge at the player
$frame rush1 rush2 rush3 rush4 rush5 rush6 rush7 rush8 rush9 rush10
$frame rush11 rush12 rush13 rush14 rush15 rush16 rush17 rush18 rush19
$frame rush20 rush21 rush22 rush23 rush24
$framerestore x
// Iron: Gem attack
$frame igem1 igem2 igem3 igem4 igem5 igem6 igem7 igem8 igem9 igem10
$frame igem11 igem12 igem13 igem14 igem15 igem16 igem17 igem18 igem19
$frame igem20 igem21 igem22 igem23 igem24
$framerestore x
// Bronze: Gem attack
$frame bgem1 bgem2 bgem3 bgem4 bgem5 bgem6 bgem7 bgem8 bgem9 bgem10
$frame bgem11 bgem12 bgem13 bgem14 bgem15 bgem16 bgem17 bgem18 bgem19
$frame bgem20 bgem21 bgem22 bgem23 bgem24
// Bronze: Stomp attack
$frame stomp1 stomp2 stomp3 stomp4 stomp5 stomp6 stomp7 stomp8 stomp9
$frame stomp10 stomp11 stomp12 stomp13 stomp14 stomp15 stomp16 stomp17
$frame stomp18 stomp19 stomp20 stomp21 stomp22 stomp23 stomp24
// CONSTANTS ---------------------------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
void GolemInit(void);
void GolemCUse(void);
void GolemStand(void);
void GolemWalk(void);
void GolemRun(void);
void GolemSMeleeDecide(void);
void GolemIMeleeDecide(void);
void GolemBMeleeDecide(void);
void GolemPunchRight(void);
void GolemPoundRight(void);
void GolemSRushBegin(void);
void GolemSRushSlide(void);
void GolemSRushEnd(void);
float GolemFlinch(float firstFrame, float lastFrame);
void GolemSPain(void);
void GolemIPain(void);
void GolemBPain(void);
void GolemDie(void);
void GolemBBeamBegin(void);
void GolemBStomp(void);
void GolemIMissile(void);
float GolemBCheckBeamAttack();
float GolemICheckMissileAttack();
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// monster_golem_stone
//
//==========================================================================
/*QUAKED monster_golem_stone (1 0.3 0) (-32 -32 0) (32 32 88) AMBUSH
Stone Golem.
------- key / value ----------------------------
health = 200
experience_value = 125
------- spawnflags -----------------------------
AMBUSH
*/
void monster_golem_stone(void)
{
if(deathmatch)
{
remove(self);
return;
}
precache_model3("models/golem_s.mdl");
precache_model3("models/goarm.mdl");
precache_model3("models/golegs.mdl");
precache_model3("models/g-head.mdl");
precache_sound3("golem/stnfall.wav");
precache_sound3("golem/stnpain.wav");
precache_sound3("golem/slide.wav");
precache_sound3("imp/swoophit.wav");
precache_sound3("golem/dthgroan.wav");
self.thingtype = THINGTYPE_GREYSTONE;
setmodel(self, "models/golem_s.mdl");
setsize(self, '-24 -24 0', '24 24 80');
GolemInit();
self.hull = HULL_PLAYER;
self.health = 200;
self.experience_value = 125;
self.mintel = 4;
self.th_melee = GolemSMeleeDecide;
self.th_pain = GolemSPain;
self.view_ofs = self.proj_ofs='0 0 64';
walkmonster_start();
}
//==========================================================================
//
// monster_golem_iron
//
//==========================================================================
/*QUAKED monster_golem_iron (1 0.3 0) (-55 -55 0) (55 55 120) AMBUSH
Iron Golem.
------- key / value ----------------------------
health = 400
experience_value = 200
------- spawnflags -----------------------------
AMBUSH
*/
void monster_golem_iron(void)
{
if(deathmatch)
{
remove(self);
return;
}
precache_model2("models/golem_i.mdl");
precache_model2("models/goarm.mdl");
precache_model2("models/golegs.mdl");
precache_model2("models/g-head.mdl");
precache_model2("models/golemmis.mdl");
precache_sound2("golem/mtlfall.wav");
precache_sound2("golem/mtlpain.wav");
precache_sound5("golem/gbfire.wav");
precache_sound2("golem/dthgroan.wav");
self.thingtype = THINGTYPE_METAL;
setmodel(self, "models/golem_i.mdl");
setsize(self, '-32 -32 0', '32 32 80');
GolemInit();
self.health = 450;
self.mintel = 6;
self.experience_value = 200;
self.th_melee = GolemIMeleeDecide;
self.th_pain = GolemIPain;
self.view_ofs = self.proj_ofs='0 0 64';
walkmonster_start();
}
//==========================================================================
//
// monster_golem_bronze
//
//==========================================================================
/*QUAKED monster_golem_bronze (1 0.3 0) (-64 -64 0) (64 64 194) AMBUSH
Bronze Golem.
------- key / value ----------------------------
health = 500
experience_value = 275
------- spawnflags -----------------------------
AMBUSH
*/
void monster_golem_bronze(void)
{
if(deathmatch)
{
remove(self);
return;
}
self.cnt = 0;
precache_model2("models/golem_b.mdl");
precache_model2("models/goarm.mdl");
precache_model2("models/golegs.mdl");
precache_model2("models/g-head.mdl");
precache_sound2("golem/mtlfall.wav");
precache_sound2("golem/mtlpain.wav");
precache_sound2("golem/stomp.wav");
precache_sound2("golem/gbcharge.wav");
precache_sound5("golem/gbfire.wav");
precache_sound2("golem/dthgroan.wav");
self.thingtype = THINGTYPE_METAL;
setmodel(self, "models/golem_b.mdl");
setsize(self, '-60 -60 0', '60 60 190');
GolemInit();
self.health = 650;
self.mintel = 8;
self.experience_value = 275;
self.th_melee = GolemBMeleeDecide;
self.th_pain = GolemBPain;
self.view_ofs = self.proj_ofs='0 0 115';
walkmonster_start();
}
//==========================================================================
//
// monster_golem_crystal
//
//==========================================================================
/*QUAKED monster_golem_crystal (1 0.3 0) (-32 -32 -24) (32 32 64) AMBUSH
Crystal Golem.
------- key / value ----------------------------
health = 400
experience_value = 650
------- spawnflags -----------------------------
AMBUSH
*/
void monster_golem_crystal(void)
{
if(deathmatch)
{
remove(self);
return;
}
precache_model3("models/golem_s.mdl");
precache_sound3("golem/stnpain.wav");
precache_sound3("golem/slide.wav");
precache_sound3("golem/dthgroan.wav");
self.thingtype = THINGTYPE_ICE;
setmodel(self, "models/golem_s.mdl");
setsize(self, '-24 -24 0', '24 24 80');
GolemInit();
self.hull = HULL_PLAYER;
self.drawflags = DRF_TRANSLUCENT|MLS_ABSLIGHT;
self.abslight = 1.4;
self.skin = GLOBAL_SKIN_ICE;
self.health = 400;
self.experience_value = 650;
self.th_melee = GolemSMeleeDecide;
self.th_pain = GolemSPain;
self.use = GolemCUse;
self.view_ofs = self.proj_ofs='0 0 64';
walkmonster_start();
self.takedamage = DAMAGE_NO;
}
//==========================================================================
//
// GolemInit
//
//==========================================================================
void GolemInit(void)
{
self.netname="golem";
self.flags (+) FL_MONSTER;
self.flags2 (+) FL_ALIVE;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.yaw_speed = 14;
self.mass = 75;
self.mintel = 2;
self.hull = HULL_GOLEM;
self.th_stand = GolemStand;
self.th_walk = GolemWalk;
self.th_run = GolemRun;
self.th_die = GolemDie;
precache_sound3("golem/awaken.wav");
precache_sound3("golem/step.wav");
precache_sound3("golem/swing.wav");
}
//==========================================================================
//
// GolemCUse
//
//==========================================================================
void GolemCUse(void)
{
self.takedamage = DAMAGE_YES;
self.drawflags = DRF_TRANSLUCENT|MLS_CRYSTALGOLEM;
}
//==========================================================================
//
// GolemStand
//
//==========================================================================
void GolemStand(void) [++ $rest1..$rest22]
{
ai_stand();
thinktime self : 0.2;
}
//==========================================================================
//
// GolemWalk
//
//==========================================================================
void GolemWalk(void) [++ $walk1..$walk34]
{
if(self.frame == $walk16 || self.frame == $walk33)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
}
ai_walk(2);
}
//==========================================================================
//
// GolemRun
//
//==========================================================================
void GolemRun(void) [++ $run1..$run24]
{
float len;
float hdiff;
float dist, r;
check_pos_enemy();
checkenemy();
if (coop && !visible(self.enemy))
LocateTarget();
if (self.classname == "monster_golem_stone" || self.classname == "monster_golem_crystal")
{
len = vlen(self.origin - self.enemy.origin);
hdiff = fabs(self.origin_z - self.enemy.origin_z);
if(len > 50 && len < 300 && hdiff < 80)
{
if(random() < 0.05)
{
GolemSRushBegin();
return;
}
}
ai_run(8);
}
if (self.classname == "monster_golem_bronze")
{
dist = vlen(self.enemy.origin - self.origin);
r = random(0, 10);
if (dist < 100)
GolemBMeleeDecide();
else if (dist > 256 && visible(self.enemy) && r < 0.6)
{
if (GolemBCheckBeamAttack() == 1)
GolemBBeamBegin();
}
else if (dist > 100 && dist < 256 && r < 0.3)
GolemBStomp();
ai_run(8);
}
if (self.classname == "monster_golem_iron")
{
dist = vlen(self.enemy.origin - self.origin);
r = random(0, 10);
if (dist < 100)
GolemBMeleeDecide();
else if (dist > 100 && visible(self.enemy) && r < 0.4)
if (GolemICheckMissileAttack())
GolemIMissile();
ai_run(5);
}
if(self.frame == $run12 || self.frame == $run24)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
}
}
void GolemDoMelee(float critical)
{
vector delta;
float ldmg;
if (!self.enemy)
return; // removed before stroke
delta = self.enemy.origin - self.origin;
if (self.classname == "monster_golem_bronze")
{
if (vlen(delta) > 128)
return;
ldmg = random(15);
}
else if (self.classname == "monster_golem_iron")
{
if (vlen(delta) > 128)
return;
ldmg = random(12);
}
else
{
ldmg = random(8);
if (vlen(delta) > 128) return;
}
if (critical) ldmg = ldmg * 1.5;
if (self.attack_finished < time)
{
sound(self, CHAN_BODY, "imp/swoophit.wav", 1, ATTN_NORM);
self.attack_finished = time + 1;
}
if (self.enemy.health - ldmg <= 0 && critical&&self.enemy.flags2&FL_ALIVE)
self.enemy.decap = 2;
T_Damage (self.enemy, self, self, ldmg);
}
//==========================================================================
//
// GolemSMeleeDecide
//
//==========================================================================
void GolemSMeleeDecide(void)
{
if(random() < 0.5)
{
GolemPunchRight();
}
else
{
GolemPoundRight();
}
}
void GolemIMissileTouch(void)
{
if (other.health > 0 && other.flags & FL_ALIVE)
T_Damage(other, self, self.owner, random(13,17));
remove(self);
}
void GolemIMissileThink(void)
{
if (self.count > time)
HomeThink();
particle4(self.origin,20,random(128,143),PARTICLETYPE_GRAV,4);
self.angles = vectoangles(self.velocity);
self.think = GolemIMissileThink;
thinktime self : 0.1;
}
void GolemISpawnMissile(vector vect, vector offset, float vel)
{
local entity missile;
local vector vec;
self.last_attack=time;
missile = spawn ();
missile.classname = "golem_iron_proj";
missile.owner = self;
missile.enemy = missile.goalentity = self.enemy;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
missile.yaw_speed = 3;
missile.drawflags (+) MLS_POWERMODE | SCALE_TYPE_UNIFORM;
missile.scale = 2.5;
setmodel (missile, "models/golemmis.mdl");
setsize (missile, '0 0 0', '0 0 0');
// set missile speed
makevectors (self.angles);
setorigin (missile, self.origin + offset);
vec = self.enemy.origin - missile.origin + self.enemy.view_ofs;
vec = normalize(vec);
vec += vect;
missile.speed = 300;
missile.velocity = vec * (300 - random(vel));
missile.angles = vectoangles(missile.velocity);
missile.touch = GolemIMissileTouch;
missile.think = GolemIMissileThink;
missile.veer=0; //slight veering, random course modifications
missile.turn_time = 0.5;
missile.hoverz=TRUE; //slow down on turns
missile.ideal_yaw=TRUE;
missile.count = time + 2;
thinktime missile : 0.2;
}
void GolemIMissile(void) [++ $igem1..$igem24]
{
vector vect;
ai_face();
makevectors(self.angles);
if (self.frame == $igem1)
self.colormap = 128 + 16;
if (self.frame == $igem1)
{
vect = self.origin + (v_forward * 16);
particle4(vect + '0 0 90',15,256+random(128,143),PARTICLETYPE_GRAV,10);
}
self.colormap -= 0.5;
if (self.frame == $igem17 && FacingIdeal())
{
sound(self, CHAN_WEAPON, "golem/gbfire.wav", 1, ATTN_NORM);
//GolemISpawnMissile(v_right * -1, '0 0 75', 20);
GolemISpawnMissile('0 0 0', '0 0 75', 100);
/*GolemISpawnMissile(v_right, '0 0 75', 20);
GolemISpawnMissile(v_up * -1, '0 0 75', 20);
GolemISpawnMissile(v_up, '0 0 75', 20);*/
self.think = self.th_run;
self.colormap = 0;
thinktime self : 0.1;
}
}
//==========================================================================
//
// GolemIMeleeDecide
//
//==========================================================================
void GolemIMeleeDecide(void)
{
if(random() < 0.5)
{
GolemPunchRight();
}
else
{
GolemPoundRight();
}
}
//==========================================================================
//
// GolemBMeleeDecide
//
//==========================================================================
void GolemBMeleeDecide(void)
{
if(random() < 0.5)
{
GolemPunchRight();
}
else
{
GolemPoundRight();
}
}
//==========================================================================
//
// GolemPunchRight
//
//==========================================================================
void GolemPunchRight(void) [++ $rpunch1..$rpunch24]
{
vector checkPos;
if(cycle_wrapped)
{
GolemRun();
return;
}
if(self.frame == $rpunch10)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
sound(self, CHAN_WEAPON, "golem/swing.wav", 1, ATTN_NORM);
}
else if(self.frame == $rpunch24)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
}
//ai_charge(8);
ai_face();
if (!walkmove(self.angles_y, 8, TRUE))
{
if (trace_ent.health <= 0) return;
}
if(self.frame > $rpunch10 && self.frame < $rpunch16)
{
makevectors(self.enemy.angles);
checkPos = self.enemy.origin + (v_forward * -24);
checkPos_z = self.enemy.origin_z + self.enemy.view_ofs_z;
traceline(self.enemy.origin, checkPos, FALSE, self.enemy);
if (trace_fraction < 1&&!trace_ent.flags2&FL_ALIVE)
GolemDoMelee(1);
else
GolemDoMelee(0);
}
}
//==========================================================================
//
// GolemPoundRight
//
//==========================================================================
void GolemPoundRight(void) [++ $rpound1..$rpound24]
{
vector checkPos;
if(cycle_wrapped)
{
GolemRun();
return;
}
if(self.frame == $rpound10)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
sound(self, CHAN_WEAPON, "golem/swing.wav", 1, ATTN_NORM);
}
else if(self.frame == $rpound24)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
}
ai_face();
if (!walkmove(self.angles_y, 10, TRUE))
{
if (trace_ent.health <= 0) return;
}
if(self.frame > $rpound10 && self.frame < $rpound16)
{
makevectors(self.enemy.angles);
checkPos = self.enemy.origin + (v_forward * -24);
checkPos_z = self.enemy.origin_z + self.enemy.view_ofs_z;
traceline(self.enemy.origin, checkPos, FALSE, self.enemy);
if (trace_fraction < 1)
GolemDoMelee(1);
else
GolemDoMelee(0);
}
}
//==========================================================================
//
// GolemSRushBegin
//
//==========================================================================
void GolemSRushBegin(void) [++ $rush1..$rush12]
{
if(self.frame == $rush12)
{
self.golemSlideCounter = 8;
self.think = GolemSRushSlide;
sound(self, CHAN_WEAPON, "golem/slide.wav", 1, ATTN_NORM);
}
else if(self.frame == $rush10)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
}
//ai_charge(5);
ai_face();
if (!walkmove(self.angles_y, 5, TRUE))
{
if (trace_ent.health <= 0) return;
}
}
//==========================================================================
//
// GolemSRushSlide
//
//==========================================================================
void GolemSRushSlide(void) [$rush12 GolemSRushSlide]
{
if(walkmove(self.angles_y, 20, FALSE))
{
if(random() < 0.2)
{
CreateWhiteSmoke(self.origin,'0 0 8',HX_FRAME_TIME * 2);
}
}
else
{
self.think = GolemSRushEnd;
return;
}
self.golemSlideCounter -= 1;
if(self.golemSlideCounter < 0)
{
self.think = GolemSRushEnd;
}
}
float GolemBCheckBeamAttack(void)
{
vector p1, p2, off;
float dist;
makevectors(self.angles);
dist = vlen(self.enemy.origin - self.origin);
off = v_forward * 15 + v_right * 1;
p1 = self.origin + '0 0 92' + off;
p2 = p1 + (v_forward * dist);
p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z;
traceline(p1, p2, FALSE, self);
if (trace_ent == self.enemy)
return 1;
return 0;
}
float GolemICheckMissileAttack(void)
{
vector p1, p2, off;
float dist;
makevectors(self.angles);
dist = vlen(self.enemy.origin - self.origin);
off = v_forward * 15 + v_right * 1;
p1 = self.origin + '0 0 92' + off;
p2 = p1 + (v_forward * dist);
p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z;
traceline(p1, p2, FALSE, self);
if (trace_ent == self.enemy)
return 1;
return 0;
}
void GolemBBeamFinish(void) [++ $bgem18..$bgem24]
{
if (self.frame == $bgem24)
{
self.colormap = 0;
self.think = self.th_run;
thinktime self : 0.1;
return;
}
}
void GolemDoBeam(float offset, float damage)
{
vector p1, p2, off, dir;
float dist;
makevectors(self.angles);
dist = vlen(self.enemy.origin - self.origin);
off = v_forward * 15 + v_right * 1;
p1 = self.origin + '0 0 92' + off;
dist = vlen(p1 - self.enemy.origin + self.enemy.proj_ofs - '0 0 6');
/*p2 = p1 + (v_forward * dist + v_right * offset);
p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z;*/
dir = normalize(v_forward*100 + v_right * offset);
p2 = p1 + dir*dist;
p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z - 6;
dir = normalize(p2-p1);
traceline(p1, p2+dir*(dist/2), FALSE, self);
//traceline(p1, p2, FALSE, self);
if (trace_ent != world && trace_ent.health > 0)
{
sound(trace_ent,CHAN_AUTO,"crusader/sunhit.wav",1,ATTN_NORM);
if (trace_ent.health - damage <= 0)
trace_ent.decap = TRUE;
if (trace_ent.flags & FL_MONSTER)
T_Damage(trace_ent,self,self,damage/2);
else
T_Damage(trace_ent,self,self,damage);
}
SpawnPuff(trace_endpos, '0 0 10', 1, trace_ent);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_STREAM_COLORBEAM); //beam type
WriteEntity (MSG_BROADCAST, self); //owner
WriteByte (MSG_BROADCAST, 0); //tag + flags
WriteByte (MSG_BROADCAST, 1); //time
WriteByte (MSG_BROADCAST, 2); //color
WriteCoord (MSG_BROADCAST, p1_x);
WriteCoord (MSG_BROADCAST, p1_y);
WriteCoord (MSG_BROADCAST, p1_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
}
void GolemBBeamFireArch1(void) [$bgem18 GolemBBeamFireArch1]
{
if (self.golemBeamDelay < time)
{
self.think = GolemBBeamFinish;
thinktime self : 0.1;
return;
}
self.golemBeamOff1 += 5;
GolemDoBeam(self.golemBeamOff1, random(7, 12));
}
void GolemBBeamFireArch2(void) [$bgem18 GolemBBeamFireArch2]
{
if (self.golemBeamDelay < time)
{
self.think = GolemBBeamFinish;
thinktime self : 0.1;
return;
}
if (!self.golemBeamOff2)
self.golemBeamOff1 += 10;
else
self.golemBeamOff1 -= 10;
if (self.golemBeamOff1 == 100)
self.golemBeamOff2 = 1;
GolemDoBeam(self.golemBeamOff1, random(7, 12));
}
void GolemBBeamFire(void) [++ $bgem11..$bgem18]
{
float r;
ai_face();
if (self.frame == $bgem18)
{
r = random();
if (visible(self.enemy) && FacingIdeal())
{
sound(self, CHAN_WEAPON, "golem/gbfire.wav", 1, ATTN_NORM);
if (r < 0.5)
{
self.golemBeamDelay = time + 2;
self.golemBeamOff1 = -100;
self.think = GolemBBeamFireArch1;
thinktime self : 0.1;
}
else
{
self.golemBeamDelay = time + 2;
self.golemBeamOff1 = -100;
self.golemBeamOff2 = 0;
self.think = GolemBBeamFireArch2;
thinktime self : 0.1;
}
}
else
{
self.think = self.th_run;
thinktime self : 0.1;
}
}
}
void GolemBBeamPause(void) [$bgem11 GolemBBeamPause]
{
if (self.golemBeamDelay < time && !self.cnt)
{
self.golemBeamDelay = time + 0.5;
self.cnt = 1;
self.colormap = 176 + 16;
}
self.colormap -= 1;
if (self.golemBeamDelay > time)
{
particle4(self.origin + self.view_ofs,5,185 + random(6),PARTICLETYPE_SLOWGRAV,1);
ai_face();
return;
}
self.cnt = 0;
GolemBBeamFire();
}
//==========================================================================
//
// GolemBBeam
//
//==========================================================================
void GolemBBeamBegin(void) [++ $bgem1..$bgem11]
{
sound(self, CHAN_WEAPON, "golem/gbcharge.wav", 1, ATTN_NORM);
if (self.frame == $bgem11)
{
thinktime self : 0.1;
self.think = GolemBBeamPause;
}
}
void GolemBStompEffect(void)
{
float dist;
dist = vlen(self.enemy.origin - self.origin);
MonsterQuake(350);
if (dist < 350)
T_Damage(self.enemy, self, self, random(50/dist));
}
//==========================================================================
//
// GolemBStomp
//
//==========================================================================
void GolemBStomp(void) [++ $stomp1..$stomp24]
{
float numPuffs;
vector vect;
if (self.frame == $stomp13)
{
sound(self, CHAN_BODY, "golem/stomp.wav", 1, ATTN_NORM);
numPuffs = random(4,10);
makevectors(self.angles);
while(numPuffs > 0)
{
vect_x = self.origin_x;
vect_y = self.origin_y;
vect_z = self.absmin_z;
vect_z += v_up_z * 3;
vect_x += v_forward_x * random(0, self.size_x);
vect_y += v_forward_y * random(0, self.size_y);
particle4(vect,20+random(1,10),256+random(90, 95),PARTICLETYPE_GRAV,30);
numPuffs -= 1;
}
GolemBStompEffect();
}
if (self.frame == $stomp24)
{
self.think = self.th_run;
thinktime self : 0.1;
}
}
void GolemICheckRushDamage( void )
{
float r;
float damage;
if(!self.enemy)
return;
r = vlen(self.enemy.origin - self.origin);
damage = random(20,30);
if (infront(self.enemy) && r < 60)
{
sound(self, CHAN_BODY, "imp/swoophit.wav", 1, ATTN_NORM);
makevectors(self.angles);
self.enemy.flags (-) FL_ONGROUND;
self.enemy.velocity = (v_forward * (damage * 20));
self.enemy.velocity_z = random(300, 350);
T_Damage(self.enemy, self, self, damage);
}
}
//==========================================================================
//
// GolemSRushEnd
//
//==========================================================================
void GolemSRushEnd(void) [++ $rush13..$rush24]
{
if(cycle_wrapped)
{
GolemRun();
return;
}
if (self.frame == $rush15)
{
GolemICheckRushDamage();
}
if(self.frame == $rush24)
{
sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM);
}
//ai_charge(4);
ai_face();
if (!walkmove(self.angles_y, 4, TRUE))
{
if (trace_ent.health <= 0) return;
}
}
//==========================================================================
//
// GolemFlinch
//
//==========================================================================
float GolemFlinch(float firstFrame, float lastFrame)
{
if(self.frame < firstFrame || self.frame > lastFrame)
{
return 0;
}
self.nextthink += 0.1+random()*0.2;
self.frame = self.frame - 8 - rint(random() * 12);
self.pain_finished = time + 1;
if(self.frame < firstFrame)
{ // Wrap
self.frame = lastFrame + 1 - (firstFrame - self.frame);
}
return 1;
}
//==========================================================================
//
// GolemSPain
//
//==========================================================================
void GolemSPain(void)
{
if(self.pain_finished > time)
{
return;
}
//if(GolemFlinch($gwalk1, $gwalk60)) return;
//if(GolemFlinch($gLpnch1, $gLpnch22)) return;
//if(GolemFlinch($gRpnch1, $gRpnch22)) return;
//GolemFlinch($run1, $run24);
}
//==========================================================================
//
// GolemIPain
//
//==========================================================================
void GolemIPain(void)
{
if(self.pain_finished > time)
{
return;
}
//if(GolemFlinch($gwalk1, $gwalk60)) return;
//if(GolemFlinch($ggem1, $ggem25)) return;
//if(GolemFlinch($gRpnch1, $gRpnch22)) return;
//GolemFlinch($run1, $run24);
}
//==========================================================================
//
// GolemBPain
//
//==========================================================================
void GolemBPain(void)
{
if(self.pain_finished > time)
{
return;
}
//if(GolemFlinch($gwalk1, $gwalk60)) return;
//if(GolemFlinch($ggem1, $ggem25)) return;
//if(GolemFlinch($gLpnch1, $gLpnch22)) return;
//if(GolemFlinch($gRpnd1, $gRpnd20)) return;
//GolemFlinch($run1, $run24);
}
float GolemCheckSolidGround( void )
{
vector p1, p2, p3, p4, destin;
float numSolid = 4;
makevectors(self.angles);
p1 = self.origin + (v_forward * (self.size_y * 0.8));
p2 = self.origin - (v_forward * (self.size_y * 0.8));
p3 = self.origin + (v_right * (self.size_x * 0.5));
p4 = self.origin - (v_right * (self.size_x * 0.5));
destin = p1 - (v_up * self.size_y);
traceline(p1, destin, FALSE, self);
if (trace_fraction == 1) numSolid -= 1;
destin = p2 - (v_up * self.size_y);
traceline(p2, destin, FALSE, self);
if (trace_fraction == 1) numSolid -= 1;
destin = p3 - (v_up * self.size_y);
traceline(p3, destin, FALSE, self);
if (trace_fraction == 1) numSolid -= 1;
destin = p4 - (v_up * 2);
traceline(p4, destin, FALSE, self);
if (trace_fraction == 1) numSolid -= 1;
if (numSolid < 3)
return 0;
return 1;
}
void GolemChunkPlace(string gibname, vector pos, vector vel)
{
local entity new;
makevectors(self.angles);
new = spawn();
new.origin = pos;
setmodel (new, gibname);
setsize (new, '0 0 0', '0 0 0');
new.velocity = vel;
new.movetype = MOVETYPE_BOUNCE;
new.solid = SOLID_NOT;
new.angles = self.angles;
if (gibname != "models/golegs.mdl")
{
new.avelocity_y = random(100,500);
new.velocity_x += random(v_forward_x * 100,v_forward_x * 300);
new.velocity_y += random(v_forward_y * 100,v_forward_y * 300);
new.velocity_z += random(v_forward_z * 350,v_forward_z * 600);
new.flags (-) FL_ONGROUND;
}
if (self.classname == "monster_golem_crystal")
{
new.drawflags = DRF_TRANSLUCENT|MLS_ABSLIGHT;
new.abslight = 1.4;
new.skin = GLOBAL_SKIN_ICE;
}
if (self.classname == "monster_golem_stone")
new.skin = 0;
if (self.classname == "monster_golem_iron")
{
new.scale = 1.5;
new.skin = 1;
}
if (self.classname == "monster_golem_bronze")
{
new.scale = 2.0;
new.skin = 2;
}
new.think = SUB_Remove;
new.ltime = time;
new.nextthink = time + 10 + random()*10;
new.frame = 0;
new.flags = 0;
}
void GolemChunkDeath(void)
{
float numPuffs;
vector vect, dir;
makevectors(self.angles);
dir = v_right*random(150, 200);
dir_z = random(100, 300);
GolemChunkPlace("models/goarm.mdl", self.origin + (v_right * 16), dir);
dir = v_right*random(150, 200)*-1;
dir_z = random(100, 300);
GolemChunkPlace("models/goarm.mdl", self.origin + (v_right * -16), dir);
GolemChunkPlace("models/golegs.mdl", self.origin + (v_forward * -12), '0 0 0');
GolemChunkPlace("models/g-head.mdl", self.origin + (v_forward * random(10, 20)), '0 0 250');
numPuffs = random(4,10);
while(numPuffs > 0)
{
vect = self.origin;
vect_z += v_up_z * 4;
vect_x += v_forward_x * random(0, self.size_x);
vect_y += v_forward_y * random(0, self.size_y);
particle4(vect,20+random(1,10),256+random(90, 95),PARTICLETYPE_GRAV,10);
numPuffs -= 1;
}
if (self.classname == "monster_golem_crystal")
self.thingtype = THINGTYPE_ICE;
self.think = chunk_death;
thinktime self: 0.1;
}
void GolemDeathFinish(void) [++ $death12..$death22]
{ if(self.frame == $death22)
{
self.nextthink = -1;
if(self.classname == "monster_golem_stone" || self.classname == "monster_golem_crystal")
{
sound(self, CHAN_BODY, "golem/stnfall.wav", 1, ATTN_NORM);
}
else if(self.classname == "monster_golem_iron")
{
sound(self, CHAN_BODY, "golem/mtlfall.wav", 1, ATTN_NORM);
}
else
{ // Assumed bronze
sound(self, CHAN_BODY, "golem/mtlfall.wav", 1, ATTN_NORM);
}
if (GolemCheckSolidGround())
{
GolemChunkDeath();
//MakeSolidCorpse();
}
else
{
self.think = chunk_death;
thinktime self : 0.1;
}
return;
}
if(self.frame == $death16)
{
self.solid = SOLID_NOT;
}
if (self.frame > $death16)
{
makevectors(self.angles);
self.origin += v_forward * 4;
}
if(self.health < -50)
{
self.think = chunk_death;
}
thinktime self : 0.07;
}
void GolemDeathPause(void) [$death11 GolemDeathPause]
{
vector vect;
if ((self.cnt - time) == 1)
{
sound(self, CHAN_BODY, "golem/dthgroan.wav", 1, ATTN_NORM);
if (self.classname == "monster_golem_bronze")
{
makevectors(self.angles);
vect = self.origin + (v_forward * (self.size_x / 2));
particle4(vect + '0 0 80',15,256+random(184, 191),PARTICLETYPE_GRAV,10);
}
if (self.classname == "monster_golem_iron")
{
makevectors(self.angles);
vect = self.origin + (v_forward * (self.size_x / 2));
particle4(vect + '0 0 70',15,256+random(128,143),PARTICLETYPE_GRAV,10);
}
}
if (self.cnt < time)
GolemDeathFinish();
}
//==========================================================================
//
// GolemDie
//
//==========================================================================
void GolemDie(void) [++ $death1..$death11]
{
self.colormap = 0;
if (self.frame == $death11)
{
if (self.classname == "monster_golem_bronze" || self.classname == "monster_golem_iron")
sound(self, CHAN_BODY, "golem/mtlpain.wav", 1, ATTN_NORM);
else
sound(self, CHAN_BODY, "golem/stnpain.wav", 1, ATTN_NORM);
self.cnt = time + 1;
GolemDeathPause();
}
}