hexen2/H2MP/hcode/sheep.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /H2 Mission Pack/HCode/sheep.hc 15 3/27/98 2:14p Mgummelt $
*/
/*
==============================================================================
Q:\art\models\players\SHEEP\ambient\sheep.hc
MG
==============================================================================
*/
// For building the model
$cd Q:\art\models\players\SHEEP\ambient
$origin 20 0 11
$base BASE SKIN
$skin SKIN
$flags 0
//
$frame grazeA1 grazeA2 grazeA3 grazeA4 grazeA5
$frame grazeA6 grazeA7 grazeA8 grazeA9 grazeA10
$frame grazeA11 grazeA12 grazeA13 grazeA14 grazeA15
$frame grazeA16 grazeA17 grazeA18 grazeA19 grazeA20
$frame grazeA21 grazeA22 grazeA23 grazeA24 grazeA25
$frame grazeA26 grazeA27 grazeA28 grazeA29 grazeA30
$frame grazeA31 grazeA32 grazeA33 grazeA34 grazeA35
$frame grazeA36 grazeA37 grazeA38 grazeA39 grazeA40
//
$frame grazeB1 grazeB2 grazeB3 grazeB4 grazeB5
$frame grazeB6 grazeB7 grazeB8 grazeB9 grazeB10
$frame grazeB11 grazeB12 grazeB13 grazeB14 grazeB15
$frame grazeB16 grazeB17 grazeB18 grazeB19 grazeB20
$frame grazeB21 grazeB22 grazeB23 grazeB24 grazeB25
$frame grazeB26 grazeB27 grazeB28 grazeB29 grazeB30
$frame grazeB31 grazeB32 grazeB33 grazeB34 grazeB35
$frame grazeB36 grazeB37 grazeB38 grazeB39 grazeB40
//
$frame gstepA10 gstepA11 gstepA12 gstepA13 gstepA14
$frame gstepA15 gstepA16 gstepA17 gstepA18 gstepA19
$frame gstepA20 gstepA21 gstepA22 gstepA23 gstepA24
$frame gstepA25 gstepA26 gstepA27 gstepA28 gstepA29
$frame gstepA30
//
$frame gstepB10 gstepB11 gstepB12 gstepB13 gstepB14
$frame gstepB15 gstepB16 gstepB17 gstepB18 gstepB19
$frame gstepB20 gstepB21 gstepB22 gstepB23 gstepB24
$frame gstepB25 gstepB26 gstepB27 gstepB28 gstepB29
$frame gstepB30
//
$frame lookup1 lookup2 lookup3 lookup4 lookup5
$frame lookup6 lookup7 lookup8 lookup9 lookup10
$frame lookup11 lookup12 look1 look2 look3
$frame look4 look5 look6 look7 look8
$frame look9 look10 look11 look12 look13
$frame look14 look15 look16 look17 look18
$frame look19 look20 look21 look22 look23
$frame look24 look25 look26 look27 look28
$frame look29 look30 look31 look32 look33
$frame look34 look35 look36 look37 look38
$frame look39 look40 look41 look42 look43
$frame look44 look45 look46 look47 look48
$frame look49 look50 look51 look52 look53
$frame look54 look55 look56 look57 look58
$frame look59 look60
//
$frame pain1 pain2 pain3 pain4 pain5
$frame pain6 pain7 pain8
//
$frame tranA1 tranA2 tranA3 tranA4 tranA5
$frame tranA6 tranA7 tranA8 tranA9 tranA10
//
$frame tranB1 tranB2 tranB3 tranB4 tranB5
$frame tranB6 tranB7 tranB8 tranB9 tranB10
$frame tranB11 tranB12
//
$frame trot1 trot2 trot3 trot4 trot5
$frame trot6 trot7 trot8 trot9 trot10
//
$frame wait1 wait2 wait3 wait4 wait5
$frame wait6 wait7 wait8 wait9 wait10
$frame wait11 wait12 wait13 wait14 wait15
$frame wait16
float stationary = 1;
/*QUAKED player_sheep (0.3 0.1 0.6) (-8 -8 -0) (8 8 32) stationary STUCK JUMP x DORMANT NODROP start_frozen respawn
A sheep player model
-------------------------FIELDS-------------------------
stationary- sheep will not wander around or change angles
nodrop- won't drop to floor (and through other entities!) on spawn
--------------------------------------------------------
*/
void()sheep_tranA;
void()sheep_tranB;
void()sheep_graze_a;
void()sheep_graze_b;
void()sheep_gstep_a;
void()sheep_gstep_b;
void()sheep_trot;
void()sheep_wait;
void()sheep_pain;
void()sheep_lookdown;
void()sheep_look;
void()sheep_lookup;
/*
void restore_monster ()
{
//SOUND and MODEL
newmis=spawn();
thinktime newmis : 0;
newmis.think=self.th_init;
newmis.skin=self.skin;
newmis.health=self.max_health;
remove(self);
}
*/
void sheep_sound (float vol)
{
float r;
string playsound;
if(self.noise!=""&&self.classname!="player")
playsound=self.noise;
else
{
r=rint(random(1,3));
if(r==1)
playsound="misc/sheep1.wav";
else if(r==2)
playsound="misc/sheep2.wav";
else
playsound="misc/sheep3.wav";
}
sound(self,CHAN_VOICE,playsound,vol,ATTN_NORM);
self.pain_finished=time + 1;
}
void sheep_turn (void)
{
if(random()<0.5)
self.angles_y+=random()*self.yaw_speed+self.yaw_speed/2;
else
self.angles_y-=random()*self.yaw_speed+self.yaw_speed/2;
}
void sheep_move (float dist)
{
vector best_yaw;
best_yaw=normalize(self.goalentity.origin-self.origin);
best_yaw=vectoangles(best_yaw);
self.ideal_yaw=best_yaw_y;
ChangeYaw();
movetogoal(dist);
}
void sheep_think (void)
{
MonsterCheckContents();
if(!self.spawnflags&stationary&&(self.think==sheep_trot||self.think==sheep_gstep_a||self.think==sheep_gstep_b)&&random()<0.1)
sheep_turn();
if(random()<0.1&&random()<0.2&&self.pain_finished<time)
sheep_sound(random(0.2,0.8));
if(self.flags&FL_ONGROUND)
self.last_onground=time;
}
void()sheep_tranA = [++ $tranA1 .. $tranA10]
{
float r;
if(self.target)
sheep_move(self.speed);
else if(!walkmove(self.angles_y,self.speed,FALSE))
sheep_turn();
sheep_think();
if(cycle_wrapped)
{
r=rint(random(1,3));
if(r==1)
sheep_wait();
else if(r==2)
sheep_tranB();
else if(r==3)
sheep_lookdown();
}
};
void()sheep_tranB = [++ $tranB1 .. $tranB12]
{
if(self.target)
sheep_move(self.speed);
else if(!walkmove(self.angles_y,self.speed,FALSE))
sheep_turn();
sheep_think();
if(cycle_wrapped)
sheep_trot();
};
void()sheep_graze_a = [++ $grazeA1 .. $grazeA40]
{
sheep_think();
if(self.frame== $grazeA9 &&random()<0.5&&!self.spawnflags&1)
sheep_gstep_b();
else if(cycle_wrapped&&random()<0.5)
sheep_lookup();
};
void () sheep_graze_b = [++ $grazeB1 .. $grazeB40]
{
sheep_think();
if(self.frame== $grazeB9 &&random()<0.5&&!self.spawnflags&1)
sheep_gstep_a();
};
void () sheep_gstep_a = [++ $gstepA10 .. $gstepA30]
{
float r;
sheep_think();
if(self.target)
sheep_move(self.speed/10);
else if(!walkmove(self.angles_y,self.speed/10,FALSE))
sheep_turn();
if(cycle_wrapped)
{
r=rint(random())+1;
if(r==1)
{
self.frame==$grazeA31;
sheep_graze_a();
}
else
sheep_gstep_b();
}
};
void () sheep_gstep_b = [++ $gstepB10 .. $gstepB30]
{
float r;
sheep_think();
if(self.target)
sheep_move(self.speed/10);
else if(!walkmove(self.angles_y,self.speed/10,FALSE))
sheep_turn();
if(cycle_wrapped)
{
r=rint(random())+1;
if(r==1)
{
self.frame==$grazeB31;
sheep_graze_b();
}
else
sheep_gstep_a();
}
};
void()sheep_trot = [++ $trot1 .. $trot10]
{
if(self.target)
sheep_move(self.speed);
else if(!walkmove(self.angles_y,self.speed,FALSE))
sheep_turn();
sheep_think();
if(cycle_wrapped)
sheep_tranA();
};
void()sheep_wait = [++ $wait1 .. $wait16]
{
float r;
sheep_think();
if(cycle_wrapped)
{
r=rint(random(2))+1;
if(r==1)
sheep_wait();
else if(r==2&&!self.spawnflags&1)
sheep_tranB();
else if(r==3)
sheep_lookdown();
}
};
void()sheep_pain = [++ $pain1 .. $pain8]
{
float r;
ai_pain(1);
if(cycle_wrapped)
{
r=rint(random(2))+1;
if(r==1)
sheep_wait();
else if(r==2&&!self.spawnflags&1)
sheep_tranB();
else if(r==3)
sheep_lookdown();
}
else if(self.frame==$pain1)
sheep_sound(1);
};
void()sheep_lookdown = [-- $lookup12 .. $lookup1]
{
float r;
if(cycle_wrapped)
{
r=rint(random(4))+1;
if(r==1)
sheep_graze_a();
else if(r==2)
sheep_graze_b();
else if(r==3&&!self.spawnflags&1)
sheep_gstep_a();
else if(r==4&&!self.spawnflags&1)
sheep_gstep_b();
else
sheep_lookup();
}
};
void () sheep_look = [++ $look1 .. $look60]
{
float r;
sheep_think();
if(cycle_wrapped)
{
r=rint(random(2))+1;
if(r==1)
sheep_wait();
else if(r==2&&!self.spawnflags&1)
sheep_tranB();
else if(r==3)
sheep_lookdown();
}
};
void () sheep_lookup = [++ $lookup1 .. $lookup12]
{
sheep_think();
if(cycle_wrapped)
sheep_look();
};
void monster_sheep_bite ()
{
makevectors(self.angles);
traceline(self.origin+self.view_ofs,self.origin+self.view_ofs+v_forward*36,FALSE,self);
if(trace_ent.takedamage)//classname=="obj_catapult2")
{
sound(self,CHAN_VOICE,"spider/bite.wav",1,ATTN_NORM);
SpawnPuff (trace_endpos, '0 0 0', 3,trace_ent);
T_Damage(trace_ent,self,self,5);
self.attack_finished=time+random(0.2,1);
}
}
void monster_sheep_run () [++ $trot1 .. $trot10]
{
MonsterCheckContents();
if(!self.enemy.flags2&FL_ALIVE||!visible(self.enemy))
{
self.think=sheep_trot;
thinktime self : 0;
}
else
{
if(random()<0.1&&random()<0.2)
sheep_sound(1);
ai_face();
movetogoal(4);
// if(self.frame==$trot1 ||self.frame==$trot6)
// sound(self, CHAN_BODY, "scorpion/walk.wav", random(0.7, 1), ATTN_NORM);
if(infront(self.enemy))
if(range(self.enemy)==RANGE_MELEE&&self.attack_finished<time)
monster_sheep_bite();
}
}
void sheep_run_use()
{
if(random()<0.8||self.speed==6)
return;
self.yaw_speed=4;
self.speed=6;
}
void player_sheep (void)
{
float r;
if(self.th_init==SUB_Null)
self.th_init=player_sheep;
else
{
self.health=self.max_health;
if(self.health>25)
self.health=25;
}
CreateEntityNew(self,ENT_SHEEP,"models/sheep.mdl",chunk_death);
if(world.target=="sheep")
{
self.use=sheep_run_use;
self.scale=random(0.05,2.55);
self.experience_value=rint(3.5*self.scale);
self.init_org=self.origin;
self.th_init=player_sheep;
self.health+=10*self.scale;
self.mins=self.mins*self.scale;
self.maxs=self.maxs*self.scale;
setsize(self,self.mins,self.maxs);
}
self.th_pain = sheep_pain;
self.touch = obj_push;
self.flags(+)FL_PUSH;
self.flags2(+)FL_ALIVE;
self.yaw_speed=2;
self.speed=3;
self.th_run=sheep_wait;
if(self.scale)
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
// if(self.spawnflags&SHEEP_RESPAWN)
// self.wallspot=self.origin;
//FIXME: Don't allow trans, trot, etc, if stationary flag on
r=rint(random(1,3));
if(r==1)
self.noise="misc/sheep1.wav";
else if(r==2)
self.noise="misc/sheep2.wav";
else
self.noise="misc/sheep3.wav";
if(self.enemy)
self.think=self.th_run=monster_sheep_run;
else
{
r=rint(random(1,11));
if(r==1)
self.think=sheep_graze_a;
else if(r==2)
self.think=sheep_graze_b;
else if(r==3&&!self.spawnflags&1)
self.think=sheep_gstep_a;
else if(r==4&&!self.spawnflags&1)
self.think=sheep_gstep_b;
else if(r==5)
self.think=sheep_look;
else if(r==6)
self.think=sheep_lookup;
else if(r==7&&!self.spawnflags&1)
self.think=sheep_trot;
else if(r==8)
self.think=sheep_wait;
else if(r==9)
self.think=sheep_lookdown;
else if(r==10&&!self.spawnflags&1)
self.think=sheep_tranA;
else if(!self.spawnflags&1)
self.think=sheep_tranB;
}
if(!self.think)
self.think=sheep_wait;
self.th_walk=self.th_stand=self.think;
//These next few are super-paranoid, but the fucking sheep just
//keep fucking crashing!!!!
if(!self.th_walk)
self.th_walk=sheep_wait;
if(!self.th_stand)
self.th_stand=sheep_wait;
if(self.th_walk==SUB_Null)
self.th_walk=sheep_wait;
if(self.th_stand==SUB_Null)
self.th_stand=sheep_wait;
walkmonster_start();
}
/*
void spawn_sheep (vector org)
{
entity newsheep;
newsheep=spawn();
newsheep.classname="player_sheep";
newsheep.spawnflags=self.spawnflags;
newsheep.think=player_sheep;
thinktime newsheep : 0.5;
}
*/
/*
============================
PLAYER SHEEP
============================
*/
void()player_sheep_run;
void player_sheep_snout_slowpuff ()
{
self.wfs = advanceweaponframe(22,31);
self.th_weapon=player_sheep_snout_slowpuff;
}
void player_sheep_snout_fastpuff ()
{
self.wfs = advanceweaponframe(17,21);
self.th_weapon=player_sheep_snout_fastpuff;
if(self.wfs==WF_CYCLE_WRAPPED)
self.weaponframe_cnt+=1;
if(self.weaponframe_cnt>5)
{
self.weaponframe_cnt=0;
player_sheep_snout_slowpuff();
}
}
void player_sheep_snout_bite ()
{
self.wfs = advanceweaponframe(8,16);
self.th_weapon=player_sheep_snout_bite;
if(self.wfs==WF_CYCLE_WRAPPED)
player_sheep_snout_fastpuff();
}
void player_sheep_snout_pain1 ()
{
self.wfs = advanceweaponframe(0,3);
self.th_weapon=player_sheep_snout_pain1;
if(self.wfs==WF_CYCLE_WRAPPED)
player_sheep_snout_fastpuff();
}
void player_sheep_snout_pain2 ()
{
self.wfs = advanceweaponframe(4,7);
self.th_weapon=player_sheep_snout_pain2;
if(self.wfs==WF_CYCLE_WRAPPED)
player_sheep_snout_fastpuff();
}
void() player_sheep_stand =[++$wait1..$wait16]
{
self.th_weapon();
if (self.velocity_x || self.velocity_y)
self.think=player_sheep_run;
};
void() player_sheep_run =[++$trot1..$trot10]
{
self.th_weapon();
if (!self.velocity_x && !self.velocity_y)
self.think=player_sheep_stand;
};
void player_sheep_baa ()
{
self.th_weapon=player_sheep_snout_bite;
self.th_weapon();
traceline(self.origin+self.view_ofs,self.origin+self.view_ofs+v_forward*36,FALSE,self);
if(trace_ent.takedamage)//classname=="obj_catapult2")
{
sound(self,CHAN_VOICE,"spider/bite.wav",1,ATTN_NORM);
SpawnPuff (trace_endpos, '0 0 0', 3,trace_ent);
T_Damage(trace_ent,self,self,5);
}
else
sheep_sound(1);
self.attack_finished=time+0.5;
if(!self.velocity_x && !self.velocity_y)
self.think=player_sheep_stand;
else
self.think=player_sheep_run;
thinktime self : 0;
}
void() player_sheep_pain=[++$pain1..$pain8]
{
if(self.pain_finished<time)
if(random()<0.5)
self.th_weapon=player_sheep_snout_pain1;
else
self.th_weapon=player_sheep_snout_pain2;
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=player_sheep_stand;
else
self.think=player_sheep_run;
}
else if(self.frame==$pain1)
sheep_sound(1);
};
void() player_sheep_jump=[++$trot1..$trot10]//[++$jump1..$jump10]
{
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=player_sheep_stand;
else
self.think=player_sheep_run;
}
};
void Polymorph (entity loser)
{
//MODEL
sound(loser,CHAN_VOICE,"misc/sheepfly.wav",1,ATTN_NORM);
//FIXME: Need to make it so this reverses after 30 sec.
loser.sheep_time=time+30;
GenerateTeleportEffect(loser.origin,1);
if(loser.classname=="player")
{
if(loser.effects&EF_BRIGHTLIGHT&&loser.playerclass==CLASS_CRUSADER)
loser.effects(-)EF_BRIGHTLIGHT;//Sunstaff
if (loser.artifact_active & ART_TOMEOFPOWER)
loser.tome_time=0;
if(loser.hull!=HULL_CROUCH)
if (loser.hasted)
loser.hasted*= .6;
else
loser.hasted = .6;
loser.mass=3;
if(loser.health>25)
loser.health=25;
loser.th_missile=player_sheep_baa;
loser.th_melee=player_sheep_baa;
loser.th_stand=player_sheep_stand;
loser.th_run=player_sheep_run;
loser.th_walk=player_sheep_run;
loser.th_pain=player_sheep_pain;
loser.th_jump=player_sheep_jump;
setmodel (loser, "models/sheep.mdl");
setsize (loser,'-16 -16 0','16 16 28');
loser.model="models/sheep.mdl";
// loser.modelindex=modelindex_sheep;
// loser.headmodel="models/h_sheep.mdl";
loser.th_weapon=player_sheep_snout_pain1;
loser.hull=HULL_CROUCH;
// if(!loser.flags2&FL_CAMERA_VIEW)
loser.view_ofs = '0 0 24';
loser.proj_ofs='0 0 18';
loser.attack_finished=0;
loser.weapon=FALSE;
loser.weaponmodel="models/snout.mdl";
loser.weaponframe=0;
loser.sheep_sound_time=FALSE;
loser.think=player_sheep_stand;
thinktime loser : 0;
}
else
{
//Stop all auto-looping sounds on removed monster
stopSound(loser,0);
/*sound(loser,CHAN_BODY,"misc/null.wav",1,ATTN_NONE);
sound(loser,CHAN_WEAPON,"misc/null.wav",1,ATTN_NONE);
sound(loser,CHAN_ITEM,"misc/null.wav",1,ATTN_NONE);*/
newmis=spawn();
setorigin(newmis,loser.origin);
//For restoring monster:
newmis.th_init=loser.th_init;
newmis.skin=0;
newmis.oldskin=loser.skin;
newmis.max_health=loser.health;
if(!loser.enemy)
newmis.enemy=self.owner;
else
newmis.enemy=loser.enemy;
newmis.goalentity=newmis.enemy;
newmis.angles=loser.angles;
newmis.target=loser.target;//So it will still activate targets
newmis.killtarget=loser.killtarget;
remove(loser);
newmis.flags2(+)FL_SUMMONED;
newmis.spawnflags(+)NO_DROP;
newmis.think=player_sheep;
thinktime newmis : 0;
}
}
void poly_touch ()
{
if(teamplay&&other.team==self.owner.team)
{
self.touch=SUB_Null;
particleexplosion(self.origin,random(144,159),self.absmax_z-self.absmin_z,10);
remove(self);
}
else if(other.monsterclass >= CLASS_BOSS&&other!=self.owner)
{
self.velocity=normalize((self.owner.absmin+self.owner.absmax)*0.5-self.origin)*700;
self.owner=other;
}
else if(other.flags2&FL_ALIVE&&
other.model!="models/sheep.mdl"&&
other.classname!="monster_golem_crystal"&&
other.takedamage&&
other.classname!="monster_pentacles")
{
self.touch=SUB_Null;
Polymorph(other);
remove(self);
}
else if(other.movetype!=MOVETYPE_FLYMISSILE&&other.movetype!=MOVETYPE_BOUNCE&&other.movetype!=MOVETYPE_BOUNCEMISSILE)
{
self.touch=SUB_Null;
particleexplosion(self.origin,random(144,159),self.absmax_z-self.absmin_z,10);
remove(self);
}
}
void polymorph_anim () [++ 0 .. 3]
{
particle4(self.origin,7,random(144,159),PARTICLETYPE_EXPLODE2,random(1,5));
}
void FirePoly (float ofs)
{
makevectors(self.v_angle);
newmis=spawn();
newmis.movetype=MOVETYPE_FLYMISSILE;
newmis.solid=SOLID_BBOX;
newmis.owner=self;
newmis.touch=poly_touch;
newmis.speed=700;
newmis.velocity=v_forward*newmis.speed+v_right*ofs;
newmis.drawflags=MLS_POWERMODE;
newmis.think=polymorph_anim;
thinktime newmis : 0;
setmodel(newmis,"models/polymrph.spr");
setsize(newmis,'0 0 0','0 0 0');
setorigin(newmis,self.origin+self.proj_ofs+v_forward*10);
}
void Use_Polymorph ()
{
FirePoly(-150);
FirePoly(-75);
FirePoly(0);
FirePoly(75);
FirePoly(150);
self.cnt_polymorph -= 1;
}
void unsheep(entity thingy)
{
entity oself;
oself=self;
self=thingy;
self.oldweapon = FALSE;
self.weapon = IT_WEAPON1;
restore_weapon();
SetModelAndThinks();
self.attack_finished=self.sheep_time=0;
setsize (self, '-16 -16 0', '16 16 28');
self.hull=HULL_CROUCH;
PlayerSpeed_Calc();
self.think=player_frames;
thinktime self : 0;
self=oself;
}