quake-hipnotic-sdk/progs/monsters.qc
1997-03-11 00:00:00 +00:00

238 lines
4.8 KiB
C++

/* all monsters should be 1 0 0 in color */
// name =[framenum, nexttime, nextthink] {code}
// expands to:
// name ()
// {
// self.frame=framenum;
// self.nextthink = time + nexttime;
// self.think = nextthink
// <code>
// };
/*
================
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;
};
/*
================
monster_death_use
when a mosnter dies, it fires all of its targets with the current
enemy as activator.
================
*/
void() monster_death_use =
{
local entity ent, otemp, stemp;
// 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 ();
};
//============================================================================
void() walkmonster_start_go =
{
local string stemp;
local entity etemp;
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();
if (!walkmove(0,0))
{
dprint ("walkmonster in wall at: ");
dprint (vtos(self.origin));
dprint ("\n");
}
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(world, targetname, self.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
dprint ("monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\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 ();
}
// 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 + random()*0.5;
self.flags = self.flags | fl_monster;
self.think = walkmonster_start_go;
total_monsters = total_monsters + 1;
};
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))
{
dprint ("flymonster in wall at: ");
dprint (vtos(self.origin));
dprint ("\n");
}
if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
if (!self.movetarget)
{
dprint ("monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\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.flags = self.flags | fl_monster;
self.think = flymonster_start_go;
total_monsters = total_monsters + 1;
};
void() swimmonster_start_go =
{
if (deathmatch)
{
remove(self);
return;
}
self.takedamage = damage_aim;
//med
// 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(world, targetname, self.target);
if (!self.movetarget)
{
dprint ("monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\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.flags = self.flags | fl_monster;
self.nextthink = self.nextthink + random()*0.5;
self.think = swimmonster_start_go;
total_monsters = total_monsters + 1;
};