411 lines
10 KiB
Plaintext
411 lines
10 KiB
Plaintext
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
WIZARD
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
$cd id1/models/a_wizard
|
||
|
$origin 0 0 24
|
||
|
$base wizbase
|
||
|
$skin wizbase
|
||
|
|
||
|
$frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8
|
||
|
$frame hover9 hover10 hover11 hover12 hover13 hover14 hover15
|
||
|
|
||
|
$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10
|
||
|
$frame fly11 fly12 fly13 fly14
|
||
|
|
||
|
$frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7
|
||
|
$frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13
|
||
|
|
||
|
$frame pain1 pain2 pain3 pain4
|
||
|
|
||
|
$frame death1 death2 death3 death4 death5 death6 death7 death8
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
WIZARD
|
||
|
|
||
|
If the player moves behind cover before the missile is launched, launch it
|
||
|
at the last visible spot with no velocity leading, in hopes that the player
|
||
|
will duck back out and catch it.
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
LaunchMissile
|
||
|
|
||
|
Sets the given entities velocity and angles so that it will hit self.enemy
|
||
|
if self.enemy maintains it's current velocity
|
||
|
0.1 is moderately accurate, 0.0 is totally accurate
|
||
|
=============
|
||
|
*/
|
||
|
void(entity missile, float mspeed, float accuracy) LaunchMissile =
|
||
|
{
|
||
|
local vector vec, move;
|
||
|
local float fly;
|
||
|
|
||
|
makevectors (self.angles);
|
||
|
|
||
|
// set missile speed
|
||
|
vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin;
|
||
|
|
||
|
// calc aproximate time for missile to reach vec
|
||
|
fly = vlen (vec) / mspeed;
|
||
|
|
||
|
// get the entities xy velocity
|
||
|
move = self.enemy.velocity;
|
||
|
move_z = 0;
|
||
|
|
||
|
// project the target forward in time
|
||
|
vec = vec + move * fly;
|
||
|
|
||
|
vec = normalize(vec);
|
||
|
vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5);
|
||
|
|
||
|
missile.velocity = vec * mspeed;
|
||
|
|
||
|
missile.angles = '0 0 0';
|
||
|
missile.angles_y = vectoyaw(missile.velocity);
|
||
|
|
||
|
// set missile duration
|
||
|
missile.nextthink = time + 5;
|
||
|
missile.think = SUB_Remove;
|
||
|
};
|
||
|
|
||
|
|
||
|
void() wiz_run1;
|
||
|
void() wiz_side1;
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
WizardCheckAttack
|
||
|
=================
|
||
|
*/
|
||
|
float() WizardCheckAttack =
|
||
|
{
|
||
|
local vector spot1, spot2;
|
||
|
local entity targ;
|
||
|
local float chance;
|
||
|
|
||
|
if (time < self.attack_finished)
|
||
|
return FALSE;
|
||
|
if (!enemy_vis)
|
||
|
return FALSE;
|
||
|
|
||
|
if (enemy_range == RANGE_FAR)
|
||
|
{
|
||
|
if (self.attack_state != AS_STRAIGHT)
|
||
|
{
|
||
|
self.attack_state = AS_STRAIGHT;
|
||
|
wiz_run1 ();
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
targ = self.enemy;
|
||
|
|
||
|
// see if any entities are in the way of the shot
|
||
|
spot1 = self.origin + self.view_ofs;
|
||
|
spot2 = targ.origin + targ.view_ofs;
|
||
|
|
||
|
traceline (spot1, spot2, FALSE, self);
|
||
|
|
||
|
if (trace_ent != targ)
|
||
|
{ // don't have a clear shot, so move to a side
|
||
|
if (self.attack_state != AS_STRAIGHT)
|
||
|
{
|
||
|
self.attack_state = AS_STRAIGHT;
|
||
|
wiz_run1 ();
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
if (enemy_range == RANGE_MELEE)
|
||
|
chance = 0.9;
|
||
|
else if (enemy_range == RANGE_NEAR)
|
||
|
chance = 0.6;
|
||
|
else if (enemy_range == RANGE_MID)
|
||
|
chance = 0.2;
|
||
|
else
|
||
|
chance = 0;
|
||
|
|
||
|
if (random () < chance)
|
||
|
{
|
||
|
self.attack_state = AS_MISSILE;
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
if (enemy_range == RANGE_MID)
|
||
|
{
|
||
|
if (self.attack_state != AS_STRAIGHT)
|
||
|
{
|
||
|
self.attack_state = AS_STRAIGHT;
|
||
|
wiz_run1 ();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (self.attack_state != AS_SLIDING)
|
||
|
{
|
||
|
self.attack_state = AS_SLIDING;
|
||
|
wiz_side1 ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
WizardAttackFinished
|
||
|
=================
|
||
|
*/
|
||
|
float() WizardAttackFinished =
|
||
|
{
|
||
|
if (enemy_range >= RANGE_MID || !enemy_vis)
|
||
|
{
|
||
|
self.attack_state = AS_STRAIGHT;
|
||
|
self.think = wiz_run1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.attack_state = AS_SLIDING;
|
||
|
self.think = wiz_side1;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
FAST ATTACKS
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
void() Wiz_FastFire =
|
||
|
{
|
||
|
local vector vec;
|
||
|
local vector dst;
|
||
|
|
||
|
if (self.owner.health > 0)
|
||
|
{
|
||
|
self.owner.effects = self.owner.effects | EF_MUZZLEFLASH;
|
||
|
|
||
|
makevectors (self.enemy.angles);
|
||
|
dst = self.enemy.origin - 13*self.movedir;
|
||
|
|
||
|
vec = normalize(dst - self.origin);
|
||
|
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
|
||
|
launch_spike (self.origin, vec);
|
||
|
newmis.velocity = vec*600;
|
||
|
newmis.owner = self.owner;
|
||
|
newmis.classname = "wizspike";
|
||
|
setmodel (newmis, "progs/w_spike.mdl");
|
||
|
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||
|
}
|
||
|
|
||
|
remove (self);
|
||
|
};
|
||
|
|
||
|
|
||
|
void() Wiz_StartFast =
|
||
|
{
|
||
|
local entity missile;
|
||
|
|
||
|
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
|
||
|
self.v_angle = self.angles;
|
||
|
makevectors (self.angles);
|
||
|
|
||
|
missile = spawn ();
|
||
|
missile.owner = self;
|
||
|
missile.nextthink = time + 0.6;
|
||
|
setsize (missile, '0 0 0', '0 0 0');
|
||
|
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14);
|
||
|
missile.enemy = self.enemy;
|
||
|
missile.nextthink = time + 0.8;
|
||
|
missile.think = Wiz_FastFire;
|
||
|
missile.movedir = v_right;
|
||
|
|
||
|
missile = spawn ();
|
||
|
missile.owner = self;
|
||
|
missile.nextthink = time + 1;
|
||
|
setsize (missile, '0 0 0', '0 0 0');
|
||
|
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14);
|
||
|
missile.enemy = self.enemy;
|
||
|
missile.nextthink = time + 0.3;
|
||
|
missile.think = Wiz_FastFire;
|
||
|
missile.movedir = VEC_ORIGIN - v_right;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
void() Wiz_idlesound =
|
||
|
{
|
||
|
local float wr;
|
||
|
wr = random() * 5;
|
||
|
|
||
|
if (self.waitmin < time)
|
||
|
{
|
||
|
self.waitmin = time + 2;
|
||
|
if (wr > 4.5)
|
||
|
sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE);
|
||
|
if (wr < 1.5)
|
||
|
sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE);
|
||
|
}
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();};
|
||
|
void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();};
|
||
|
void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();};
|
||
|
void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();};
|
||
|
void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();};
|
||
|
void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();};
|
||
|
void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();};
|
||
|
void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();};
|
||
|
|
||
|
void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8);
|
||
|
Wiz_idlesound();};
|
||
|
void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);};
|
||
|
void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);};
|
||
|
void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);};
|
||
|
void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);};
|
||
|
void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);};
|
||
|
void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);};
|
||
|
void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);};
|
||
|
|
||
|
void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8);
|
||
|
Wiz_idlesound();};
|
||
|
void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);};
|
||
|
void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);};
|
||
|
void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);};
|
||
|
void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);};
|
||
|
void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);};
|
||
|
void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);};
|
||
|
void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);};
|
||
|
|
||
|
void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16);
|
||
|
Wiz_idlesound();
|
||
|
};
|
||
|
void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);};
|
||
|
void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);};
|
||
|
void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);};
|
||
|
void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);};
|
||
|
void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);};
|
||
|
void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);};
|
||
|
void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);};
|
||
|
void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);};
|
||
|
void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);};
|
||
|
void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);};
|
||
|
void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);};
|
||
|
void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);};
|
||
|
void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);};
|
||
|
|
||
|
void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();Wiz_StartFast();};
|
||
|
void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();};
|
||
|
void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();};
|
||
|
void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();};
|
||
|
void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();};
|
||
|
void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();};
|
||
|
void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();};
|
||
|
void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();};
|
||
|
void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();};
|
||
|
void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();};
|
||
|
|
||
|
void() wiz_pain1 =[ $pain1, wiz_pain2 ] {};
|
||
|
void() wiz_pain2 =[ $pain2, wiz_pain3 ] {};
|
||
|
void() wiz_pain3 =[ $pain3, wiz_pain4 ] {};
|
||
|
void() wiz_pain4 =[ $pain4, wiz_run1 ] {};
|
||
|
|
||
|
void() wiz_death1 =[ $death1, wiz_death2 ] {
|
||
|
|
||
|
self.velocity_x = -200 + 400*random();
|
||
|
self.velocity_y = -200 + 400*random();
|
||
|
self.velocity_z = 100 + 100*random();
|
||
|
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||
|
sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM);
|
||
|
};
|
||
|
void() wiz_death2 =[ $death2, wiz_death3 ] {};
|
||
|
void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = SOLID_NOT;};
|
||
|
void() wiz_death4 =[ $death4, wiz_death5 ] {};
|
||
|
void() wiz_death5 =[ $death5, wiz_death6 ] {};
|
||
|
void() wiz_death6 =[ $death6, wiz_death7 ] {};
|
||
|
void() wiz_death7 =[ $death7, wiz_death8 ] {};
|
||
|
void() wiz_death8 =[ $death8, wiz_death8 ] {};
|
||
|
|
||
|
void() wiz_die =
|
||
|
{
|
||
|
// check for gib
|
||
|
if (self.health < -40)
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||
|
ThrowHead ("progs/h_wizard.mdl", self.health);
|
||
|
ThrowGib ("progs/gib2.mdl", self.health);
|
||
|
ThrowGib ("progs/gib2.mdl", self.health);
|
||
|
ThrowGib ("progs/gib2.mdl", self.health);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
wiz_death1 ();
|
||
|
};
|
||
|
|
||
|
|
||
|
void(entity attacker, float damage) Wiz_Pain =
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM);
|
||
|
if (random()*70 > damage)
|
||
|
return; // didn't flinch
|
||
|
|
||
|
wiz_pain1 ();
|
||
|
};
|
||
|
|
||
|
|
||
|
void() Wiz_Missile =
|
||
|
{
|
||
|
wiz_fast1();
|
||
|
};
|
||
|
|
||
|
/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
||
|
*/
|
||
|
void() monster_wizard =
|
||
|
{
|
||
|
if (deathmatch)
|
||
|
{
|
||
|
remove(self);
|
||
|
return;
|
||
|
}
|
||
|
precache_model ("progs/wizard.mdl");
|
||
|
precache_model ("progs/h_wizard.mdl");
|
||
|
precache_model ("progs/w_spike.mdl");
|
||
|
|
||
|
precache_sound ("wizard/hit.wav"); // used by c code
|
||
|
precache_sound ("wizard/wattack.wav");
|
||
|
precache_sound ("wizard/wdeath.wav");
|
||
|
precache_sound ("wizard/widle1.wav");
|
||
|
precache_sound ("wizard/widle2.wav");
|
||
|
precache_sound ("wizard/wpain.wav");
|
||
|
precache_sound ("wizard/wsight.wav");
|
||
|
|
||
|
self.solid = SOLID_SLIDEBOX;
|
||
|
self.movetype = MOVETYPE_STEP;
|
||
|
|
||
|
setmodel (self, "progs/wizard.mdl");
|
||
|
|
||
|
setsize (self, '-16 -16 -24', '16 16 40');
|
||
|
self.health = 80;
|
||
|
|
||
|
self.th_stand = wiz_stand1;
|
||
|
self.th_walk = wiz_walk1;
|
||
|
self.th_run = wiz_run1;
|
||
|
self.th_missile = Wiz_Missile;
|
||
|
self.th_pain = Wiz_Pain;
|
||
|
self.th_die = wiz_die;
|
||
|
|
||
|
flymonster_start ();
|
||
|
};
|